Added in EC2 support and adjusted Anywhere if statement to allow EC2 and to clean uip variable placement.
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@@ -77,15 +77,17 @@ void AShooterGameMode::InitGameLift()
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// Get the module first
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FGameLiftServerSDKModule* GameLiftSdkModule = &FModuleManager::LoadModuleChecked<FGameLiftServerSDKModule>("GameLiftServerSDK");
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FGameLiftGenericOutcome InitSdkOutcome;
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UE_LOGFMT(LogShooterGameMode, Log, "Initializing the GameLift Server...");
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if (GameLiftConfig.bIsAnywhereFleet)
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{
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// Define the server parameters for an Anywhere fleet. These are not needed for a GameLift managed EC2 fleet.
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FServerParameters ServerParametersForAnywhere;
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uint32 PID = FPlatformProcess::GetCurrentProcessId();
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FString PIDString = FString::FromInt(static_cast<int32>(PID));
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if (GameLiftConfig.bIsAnywhereFleet)
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{
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UE_LOGFMT(LogShooterGameMode, Log, "Configuring server parameters for Anywhere...");
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// If AnywhereFleets are being used load the command line arguments parsed earlier.
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ServerParametersForAnywhere.m_webSocketUrl = TCHAR_TO_UTF8(*GameLiftConfig.WebSocketUrlResult.Value);
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@@ -95,10 +97,14 @@ void AShooterGameMode::InitGameLift()
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ServerParametersForAnywhere.m_authToken = TCHAR_TO_UTF8(*GameLiftConfig.AuthTokenResult.Value);
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LogServerParameters(ServerParametersForAnywhere);
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UE_LOGFMT(LogShooterGameMode, Log, "Initializing the GameLift Server...");
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// InitSDK will establish a local connection with GameLfit's agent to enable further communication.
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FGameLiftGenericOutcome InitSdkOutcome = GameLiftSdkModule->InitSDK(ServerParametersForAnywhere);
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InitSdkOutcome = GameLiftSdkModule->InitSDK(ServerParametersForAnywhere);
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}
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else
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{
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InitSdkOutcome = GameLiftSdkModule->InitSDK();
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}
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if (InitSdkOutcome.IsSuccess())
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{
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UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_GREEN);
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@@ -152,6 +158,8 @@ void AShooterGameMode::InitGameLift()
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error.m_errorMessage.IsEmpty() ? TEXT("Unknown error") : *error.m_errorMessage);
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}
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}
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GLog->Flush();
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FGenericPlatformMisc::RequestExit(false);
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});
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//This is the HealthCheck callback.
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@@ -188,10 +196,11 @@ void AShooterGameMode::InitGameLift()
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FGameLiftError ProcessReadyError = ProcessReadyOutcome.GetError();
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UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: %s"), *ProcessReadyError.m_errorMessage);
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UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE);
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return;
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}
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UE_LOGFMT(LogShooterGameMode, Log, "InitGameLift completed!");
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}
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#endif
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}
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