/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #include #include #include #include #include #include #include #include #include namespace AWSGameLift { AWSGameLiftServerSystemComponent::AWSGameLiftServerSystemComponent() : m_gameLiftServerManager(AZStd::make_unique()) { } AWSGameLiftServerSystemComponent::~AWSGameLiftServerSystemComponent() { m_gameLiftServerManager.reset(); } void AWSGameLiftServerSystemComponent::Reflect(AZ::ReflectContext* context) { if (AZ::SerializeContext* serialize = azrtti_cast(context)) { serialize->Class() ->Version(0) ; if (AZ::EditContext* ec = serialize->GetEditContext()) { ec->Class("AWSGameLiftServer", "Create the GameLift server manager which manages the server process for hosting a game session via GameLiftServerSDK.") ->ClassElement(AZ::Edit::ClassElements::EditorData, "") ->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC_CE("System")) ->Attribute(AZ::Edit::Attributes::AutoExpand, true) ; } } } void AWSGameLiftServerSystemComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided) { provided.push_back(AZ_CRC_CE("AWSGameLiftServerService")); } void AWSGameLiftServerSystemComponent::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible) { incompatible.push_back(AZ_CRC_CE("AWSGameLiftServerService")); } void AWSGameLiftServerSystemComponent::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required) { AZ_UNUSED(required); } void AWSGameLiftServerSystemComponent::GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent) { AZ_UNUSED(dependent); } void AWSGameLiftServerSystemComponent::Init() { } void AWSGameLiftServerSystemComponent::Activate() { if (m_gameLiftServerManager->InitializeGameLiftServerSDK()) { GameLiftServerProcessDesc serverProcessDesc; UpdateGameLiftServerProcessDesc(serverProcessDesc); m_gameLiftServerManager->NotifyGameLiftProcessReady(serverProcessDesc); } } void AWSGameLiftServerSystemComponent::Deactivate() { m_gameLiftServerManager->HandleDestroySession(); } void AWSGameLiftServerSystemComponent::UpdateGameLiftServerProcessDesc(GameLiftServerProcessDesc& serverProcessDesc) { AZ::IO::FileIOBase* fileIO = AZ::IO::FileIOBase::GetDirectInstance(); if (fileIO) { const char pathToLogFolder[] = "@log@/"; char resolvedPath[AZ_MAX_PATH_LEN]; if (fileIO->ResolvePath(pathToLogFolder, resolvedPath, AZ_ARRAY_SIZE(resolvedPath))) { serverProcessDesc.m_logPaths.push_back(resolvedPath); } else { AZ_Error("AWSGameLift", false, "Failed to resolve the path to the log folder."); } } else { AZ_Error("AWSGameLift", false, "Failed to get File IO."); } if (auto console = AZ::Interface::Get(); console != nullptr) { AZ::GetValueResult getCvarResult = console->GetCvarValue("sv_port", serverProcessDesc.m_port); AZ_Error( "AWSGameLift", getCvarResult == AZ::GetValueResult::Success, "Lookup of 'sv_port' console variable failed with error %s", AZ::GetEnumString(getCvarResult)); } } void AWSGameLiftServerSystemComponent::SetGameLiftServerManager(AZStd::unique_ptr gameLiftServerManager) { m_gameLiftServerManager.reset(); m_gameLiftServerManager = AZStd::move(gameLiftServerManager); } } // namespace AWSGameLift