Lesson 76 - Parsing the Game Session Response
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@@ -7,7 +7,7 @@
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#include "UI/HTTP/HTTPRequestManager.h"
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#include "APITestManager.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnListFleetsResponseReceived, const FDSListFleetsResponse&, ListFleetsResponse, bool, bWasSuccessful);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnListFleetsResponseReceived, const FDSListFleetsResponse&, ListFleetsResponse, const bool, bWasSuccessful);
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/**
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@@ -2,6 +2,11 @@
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#include "HTTPRequestTypes.generated.h"
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namespace HTTPStatusMessages
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{
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extern DEDICATEDSERVERS_API const FString SomethingWentWrong;
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}
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USTRUCT()
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struct FDSMetaData
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{
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@@ -33,5 +38,73 @@ struct FDSListFleetsResponse
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UPROPERTY()
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FString NextToken;
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void Dump() const;
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};
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USTRUCT()
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struct FDSGameSession
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{
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GENERATED_BODY()
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UPROPERTY()
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FString GameSessionId{};
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UPROPERTY()
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FString Name{};
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UPROPERTY()
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FString FleetArn{};
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UPROPERTY()
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double CreationTime{};
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UPROPERTY()
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double TerminationTime{};
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UPROPERTY()
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int32 CurrentPlayerSessionCount{};
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UPROPERTY()
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int32 MaximumPlayerSessionCount{};
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UPROPERTY()
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FString Status{};
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UPROPERTY()
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FString StatusReason{};
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UPROPERTY()
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TMap<FString, FString> GameProperties{};
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UPROPERTY()
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FString IpAddress{};
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UPROPERTY()
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FString DnsName{};
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UPROPERTY()
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int32 Port{};
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UPROPERTY()
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FString PlayerSessionCreationPolicy{};
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UPROPERTY()
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FString CreatorId{};
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UPROPERTY()
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FString GameSessionData{};
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UPROPERTY()
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FString MatchmakerData{};
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UPROPERTY()
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FString Location{};
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UPROPERTY()
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FString ComputeName{};
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UPROPERTY()
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FString PlayerGatewayStatus{};
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void Dump() const;
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};
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@@ -7,7 +7,7 @@
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#include "UI/HTTP/HTTPRequestManager.h"
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#include "PortalManager.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBroadcastJoinGameSessionMessage, const FString&, StatusMessage);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FBroadcastJoinGameSessionMessage, const FString&, StatusMessage, bool, bShouldResetJoinGameButton);
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/**
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*
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@@ -39,5 +39,5 @@ private:
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void OnJoinGameButtonClicked();
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UFUNCTION()
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void UpdateJoinGameStatusMessage(const FString& StatusMessage);
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void UpdateJoinGameStatusMessage(const FString& StatusMessage, const bool bShouldResetJoinGameButton);
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};
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