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