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GameLift sdk.proto

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Jun 8th, 2021
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  1. /*
  2. * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
  3. * its licensors.
  4. *
  5. * All use of this software is governed by the terms and conditions governing AWS
  6. * Content in the AWS Customer Agreement at aws.amazon.com/agreement. Do not
  7. * remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
  8. * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
  9. *
  10. */
  11. syntax = "proto3";
  12. package com.amazon.whitewater.auxproxy.pbuffer;
  13.  
  14. import "google/protobuf/any.proto";
  15.  
  16. //SDK --> AuxProxy
  17. message ProcessReady {
  18. repeated string logPathsToUpload = 1;
  19. int32 port = 2;
  20. int32 maxConcurrentGameSessions = 3;
  21. }
  22.  
  23. message ProcessEnding {
  24. }
  25.  
  26. message GameSessionActivate {
  27. string gameSessionId = 1;
  28. int32 maxPlayers = 2;
  29. int32 port = 3;
  30. }
  31.  
  32. message GameSessionTerminate {
  33. string gameSessionId = 1;
  34. }
  35.  
  36. message UpdatePlayerSessionCreationPolicy {
  37. string gameSessionId = 1;
  38. string newPlayerSessionCreationPolicy = 2;
  39. }
  40.  
  41. message AcceptPlayerSession {
  42. string gameSessionId = 1;
  43. string playerSessionId = 2;
  44. }
  45.  
  46. message RemovePlayerSession {
  47. string gameSessionId = 1;
  48. string playerSessionId = 2;
  49. }
  50.  
  51. message ReportHealth {
  52. bool healthStatus = 1;
  53. }
  54.  
  55. message DescribePlayerSessionsRequest {
  56. string gameSessionId = 1;
  57. string playerId = 2;
  58. string playerSessionId = 3;
  59. string playerSessionStatusFilter = 4;
  60. string nextToken = 5;
  61. int32 limit = 6;
  62. }
  63.  
  64. message BackfillMatchmakingRequest {
  65. string ticketId = 1;
  66. string gameSessionArn = 2;
  67. string matchmakingConfigurationArn = 3;
  68. repeated Player players = 4;
  69. }
  70.  
  71. message StopMatchmakingRequest {
  72. string ticketId = 1;
  73. string gameSessionArn = 2;
  74. string matchmakingConfigurationArn = 3;
  75. }
  76.  
  77. message GetInstanceCertificate {
  78. }
  79.  
  80. //AuxProxy --> Sdk
  81. //This helps with routing the messages to the proper handlers in the SDKs.
  82. message AuxProxyToSdkEnvelope {
  83. google.protobuf.Any inner_message = 1;
  84. }
  85. message ActivateGameSession {
  86. GameSession gameSession = 1;
  87. }
  88.  
  89. message TerminateProcess {
  90. int64 terminationTime = 1;
  91. }
  92.  
  93. message DescribePlayerSessionsResponse {
  94. string nextToken = 1;
  95. repeated PlayerSession playerSessions = 2;
  96. }
  97.  
  98. message UpdateGameSession {
  99. GameSession gameSession = 1;
  100. string updateReason = 2;
  101. string backfillTicketId = 3;
  102. }
  103.  
  104. message GetInstanceCertificateResponse {
  105. string certificatePath = 1;
  106. string certificateChainPath = 2;
  107. string privateKeyPath = 3;
  108. string hostName = 4;
  109. string rootCertificatePath = 5;
  110. }
  111.  
  112. message BackfillMatchmakingResponse {
  113. string ticketId = 1;
  114. }
  115.  
  116. //Common objects
  117. message Response {
  118. enum Status {
  119. OK = 0;
  120. ERROR = 1;
  121. }
  122. Status status = 1;
  123. string errorMessage = 2;
  124. }
  125.  
  126. message GameLiftResponse {
  127. enum Status {
  128. OK = 0;
  129. ERROR_400 = 1;
  130. ERROR_500 = 2;
  131. }
  132. Status status = 1;
  133. string responseData = 2;
  134. string errorMessage = 3;
  135. }
  136.  
  137. message GameSession {
  138. string gameSessionId = 1;
  139. string fleetId = 2;
  140. string name = 3;
  141. int32 maxPlayers = 4;
  142. bool joinable = 5;
  143. repeated GameProperty gameProperties = 6;
  144. string ipAddress = 7;
  145. int32 port = 8;
  146. string gameSessionData = 9;
  147. string matchmakerData = 10;
  148. string dnsName = 11;
  149. }
  150.  
  151. message GameProperty {
  152. string key = 1;
  153. string value = 2;
  154. }
  155.  
  156. message PlayerSession {
  157. string playerSessionId = 1;
  158. string playerId = 2;
  159. string gameSessionId = 3;
  160. string fleetId = 4;
  161. string ipAddress = 5;
  162. string status = 6;
  163. int64 creationTime = 7;
  164. int64 terminationTime = 8;
  165. int32 port = 9;
  166. string playerData = 10;
  167. string dnsName = 11;
  168. }
  169.  
  170. message Player {
  171. string playerId = 1;
  172. map<string, AttributeValue> playerAttributes = 2;
  173. string team = 3;
  174. map<string, int32> latencyInMs = 4;
  175. }
  176.  
  177. message AttributeValue {
  178. int32 type = 1;
  179. string S = 2;
  180. double N = 3;
  181. repeated string SL = 4;
  182. map<string, double> SDM = 5;
  183. }
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