Parsing and error logging complete
This commit is contained in:
@@ -29,28 +29,23 @@ void AShooterGameMode::InitGame(const FString& MapName, const FString& Options,
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{
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Super::InitGame(MapName, Options, ErrorMessage);
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CachedCommandLine = FCommandLine::Get();
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GameLiftConfig.ServerPort = cmdlineparser::details::GetConfiguredOrDefaultPort(CachedCommandLine, "port");
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if (FParse::Param(*CachedCommandLine, TEXT("-glAnywhereFleet")))
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GameLiftConfig.ServerPort = cmdlineparser::details::GetConfiguredOrDefaultPort(CachedCommandLine, TEXT("port"));
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if (FParse::Param(*CachedCommandLine, TEXT("glAnywhereFleet")))
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{
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GameLiftConfig.bIsAnywhereFleet = true;
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UE_LOGFMT(LogShooterGameMode, Log, "Fleet type: Anywhere");
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GameLiftConfig.bAllOptionsFound = GetAnywhereFleetParameters(CachedCommandLine);
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LogAnywhereFleetParameters();
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}
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else
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{
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GameLiftConfig.bIsAnywhereFleet = false;
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}
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if (GameLiftConfig.bIsAnywhereFleet)
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{
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GetAnywhereFleetParameters(CachedCommandLine);
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LogAnywhereFleetParameters();
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UE_LOGFMT(LogShooterGameMode, Log, "Fleet type: EC2");
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// TODO: EC2 configuration
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}
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}
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FString AShooterGameMode::GetSHA256Hash(const FString& InString)
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{
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// if (InString.IsEmpty()) return TEXT("da39a3ee5e6b4b0d3255bfef95601890afd80709");
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if (InString.IsEmpty())
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return TEXT("e3b0c44298fc1c149afbf4c8996fb92427ae41e4649b934ca495991b7852b855");
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@@ -69,99 +64,133 @@ FString AShooterGameMode::GetSHA256Hash(const FString& InString)
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SHA256_Final(Hash.Signature, &Sha256Context);
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return Hash.ToString();
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/*
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FSHA1 Sha;
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FTCHARToUTF8 Utf8(InString);
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Sha.Update((uint8*)Utf8.Get(), Utf8.Length() * sizeof(UTF8CHAR));
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Sha.Final();
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uint8 Hash[FSHA1::DigestSize];
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Sha.GetHash(Hash);
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// 40-char hex (SHA1 = 160 bits)
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return FString::Printf(TEXT("%08X%08X%08X%08X%08X"),
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Hash[0], Hash[1], Hash[2], Hash[3], Hash[4]);
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*/
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}
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void AShooterGameMode::InitGameLift()
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{
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GetAnywhereFleetParameters(CachedCommandLine);
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}
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bool AShooterGameMode::GetAnywhereFleetParameters(FString CommandLineString)
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bool AShooterGameMode::GetAnywhereFleetParameters(const FString& CommandLineString)
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{
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bool bAllAnywhereFleetParametersValid = true;
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cmdlineparser::details::FParseResult AuthResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::AuthToken);
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if (AuthResult.bIsValid)
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{
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GameLiftConfig.AuthToken = AuthResult.Value;
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#if UE_BUILD_DEBUG
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UE_LOGFMT(LogShooterGameMode, Log, "AuthToken loaded: {0}", GameLiftConfig.AuthToken);
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#else
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UE_LOGFMT(LogShooterGameMode, Log, "AuthToken loaded: HASH - {0}", GetSHA256Hash(GameLiftConfig.AuthToken));
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#endif
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}
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else
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{
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bAllAnywhereFleetParametersValid = false;
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#if UE_BUILD_DEBUG
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UE_LOGFMT(LogShooterGameMode, Error, "AuthToken Invalid: {0}", GameLiftConfig.AuthToken);
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#else
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UE_LOGFMT(LogShooterGameMode, Error, "AuthToken Invalid: HASH - {0}", GetSHA256Hash(GameLiftConfig.AuthToken));
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#endif
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}
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GameLiftConfig.AuthTokenResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::AuthToken);
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if (!GameLiftConfig.AuthTokenResult.bIsValid) bAllAnywhereFleetParametersValid = false;
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cmdlineparser::details::FParseResult HostIdResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::HostId);
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if (HostIdResult.bIsValid)
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{
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GameLiftConfig.HostId = HostIdResult.Value;
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UE_LOGFMT(LogShooterGameMode, Log, "HostId loaded: {0}", GameLiftConfig.HostId);
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}
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else
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{
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bAllAnywhereFleetParametersValid = false;
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UE_LOGFMT(LogShooterGameMode, Error, "HostId Invalid: {0}", HostIdResult.Value);
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}
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GameLiftConfig.FleetIdResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::FleetId);
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if (!GameLiftConfig.FleetIdResult.bIsValid) bAllAnywhereFleetParametersValid = false;
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cmdlineparser::details::FParseResult FleetIdResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::FleetId);
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if (FleetIdResult.bIsValid)
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{
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GameLiftConfig.FleetId = FleetIdResult.Value;
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UE_LOGFMT(LogShooterGameMode, Log, "FleetId loaded: {0}", FleetIdResult.Value);
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}
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else
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{
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bAllAnywhereFleetParametersValid = false;
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UE_LOGFMT(LogShooterGameMode, Error, "FleetId Invalid: {0}", GameLiftConfig.HostId);
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}
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GameLiftConfig.HostIdResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::HostId);
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if (!GameLiftConfig.HostIdResult.bIsValid) bAllAnywhereFleetParametersValid = false;
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GameLiftConfig.WebSocketUrlResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::WebsocketUrl);
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if (!GameLiftConfig.WebSocketUrlResult.bIsValid) bAllAnywhereFleetParametersValid = false;
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cmdlineparser::details::FParseResult WebSocketUrlResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::WebsocketUrl);
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if (WebSocketUrlResult.bIsValid)
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{
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GameLiftConfig.WebSocketUrl = WebSocketUrlResult.Value;
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UE_LOGFMT(LogShooterGameMode, Log, "WebSocketUrl loaded: {0}", WebSocketUrlResult.Value);
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}
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else
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{
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bAllAnywhereFleetParametersValid = false;
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UE_LOGFMT(LogShooterGameMode, Error, "WebSocketUrl Invalid: {0}", WebSocketUrlResult.Value);
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}
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return bAllAnywhereFleetParametersValid;
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}
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void AShooterGameMode::LogAnywhereFleetParameters()
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{
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// Lambda for getting the token name from token
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auto GetTokenName = [](const cmdlineparser::details::FParseResult& Result) -> FString
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{
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return cmdlineparser::details::CLI_TOKENS[static_cast<int32>(Result.Token)];
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};
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#if UE_BUILD_DEBUG
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const FString AuthDisplay = GameLiftConfig.AuthTokenResult.Value;
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#else
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const FString AuthDisplay = TEXT("HASH:") + GetSHA256Hash(GameLiftConfig.AuthTokenResult.Value);
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#endif
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UE_LOGFMT(LogShooterGameMode, Log, "Anywhere Fleet Parameters:");
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UE_LOGFMT(LogShooterGameMode, Log, "AuthToken: {0}", GameLiftConfig.AuthToken);
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UE_LOGFMT(LogShooterGameMode, Log, "FleetId: {0}", GameLiftConfig.FleetId);
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UE_LOGFMT(LogShooterGameMode, Log, "HostId: {0}", GameLiftConfig.HostId);
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UE_LOGFMT(LogShooterGameMode, Log, "WebsocketUrl: {0}", GameLiftConfig.WebSocketUrl);
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if (GameLiftConfig.AuthTokenResult.bIsValid)
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{
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UE_LOGFMT(LogShooterGameMode, Log, "AuthToken: {0}", AuthDisplay);
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}
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else
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{
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UE_LOGFMT(
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LogShooterGameMode,
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Error,
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"AuthToken: {0}",
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FString::Format(
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*GameLiftConfig.AuthTokenResult.ErrorMessage,
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{
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FStringFormatArg(GetTokenName(GameLiftConfig.AuthTokenResult)),
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FStringFormatArg(AuthDisplay)
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}
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)
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);
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}
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if (GameLiftConfig.FleetIdResult.bIsValid)
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{
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UE_LOGFMT(LogShooterGameMode, Log, "FleetId: {0}", GameLiftConfig.FleetIdResult.Value);
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}
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else
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{
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UE_LOGFMT(
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LogShooterGameMode,
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Error,
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"FleetId: {0}",
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FString::Format(
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*GameLiftConfig.FleetIdResult.ErrorMessage,
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{
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FStringFormatArg(GetTokenName(GameLiftConfig.FleetIdResult)),
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FStringFormatArg(GameLiftConfig.FleetIdResult.Value)
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}
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)
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);
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}
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if (GameLiftConfig.HostIdResult.bIsValid)
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{
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UE_LOGFMT(LogShooterGameMode, Log, "HostId: {0}", GameLiftConfig.HostIdResult.Value);
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}
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else
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{
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UE_LOGFMT(
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LogShooterGameMode,
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Error,
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"HostId: {0}",
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FString::Format(
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*GameLiftConfig.HostIdResult.ErrorMessage,
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{
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FStringFormatArg(GetTokenName(GameLiftConfig.HostIdResult)),
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FStringFormatArg(GameLiftConfig.HostIdResult.Value)
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}
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)
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);
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}
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if (GameLiftConfig.WebSocketUrlResult.bIsValid)
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{
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UE_LOGFMT(LogShooterGameMode, Log, "WebSocketUrl: {0}", GameLiftConfig.WebSocketUrlResult.Value);
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}
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else
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{
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UE_LOGFMT(
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LogShooterGameMode,
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Error,
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"WebSocketUrl: {0}",
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FString::Format(
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*GameLiftConfig.WebSocketUrlResult.ErrorMessage,
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{
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FStringFormatArg(GetTokenName(GameLiftConfig.WebSocketUrlResult)),
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FStringFormatArg(GameLiftConfig.WebSocketUrlResult.Value)
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}
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)
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);
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}
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UE_LOGFMT(LogShooterGameMode, Log, "Server Port: {0}", GameLiftConfig.ServerPort);
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}
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if (GameLiftConfig.bAllOptionsFound)
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{
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UE_LOGFMT(LogShooterGameMode, Log, "Anywhere Fleet Parameters Loaded Successfully....");
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}
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else
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{
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UE_LOGFMT(LogShooterGameMode, Error, "Anywhere Fleet Parameters Load FAILED....");
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}
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}
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