Minor spelling changes and switching GameSessionId to const in the OnStartGameSession Lambda

This commit is contained in:
Norman Lansing
2026-03-13 07:25:35 -04:00
parent 554c94a778
commit 6afd336bbf

View File

@@ -97,7 +97,7 @@ void AShooterGameMode::InitGameLift()
ServerParametersForAnywhere.m_authToken = TCHAR_TO_UTF8(*GameLiftConfig.AuthTokenResult.Value);
LogServerParameters(ServerParametersForAnywhere);
// InitSDK will establish a local connection with GameLfit's agent to enable further communication.
// InitSDK will establish a local connection with GameLift's agent to enable further communication.
InitSdkOutcome = GameLiftSdkModule->InitSDK(ServerParametersForAnywhere);
}
else
@@ -125,16 +125,17 @@ void AShooterGameMode::InitGameLift()
//When a game session is created, Amazon GameLift Servers sends an activation request to the game server and passes along the game session object containing game properties and other settings.
//Here is where a game server should take action based on the game session object.
//Once the game server is ready to receive incoming player connections, it should invoke GameLiftServerAPI.ActivateGameSession()
// ReSharper disable once CppPassValueParameterByConstReference - not safe to do with async lambdas
ProcessParameters->OnStartGameSession.BindLambda([=](Aws::GameLift::Server::Model::GameSession InGameSession)
{
FString GameSessionId = FString(InGameSession.GetGameSessionId());
const FString GameSessionId = FString(InGameSession.GetGameSessionId());
UE_LOG(LogShooterGameMode, Log, TEXT("GameSession Initializing: %s"), *GameSessionId);
GameLiftSdkModule->ActivateGameSession();
});
//OnProcessTerminate callback. Amazon GameLift Servers will invoke this callback before shutting down an instance hosting this game server.
//It gives this game server a chance to save its state, communicate with services, etc., before being shut down.
//In this case, we simply tell Amazon GameLift Servers we are indeed going to shutdown.
//In this case, we simply tell Amazon GameLift Servers we are indeed going to shut down.
ProcessParameters->OnTerminate.BindLambda([=]()
{
UE_LOG(LogShooterGameMode, Log, TEXT("Game Server Process is terminating"));
@@ -162,7 +163,7 @@ void AShooterGameMode::InitGameLift()
FGenericPlatformMisc::RequestExit(false);
});
//This is the HealthCheck callback.
//This is the Health Check callback.
//Amazon GameLift Servers will invoke this callback every 60 seconds or so.
//Here, a game server might want to check the health of dependencies and such.
//Simply return true if healthy, false otherwise.