Lesson 82 - Parsing Create Player Sessions
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@@ -37,8 +37,8 @@ void FDSGameSession::Dump() const
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UE_LOGFMT(LogDedicatedServers, Log, "GameSessionId: {GameSessionId}", *GameSessionId);
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UE_LOGFMT(LogDedicatedServers, Log, " Name: {Name}", *Name);
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UE_LOGFMT(LogDedicatedServers, Log, " FleetArn: {FleetArn}", *FleetArn);
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UE_LOGFMT(LogDedicatedServers, Log, " CreationTime: {CreationTime}", CreationTime); // need to write a conversion function
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UE_LOGFMT(LogDedicatedServers, Log, " TerminationTime: {TerminationTime}", TerminationTime); // need to write a conversion function
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UE_LOGFMT(LogDedicatedServers, Log, " CreationTime: {CreationTime}", *CreationTime); // need to write a conversion function
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UE_LOGFMT(LogDedicatedServers, Log, " TerminationTime: {TerminationTime}", *TerminationTime); // need to write a conversion function
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UE_LOGFMT(LogDedicatedServers, Log, " CurrentPlayerSessionCount: {CurrentPlayerSessionCount}", CurrentPlayerSessionCount);
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UE_LOGFMT(LogDedicatedServers, Log, " MaximumPlayerSessionCount: {MaximumPlayerSessionCount}", MaximumPlayerSessionCount);
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UE_LOGFMT(LogDedicatedServers, Log, " Status: {Status}", *Status);
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@@ -75,6 +75,6 @@ void FDSPlayerSession::Dump() const
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UE_LOGFMT(LogDedicatedServers, Log, " Port: {Port}", Port);
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UE_LOGFMT(LogDedicatedServers, Log, " Status: {Status}", *Status);
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UE_LOGFMT(LogDedicatedServers, Log, " PlayerData: {PlayerData}", *PlayerData);
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UE_LOGFMT(LogDedicatedServers, Log, " CreationTime: {CreationTime}", CreationTime);
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UE_LOGFMT(LogDedicatedServers, Log, " TerminationTime: {TerminationTime}", TerminationTime);
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UE_LOGFMT(LogDedicatedServers, Log, " CreationTime: {CreationTime}", *CreationTime);
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UE_LOGFMT(LogDedicatedServers, Log, " TerminationTime: {TerminationTime}", *TerminationTime);
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}
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