Gems/AWSGameLift/Code/AWSGameLiftServer/Source/AWSGameLiftServerManager.h (133 lines of code) (raw):
/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <aws/gamelift/server/GameLiftServerAPI.h>
#include <aws/gamelift/server/model/GameSession.h>
#include <AzCore/JSON/rapidjson.h>
#include <AzCore/JSON/document.h>
#include <AzCore/std/containers/vector.h>
#include <AzCore/std/string/string.h>
#include <AzCore/std/smart_ptr/unique_ptr.h>
#include <Multiplayer/Session/ISessionHandlingRequests.h>
#include <Multiplayer/Session/SessionConfig.h>
#include <AWSGameLiftPlayer.h>
#include <Request/AWSGameLiftServerRequestBus.h>
namespace AWSGameLift
{
class GameLiftServerSDKWrapper;
//! GameLift server process settings.
struct GameLiftServerProcessDesc
{
AZStd::vector<AZStd::string> m_logPaths; //!< Log paths the servers will write to. Both relative to the game root folder and absolute paths supported.
uint16_t m_port = 0; //!< The port the server will be listening on.
};
//! Manage the server process for hosting game sessions via GameLiftServerSDK.
class AWSGameLiftServerManager
: public AWSGameLiftServerRequestBus::Handler
, public Multiplayer::ISessionHandlingProviderRequests
{
public:
static constexpr const char AWSGameLiftServerManagerName[] = "AWSGameLiftServerManager";
static constexpr const char AWSGameLiftServerSDKNotInitErrorMessage[] =
"Amazon GameLift Server SDK is not initialized yet.";
static constexpr const char AWSGameLiftServerSDKAlreadyInitErrorMessage[] =
"Amazon GameLift Server SDK has already been initialized.";
static constexpr const char AWSGameLiftServerTempPortErrorMessage[] =
"No server port specified, server will be listening on ephemeral port.";
static constexpr const char AWSGameLiftServerGameInitErrorMessage[] =
"Failed to process game dependent initialization during OnStartGameSession.";
static constexpr const char AWSGameLiftServerGameSessionDestroyErrorMessage[] =
"Failed to destroy game session during OnProcessTerminate.";
static constexpr const char AWSGameLiftServerPlayerConnectionRegisteredErrorMessage[] =
"Player connection id %d is already registered to player session id %s. Remove connected player first.";
static constexpr const char AWSGameLiftServerPlayerConnectionMissingErrorMessage[] =
"Player connection id %d does not exist.";
static constexpr const char AWSGameLiftServerInstanceCertificateErrorMessage[] =
"Failed to locate Amazon GameLift TLS certificate file.";
static constexpr const char AWSGameLiftServerInstancePrivateKeyErrorMessage[] =
"Failed to locate Amazon GameLift TLS private key file.";
static constexpr const char AWSGameLiftServerInitSDKErrorMessage[] =
"Failed to initialize Amazon GameLift Server SDK. ErrorMessage: %s";
static constexpr const char AWSGameLiftServerProcessReadyErrorMessage[] =
"Failed to notify GameLift server process ready. ErrorMessage: %s";
static constexpr const char AWSGameLiftServerActivateGameSessionErrorMessage[] =
"Failed to activate GameLift game session. ErrorMessage: %s";
static constexpr const char AWSGameLiftServerProcessEndingErrorMessage[] =
"Failed to notify GameLift server process ending. ErrorMessage: %s";
static constexpr const char AWSGameLiftServerAcceptPlayerSessionErrorMessage[] =
"Failed to validate player session connection with id %s. ErrorMessage: %s";
static constexpr const char AWSGameLiftServerInvalidConnectionConfigErrorMessage[] =
"Invalid player connection config, player connection id: %d, player session id: %s";
static constexpr const char AWSGameLiftServerRemovePlayerSessionErrorMessage[] =
"Failed to notify GameLift that the player with the player session id %s has disconnected from the server process. ErrorMessage: %s";
static constexpr const char AWSGameLiftMatchmakingDataInvalidErrorMessage[] =
"Failed to parse GameLift matchmaking data. ErrorMessage: %s";
static constexpr const char AWSGameLiftMatchmakingDataMissingErrorMessage[] =
"GameLift matchmaking data is missing or invalid to parse.";
static constexpr const char AWSGameLiftMatchmakingPlayerAttributeInvalidErrorMessage[] =
"Failed to build player %s attributes. ErrorMessage: %s";
static constexpr const char AWSGameLiftDescribePlayerSessionsErrorMessage[] =
"Failed to describe player sessions. ErrorMessage: %s";
static constexpr const char AWSGameLiftStartMatchBackfillErrorMessage[] =
"Failed to start match backfill. ErrorMessage: %s";
static constexpr const char AWSGameLiftStopMatchBackfillErrorMessage[] =
"Failed to stop match backfill. ErrorMessage: %s";
static constexpr const char AWSGameLiftMatchmakingConfigurationKeyName[] = "matchmakingConfigurationArn";
static constexpr const char AWSGameLiftMatchmakingTeamsKeyName[] = "teams";
static constexpr const char AWSGameLiftMatchmakingTeamNameKeyName[] = "name";
static constexpr const char AWSGameLiftMatchmakingPlayersKeyName[] = "players";
static constexpr const char AWSGameLiftMatchmakingPlayerIdKeyName[] = "playerId";
static constexpr const char AWSGameLiftMatchmakingPlayerAttributesKeyName[] = "attributes";
static constexpr const char AWSGameLiftMatchmakingPlayerAttributeTypeKeyName[] = "attributeType";
static constexpr const char AWSGameLiftMatchmakingPlayerAttributeValueKeyName[] = "valueAttribute";
static constexpr const char AWSGameLiftMatchmakingPlayerAttributeSTypeName[] = "S";
static constexpr const char AWSGameLiftMatchmakingPlayerAttributeSServerTypeName[] = "STRING";
static constexpr const char AWSGameLiftMatchmakingPlayerAttributeNTypeName[] = "N";
static constexpr const char AWSGameLiftMatchmakingPlayerAttributeNServerTypeName[] = "DOUBLE";
static constexpr const char AWSGameLiftMatchmakingPlayerAttributeSLTypeName[] = "SL";
static constexpr const char AWSGameLiftMatchmakingPlayerAttributeSLServerTypeName[] = "STRING_LIST";
static constexpr const char AWSGameLiftMatchmakingPlayerAttributeSDMTypeName[] = "SDM";
static constexpr const char AWSGameLiftMatchmakingPlayerAttributeSDMServerTypeName[] = "STRING_DOUBLE_MAP";
static constexpr const uint16_t AWSGameLiftDescribePlayerSessionsPageSize = 30;
AWSGameLiftServerManager();
virtual ~AWSGameLiftServerManager();
void ActivateManager();
void DeactivateManager();
//! Initialize GameLift API client by calling InitSDK().
void InitializeGameLiftServerSDK();
// AWSGameLiftServerRequestBus interface implementation
bool NotifyGameLiftProcessReady() override;
bool StartMatchBackfill(const AZStd::string& ticketId, const AZStd::vector<AWSGameLiftPlayer>& players) override;
bool StopMatchBackfill(const AZStd::string& ticketId) override;
// ISessionHandlingProviderRequests interface implementation
void HandleDestroySession() override;
bool ValidatePlayerJoinSession(const Multiplayer::PlayerConnectionConfig& playerConnectionConfig) override;
void HandlePlayerLeaveSession(const Multiplayer::PlayerConnectionConfig& playerConnectionConfig) override;
AZ::IO::Path GetInternalSessionCertificate() override;
AZ::IO::Path GetExternalSessionCertificate() override;
protected:
void SetGameLiftServerSDKWrapper(AZStd::unique_ptr<GameLiftServerSDKWrapper> gameLiftServerSDKWrapper);
//! Add connected player session id.
bool AddConnectedPlayer(const Multiplayer::PlayerConnectionConfig& playerConnectionConfig);
//! Get active server player data from lazy loaded game session for server match backfill
AZStd::vector<AWSGameLiftPlayer> GetActiveServerMatchBackfillPlayers();
//! Update local game session data to latest one
void UpdateGameSessionData(const Aws::GameLift::Server::Model::GameSession& gameSession);
private:
//! Build the serverProcessDesc with appropriate server port number and log paths.
GameLiftServerProcessDesc BuildGameLiftServerProcessDesc();
//! Build active server player data from lazy loaded game session based on player id
bool BuildActiveServerMatchBackfillPlayer(const AZStd::string& playerId, AWSGameLiftPlayer& outPlayer);
//! Build server player attribute data from lazy load matchmaking data
void BuildServerMatchBackfillPlayerAttributes(const rapidjson::Value& playerAttributes, AWSGameLiftPlayer& outPlayer);
//! Build server player data for server match backfill
bool BuildServerMatchBackfillPlayer(const AWSGameLiftPlayer& player, Aws::GameLift::Server::Model::Player& outBackfillPlayer);
//! Build start match backfill request for StartMatchBackfill operation
bool BuildStartMatchBackfillRequest(
const AZStd::string& ticketId,
const AZStd::vector<AWSGameLiftPlayer>& players,
Aws::GameLift::Server::Model::StartMatchBackfillRequest& outRequest);
//! Build stop match backfill request for StopMatchBackfill operation
void BuildStopMatchBackfillRequest(const AZStd::string& ticketId, Aws::GameLift::Server::Model::StopMatchBackfillRequest& outRequest);
//! Build session config by using AWS GameLift Server GameSession Model.
Multiplayer::SessionConfig BuildSessionConfig(const Aws::GameLift::Server::Model::GameSession& gameSession);
//! Check whether matchmaking data is in proper format
bool IsMatchmakingDataValid();
//! Fetch active player sessions in game session.
AZStd::vector<Aws::GameLift::Server::Model::PlayerSession> GetActivePlayerSessions();
//! Callback function that the GameLift service invokes to activate a new game session.
void OnStartGameSession(const Aws::GameLift::Server::Model::GameSession& gameSession);
//! Callback function that the GameLift service invokes to pass an updated game session object to the server process.
void OnUpdateGameSession(const Aws::GameLift::Server::Model::UpdateGameSession& updateGameSession);
//! Callback function that the server process or GameLift service invokes to force the server process to shut down.
void OnProcessTerminate();
//! Callback function that the GameLift service invokes to request a health status report from the server process.
//! @return Whether the server process is healthy.
bool OnHealthCheck();
//! Remove connected player session id.
//! @param playerConnectionId Connection id of the player to remove.
//! @param outPlayerSessionId Session id of the removed player. Empty if the player cannot be removed.
//! @return Whether the player is removed successfully.
bool RemoveConnectedPlayer(uint32_t playerConnectionId, AZStd::string& outPlayerSessionId);
AZStd::unique_ptr<GameLiftServerSDKWrapper> m_gameLiftServerSDKWrapper;
bool m_serverSDKInitialized;
AZStd::mutex m_gameliftMutex;
using PlayerConnectionId = uint32_t;
using PlayerSessionId = AZStd::string;
AZStd::unordered_map<PlayerConnectionId, PlayerSessionId> m_connectedPlayers;
// Lazy loaded game session and matchmaking data
Aws::GameLift::Server::Model::GameSession m_gameSession;
// Matchmaking data contains a unique match ID, it identifies the matchmaker that created the match
// and describes the teams, team assignments, and players.
// Reference https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data
rapidjson::Document m_matchmakingData;
};
} // namespace AWSGameLift