Lesson 38 - Anywhere Fleets and EC2 Fleets set up
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@@ -276,16 +276,20 @@ void AShooterGameMode::InitGameLift()
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UE_LOG(LogShooterGameMode, Log, TEXT("Initializing the GameLift Server..."));
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UE_LOG(LogShooterGameMode, Log, TEXT("Initializing the GameLift Server..."));
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if (InitiateConnectionWithGameLiftAgent(ServerParameters, GameLiftSdkModule)) return;
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BindGameLiftCallbackFunctions(ProcessParameters, GameLiftSdkModule);
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BindGameLiftCallbackFunctions(ProcessParameters, GameLiftSdkModule);
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InitiateProcessReady(ProcessParameters, GameLiftSdkModule);
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}
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}
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else
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else
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{
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{
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// Using EC2
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// Using EC2
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UE_LOG(LogShooterGameMode, Log, TEXT("Using Gamelift EC2 Managed Fleet"));
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UE_LOG(LogShooterGameMode, Log, TEXT("Using Gamelift EC2 Managed Fleet"));
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//TODO: Implement EC2 later.
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UE_LOG(LogShooterGameMode, Log, TEXT("Not Implemented"));
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// EC2: Bind Callbacks (populates logParameters automatically)
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BindGameLiftCallbackFunctions(ProcessParameters, GameLiftSdkModule);
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// EC2: Empty ServerParameters = GameLift agent provies all config
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UE_LOG(LogShooterGameMode, Log, TEXT("Initializing EC2 GameLift Server..."));
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}
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}
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if (InitiateConnectionWithGameLiftAgent(ServerParameters, GameLiftSdkModule)) return;
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InitiateProcessReady(ProcessParameters, GameLiftSdkModule);
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#endif
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#endif
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}
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}
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