GameLiftPlugin/Source/GameLiftClient/Private/UI/TestCloudDeploymentMenuWidget.cpp (323 lines of code) (raw):
// Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
#include "UI/TestCloudDeploymentMenuWidget.h"
#include "WebBrowser.h"
#include "WebBrowserModule.h"
#include "IWebBrowserSingleton.h"
#include "IWebBrowserCookieManager.h"
#include "Json.h"
#include "JsonUtilities.h"
#include "Kismet/GameplayStatics.h"
#include "GameFramework/Actor.h"
#if WITH_GAMELIFT_CLIENT
#include "aws/gamelift/authentication/exports.h"
#include "aws/gamelift/core/errors.h"
#endif
DEFINE_LOG_CATEGORY(TestCloudDeployment);
static FString sGlobalLoggerError;
UTestCloudDeploymentMenuWidget::UTestCloudDeploymentMenuWidget(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
Http = &FHttpModule::Get();
ApiGatewayEndpoint = FString::Printf(TEXT("https://%s.execute-api.%s.amazonaws.com/%s"), TEXT("apigatewayid"), TEXT("region"), TEXT("stage"));
GetGameConnectionURI = TEXT("/get_game_connection");
GetGameConnectionRetryDelayMs = 3000; // wait for 3 sec before the next attempt to get game connection info when matchmaking is in porgress
MatchmakingTimeoutInSecondsParameter = 60; // must match to CFN parameter with the same name
MatchmakingIsTimedOut = false;
StartSessionURI = TEXT("/start_game");
SignupUrl = TEXT("");
CallbackUrl = TEXT("https://aws.amazon.com/");
ConfigFilePath = TEXT("CloudFormation/awsGameLiftClientConfig.yml");
MatchmakingInProgress = false;
}
void UTestCloudDeploymentMenuWidget::NativeConstruct()
{
Super::NativeConstruct();
}
bool UTestCloudDeploymentMenuWidget::OnLoginClicked()
{
if (!MatchmakingInProgress)
{
int result = AuthAndGetToken();
if (result != 0)
{
LatestError = TEXT("Authorization failed");
UE_LOG(TestCloudDeployment, Error, TEXT("%s for user '%s'"), *LatestError, *Username);
return false;
}
EstablishGameConnection();
}
return true;
}
int UTestCloudDeploymentMenuWidget::OnSignupClicked()
{
#if WITH_GAMELIFT_CLIENT
auto SessionLogger = [](unsigned int InLevel, const char* InMessage, int InSize)
{
if (InLevel == GameLift::Logger::Level::Error)
{
sGlobalLoggerError = InMessage;
}
UE_LOG(TestCloudDeployment, Log, TEXT("Session manager logger: %s"), UTF8_TO_TCHAR(InMessage));
};
auto configFileFullPath = FPaths::ConvertRelativePathToFull(FPaths::Combine(FPaths::ProjectContentDir(), ConfigFilePath));
auto sessionManagerHandle = GameLiftSessionManagerInstanceCreate(StringCast<ANSICHAR>(*configFileFullPath).Get(), SessionLogger);
auto cb = [](DISPATCH_RECEIVER_HANDLE dispatchReceiver, const char* charPtr)
{
*(static_cast<FString*>(dispatchReceiver)) = charPtr;
};
const std::string& _Username = StringCast<ANSICHAR>(*Username).Get();
const std::string& _Password = StringCast<ANSICHAR>(*Password).Get();
auto result = GameLiftSignUpByUsernamePassword(sessionManagerHandle, _Username.c_str(), _Password.c_str());
if (result != 0)
{
LatestError = TEXT("SignUp failed");
UE_LOG(TestCloudDeployment, Error, TEXT("%s for user '%s'"), *LatestError, *Username);
}
GameLiftSessionManagerInstanceRelease(sessionManagerHandle);
return result;
#else
return 0;
#endif
}
int UTestCloudDeploymentMenuWidget::OnConfirmSignupClicked()
{
#if WITH_GAMELIFT_CLIENT
auto SessionLogger = [](unsigned int InLevel, const char* InMessage, int InSize)
{
if (InLevel == GameLift::Logger::Level::Error)
{
sGlobalLoggerError = InMessage;
}
UE_LOG(TestCloudDeployment, Log, TEXT("Session manager logger: %s"), UTF8_TO_TCHAR(InMessage));
};
auto ConfigFileFullPath = FPaths::ConvertRelativePathToFull(FPaths::Combine(FPaths::ProjectContentDir(), ConfigFilePath));
if (!FPaths::FileExists(ConfigFileFullPath))
{
LatestError = FString::Printf(TEXT("A config file is not found, make sure to setup it at: %s"), *ConfigFileFullPath);
return GameLift::GAMELIFT_ERROR_GENERAL;
}
auto sessionManagerHandle = GameLiftSessionManagerInstanceCreate(StringCast<ANSICHAR>(*ConfigFileFullPath).Get(), SessionLogger);
auto cb = [](DISPATCH_RECEIVER_HANDLE dispatchReceiver, const char* charPtr)
{
*(static_cast<FString*>(dispatchReceiver)) = charPtr;
};
const std::string& _Username = StringCast<ANSICHAR>(*Username).Get();
const std::string& _VerificationCode = StringCast<ANSICHAR>(*VerificationCode).Get();
auto result = GameLiftConfirmSignUpByUsernameCode(sessionManagerHandle, _Username.c_str(), _VerificationCode.c_str());
if (result != 0)
{
LatestError = TEXT("Confirm SignUp failed");
UE_LOG(TestCloudDeployment, Error, TEXT("%s for user '%s'"), *LatestError, *Username);
}
GameLiftSessionManagerInstanceRelease(sessionManagerHandle);
return result;
#else
return 0;
#endif
}
FString UTestCloudDeploymentMenuWidget::GetLatestError()
{
if (!LatestError.IsEmpty())
{
return FString::Printf(TEXT("Error: %s\n%s"), *LatestError, *sGlobalLoggerError);
}
return FString();
}
int UTestCloudDeploymentMenuWidget::AuthAndGetToken()
{
#if WITH_GAMELIFT_CLIENT
auto sessionLogger = [](unsigned int InLevel, const char* InMessage, int InSize)
{
if (InLevel == GameLift::Logger::Level::Error)
{
sGlobalLoggerError = InMessage;
}
UE_LOG(TestCloudDeployment, Log, TEXT("Session manager logger: %s"), UTF8_TO_TCHAR(InMessage));
};
auto ConfigFileFullPath = FPaths::ConvertRelativePathToFull(FPaths::Combine(FPaths::ProjectContentDir(), ConfigFilePath));
if (!FPaths::FileExists(ConfigFileFullPath))
{
LatestError = FString::Printf(TEXT("A config file is not found, make sure to setup it at: %s"), *ConfigFileFullPath);
return GameLift::GAMELIFT_ERROR_GENERAL;
}
auto SessionManagerHandle = GameLiftSessionManagerInstanceCreate(StringCast<ANSICHAR>(*ConfigFileFullPath).Get(), sessionLogger);
auto CallbackFunc = [](DISPATCH_RECEIVER_HANDLE InDispatchReceiver, const char* InCharPtr)
{
*(static_cast<FString *>(InDispatchReceiver)) = InCharPtr;
};
const std::string& _Username = StringCast<ANSICHAR>(*Username).Get();
const std::string& _Password = StringCast<ANSICHAR>(*Password).Get();
auto result = GameLiftAuthByUsernamePassword(SessionManagerHandle, _Username.c_str(), _Password.c_str());
if (result == GameLift::GAMELIFT_SUCCESS)
{
GameLiftGetTokenId(SessionManagerHandle, &IdToken, CallbackFunc);
if (GameLiftSessionManagerAreSettingsLoaded(SessionManagerHandle, GameLift::FeatureType::Identity))
{
result = GameLiftGetIdentityApiGatewayURL(SessionManagerHandle, &ApiGatewayEndpoint, CallbackFunc);
}
}
GameLiftSessionManagerInstanceRelease(SessionManagerHandle);
if (result != GameLift::GAMELIFT_SUCCESS)
{
return result;
}
if (ApiGatewayEndpoint.IsEmpty() || IdToken.IsEmpty())
{
return GameLift::GAMELIFT_ERROR_NO_ID_TOKEN;
}
return result;
#else
return 0;
#endif
}
bool UTestCloudDeploymentMenuWidget::OpenLevel(const FString& IpAddress, const FString& Port, const FString& Options)
{
#if WITH_GAMELIFT_CLIENT
UE_LOG(TestCloudDeployment, Log, TEXT("OpenLevel: IpAddress '%s', Port '%s', Options '%s'"), *(IpAddress), *(Port), *(Options));
if (!IpAddress.IsEmpty() && !Port.IsEmpty())
{
FString LevelName = IpAddress + ":" + Port;
UGameplayStatics::OpenLevel(GetWorld(), FName(*LevelName), false, Options);
return true;
}
return false;
#else
return true;
#endif
}
void UTestCloudDeploymentMenuWidget::EstablishGameConnection()
{
#if WITH_GAMELIFT_CLIENT
TSharedRef<IHttpRequest, ESPMode::ThreadSafe> GameConnectionRequest = Http->CreateRequest();
GameConnectionRequest->SetVerb("POST");
GameConnectionRequest->SetURL(ApiGatewayEndpoint + GetGameConnectionURI);
GameConnectionRequest->SetHeader("Content-Type", "application/json");
GameConnectionRequest->SetHeader("Auth", IdToken);
GameConnectionRequest->OnProcessRequestComplete().BindUObject(this, &UTestCloudDeploymentMenuWidget::OnGetGameConnectionResponse);
GameConnectionRequest->ProcessRequest();
#endif
}
void UTestCloudDeploymentMenuWidget::OnGetGameConnectionResponse(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
{
#if WITH_GAMELIFT_CLIENT
if (bWasSuccessful)
{
auto& WorldTimerManager = GetWorld()->GetTimerManager();
auto PollReset = [this, &WorldTimerManager]()
{
WorldTimerManager.ClearTimer(PollGameConnectionHandle);
WorldTimerManager.ClearTimer(PollGameConnectionEndHandle);
MatchmakingInProgress = false;
MatchmakingIsTimedOut = false;
};
auto ResponseCode = static_cast<ServerHttpStatusCode>(Response->GetResponseCode());
if (ResponseCode == ServerHttpStatusCode::GetGameConnection_Ready)
{
TSharedPtr<FJsonObject> JsonObject;
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(Response->GetContentAsString());
if (FJsonSerializer::Deserialize(Reader, JsonObject))
{
FString IpAddress = JsonObject->GetStringField("IpAddress");
FString Port = JsonObject->GetStringField("Port");
const FString& PlayerSessionId = JsonObject->GetStringField("PlayerSessionId");
const FString& PlayerId = JsonObject->GetStringField("PlayerId");
const FString& Options = "?PlayerSessionId=" + PlayerSessionId + "?PlayerId=" + PlayerId;
UE_LOG(TestCloudDeployment, Log, TEXT("Game connection: GameSessionArn '%s', PlayerSessionId '%s', PlayerId '%s'"), *(JsonObject->GetStringField("GameSessionArn")), *PlayerSessionId, *PlayerId);
if (MatchmakingInProgress)
{
PollReset();
}
OpenLevel(IpAddress, Port, Options);
}
}
else if (ResponseCode == ServerHttpStatusCode::GetGameConnection_NotFound)
{
UE_LOG(TestCloudDeployment, Log, TEXT("No game is found, starting new game..."));
StartGame(IdToken);
}
else if (ResponseCode == ServerHttpStatusCode::GetGameConnection_MatchmakingInProgress)
{
UE_LOG(TestCloudDeployment, Log, TEXT("Wating for the other players to join the game..."));
if (!MatchmakingInProgress)
{
MatchmakingInProgress = true;
MatchmakingIsTimedOut = false;
WorldTimerManager.SetTimer(PollGameConnectionHandle, this, &UTestCloudDeploymentMenuWidget::PollGameConnection, GetGameConnectionRetryDelayMs / 1000.0f, true);
WorldTimerManager.SetTimer(PollGameConnectionEndHandle, this, &UTestCloudDeploymentMenuWidget::PollGameConnectionEnd, (float)MatchmakingTimeoutInSecondsParameter, false);
}
else
{
if (MatchmakingIsTimedOut)
{
PollReset();
LatestError = TEXT("Game connection is timed out. Try to connect again later");
UE_LOG(TestCloudDeployment, Error, TEXT("%s"), *LatestError);
}
}
}
else if (ResponseCode == ServerHttpStatusCode::GetGameConnection_NoServerError)
{
LatestError = TEXT("Server is not deployed, please use another deployment scenario");
UE_LOG(TestCloudDeployment, Error, TEXT("%s. Error code: %d"), *LatestError, ResponseCode);
}
else
{
LatestError = TEXT("Failed to get game connection");
UE_LOG(TestCloudDeployment, Error, TEXT("%s. Error code: %d"), *LatestError, ResponseCode);
if (MatchmakingInProgress)
{
PollReset();
}
}
}
#endif
}
void UTestCloudDeploymentMenuWidget::PollGameConnection()
{
#if WITH_GAMELIFT_CLIENT
EstablishGameConnection();
#endif
}
void UTestCloudDeploymentMenuWidget::PollGameConnectionEnd()
{
#if WITH_GAMELIFT_CLIENT
MatchmakingIsTimedOut = true;
UE_LOG(TestCloudDeployment, Log, TEXT("Game connection timed out is reached"));
#endif
}
void UTestCloudDeploymentMenuWidget::StartGame(FString InIdToken)
{
#if WITH_GAMELIFT_CLIENT
FString UsedToken = ( IdToken.IsEmpty() ? InIdToken : IdToken );
TSharedRef<IHttpRequest, ESPMode::ThreadSafe> StartSessionHttpRequest = Http->CreateRequest();
StartSessionHttpRequest->SetVerb("POST");
StartSessionHttpRequest->SetURL(ApiGatewayEndpoint + StartSessionURI);
StartSessionHttpRequest->SetHeader("Content-Type", "application/json");
StartSessionHttpRequest->SetHeader("Auth", UsedToken);
StartSessionHttpRequest->OnProcessRequestComplete().BindUObject(this, &UTestCloudDeploymentMenuWidget::OnStartGameResponse);
StartSessionHttpRequest->ProcessRequest();
#endif
}
void UTestCloudDeploymentMenuWidget::OnStartGameResponse(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
{
#if WITH_GAMELIFT_CLIENT
if (bWasSuccessful)
{
auto responseCode = static_cast<ServerHttpStatusCode>(Response->GetResponseCode());
if (responseCode == ServerHttpStatusCode::StartGame_Accepted)
{
UE_LOG(TestCloudDeployment, Log, TEXT("Game was started successfully, establishing game connection..."));
EstablishGameConnection();
}
else if (responseCode == ServerHttpStatusCode::StartGame_Conflict)
{
LatestError = TEXT("Another game request is being processed now");
UE_LOG(TestCloudDeployment, Error, TEXT("%s"), *LatestError);
}
else
{
LatestError = TEXT("Starting game request failed");
UE_LOG(TestCloudDeployment, Error, TEXT("%s with code '%d'"), *LatestError, responseCode);
}
}
#endif
}