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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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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}
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else
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@@ -125,9 +125,10 @@ 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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//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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// 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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{
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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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GameLiftSdkModule->ActivateGameSession();
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});
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