Initial Commit - Lesson 31 (Commit #1)
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- Support for Windows and Linux operating systems.
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- Support for Unreal Engine 4.13 or later
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- Dependency on GameLift C++ Server SDK 3.1.5
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- Updated Google Protobuf to v3.3
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- TargetInfo updated to ReadOnlyTargetRules for UE4.16-4.18
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- Dependency on GameLift C++ Server SDK 3.2.0
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- New API GetTerminationTime
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- Support for Matchmaking backfill APIs
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- Support for 4.19, 4.20 and 4.21 versions of Unreal Engine.
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- Support for 4.22, 4.23 and 4.24 versions of Unreal Engine.
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- Bug fixes
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- Add missing delegate for OnUpdateGameSession
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- Deprecate TerminateGameSession API
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- Support for Unreal Engine 4.25 and 4.25 plus
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- Support for Unreal Engine 4.26
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- Support for DescribePlayerSessions API
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- Support for GetInstanceCertificate API
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- Bug fixes
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- Support for Unreal Engine 5.1.1
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- Support for Amazon GameLift SDK 5.0
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- Added support for new SDK 5.0 APIs
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- Removed APIs no longer supported in SDK 5.0
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- Changed InitSDK to reflect new FServerParameter requirement
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- Added additional GameLift ERROR types
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- Add InitSDK() API with no parameters. This API reads server parameters from environment variables, such as fleet ID,
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compute name, WebSocket URL, process ID and auth token. This API simplifies SDK initialization in Amazon GameLift
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managed EC2 fleets. For initialization in Amazon GameLift Anywhere fleets, call InitSDK() with the ServerParameters parameter.
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- Update ProcessReady() to retain a copy of FProcessParameters. This fixes segfaults that occur when Amazon GameLift C++ SDK
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attempts to invoke user callbacks after FProcessParameters is freed in memory.
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- Improved the reliability of the SDK by adding automatic reconnection in the event of network interruption.
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- Fixed a problem with converting the expiration time returned from GetFleetRoleCredentials.
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- Introduced logging capabilities for the C++ Server SDK; logs are now accessible.
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- Improved the reliability of SDK message transmission by implementing more robust reconnection mechanisms in the event of network interruptions or random message drops.
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- Added support for GameLift container fleets.
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- Added the option to initialize the SDK using AWS Region and AWS Credentials, providing an alternative to AuthToken based authentication.
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- Removes the need to manually download and build the server SDK. The new plugin version now includes the server SDK source code, which is automatically built along with the Unreal project using the Unreal Build Tool.
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- CMake is no longer a prerequisite.
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- Removes the need to install OpenSSL. The new plugin uses OpenSSL source in the Unreal Engine with static linking.
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- When packaging a build for Amazon GameLift Servers, you no longer need to include the libcrypto and libssl files into your game server build.
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- Integrates the Unreal cross-compiling toolkit that enables cross-compiled builds on native Windows and Linux. Removes the need for special steps, including the Amazon GameLift Servers toolkit to generate Linux libraries.
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- Adds the missing Destroy() action.
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- Supports ARM game server builds for UE5.
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- Fixes MSVC 5130 Macro Warnings.
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- Merges the two Unreal plugins (lightweight and standalone) into one repository.
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- Adds or improves client-side validation in all server SDK actions.
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- Adds more specific and improved error responses to API errors.
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- Fixes an edge case in GetFleetRoleCredentials() that causes game server crash.
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- Adds default logic to the onProcessTerminate() callback that terminates the game server process when this callback is invoked.
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- Adds idempotency token support to allow InitSDK() retries to succeed.
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- Includes autoBackfillMode in the data passed in the OnUpdateGameSession() callback.
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- Support the Unreal Plugin and Server SDK on Unreal Engine 5.6
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- Fix compilation errors when packaging Android client targets.
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- Isolate the Asio namespace in the ServerSDK module to improve packaging compatibility with other modules
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- Adds support for publishing built-in and custom telemetry metrics, with pre-built dashboards for visualizing usage data.
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- Fixes a potential null pointer exception in the client logging when attempting to re-establish the WebSocket connection.
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