Lesson 81 - Player Session Struct
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@@ -60,5 +60,21 @@ void FDSGameSession::Dump() const
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UE_LOGFMT(LogDedicatedServers, Log, " Location: {Location}", *Location);
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UE_LOGFMT(LogDedicatedServers, Log, " ComputeName: {ComputeName}", *ComputeName);
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UE_LOGFMT(LogDedicatedServers, Log, " PlayerGatewayStatus: {PlayerGatewayStatus}", *PlayerGatewayStatus);
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}
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void FDSPlayerSession::Dump() const
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{
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UE_LOGFMT(LogDedicatedServers, Log, "PlayerSession:");
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UE_LOGFMT(LogDedicatedServers, Log, " PlayerSessionId: {PlayerSessionId}", *PlayerSessionId);
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UE_LOGFMT(LogDedicatedServers, Log, " PlayerId: {PlayerId}", *PlayerId);
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UE_LOGFMT(LogDedicatedServers, Log, " GameSessionId: {GameSessionId}", *GameSessionId);
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UE_LOGFMT(LogDedicatedServers, Log, " FleetId: {FleetId}", *FleetId);
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UE_LOGFMT(LogDedicatedServers, Log, " FleetArn: {FleetArn}", *FleetArn);
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UE_LOGFMT(LogDedicatedServers, Log, " DnsName: {DnsName}", *DnsName);
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UE_LOGFMT(LogDedicatedServers, Log, " IpAddress: {IpAddress}", *IpAddress);
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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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}
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