Lesson 76 - Parsing the Game Session Response
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@@ -1,6 +1,11 @@
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#include "UI/HTTP/HTTPRequestTypes.h"
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#include "DedicatedServers/DedicatedServers.h"
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namespace HTTPStatusMessages
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{
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const FString SomethingWentWrong{TEXT("Something went wrong...")};
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}
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void FDSMetaData::Dump() const
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{
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UE_LOGFMT(LogDedicatedServers, Log, "MetaData:");
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@@ -21,6 +26,39 @@ void FDSListFleetsResponse::Dump() const
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if (!NextToken.IsEmpty())
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{
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UE_LOGFMT(LogDedicatedServers, Log, "NextToken: {NextToken}", NextToken);
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UE_LOGFMT(LogDedicatedServers, Log, "NextToken: {NextToken}", *NextToken);
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}
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}
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void FDSGameSession::Dump() const
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{
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UE_LOGFMT(LogDedicatedServers, Log, "GameSession:");
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UE_LOGFMT(LogDedicatedServers, Log, "GameSessionId: {GameSessionId}", *GameSessionId);
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UE_LOGFMT(LogDedicatedServers, Log, " Name: {Name}", *Name);
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UE_LOGFMT(LogDedicatedServers, Log, " FleetArn: {FleetArn}", *FleetArn);
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UE_LOGFMT(LogDedicatedServers, Log, " CreationTime: {CreationTime}", CreationTime); // need to write a conversion function
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UE_LOGFMT(LogDedicatedServers, Log, " TerminationTime: {TerminationTime}", TerminationTime); // need to write a conversion function
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UE_LOGFMT(LogDedicatedServers, Log, " CurrentPlayerSessionCount: {CurrentPlayerSessionCount}", CurrentPlayerSessionCount);
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UE_LOGFMT(LogDedicatedServers, Log, " MaximumPlayerSessionCount: {MaximumPlayerSessionCount}", MaximumPlayerSessionCount);
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UE_LOGFMT(LogDedicatedServers, Log, " Status: {Status}", *Status);
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UE_LOGFMT(LogDedicatedServers, Log, " StatusReason: {StatusReason}", *StatusReason);
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UE_LOGFMT(LogDedicatedServers, Log, " GameProperties:");
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for (const TTuple<FString, FString> GameProperty : GameProperties)
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{
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UE_LOGFMT(LogDedicatedServers, Log, " {Key} : {Value}", *GameProperty.Key, *GameProperty.Value);
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}
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UE_LOGFMT(LogDedicatedServers, Log, " IpAddress: {IpAddress}", *IpAddress);
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UE_LOGFMT(LogDedicatedServers, Log, " DnsName: {DnsName}", *DnsName);
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UE_LOGFMT(LogDedicatedServers, Log, " Port: {Port}", Port);
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UE_LOGFMT(LogDedicatedServers, Log, " PlayerSessionCreationPolicy: {PlayerSessionCreationPolicy}", *PlayerSessionCreationPolicy);
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UE_LOGFMT(LogDedicatedServers, Log, " CreatorId: {CreatorId}", *CreatorId);
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UE_LOGFMT(LogDedicatedServers, Log, " GameSessionData: {GameSessionData}", *GameSessionData);
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UE_LOGFMT(LogDedicatedServers, Log, " MatchmakerData: {MatchmakerData}", *MatchmakerData);
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UE_LOGFMT(LogDedicatedServers, Log, " Location: {Location}", *Location);
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UE_LOGFMT(LogDedicatedServers, Log, " ComputeName: {ComputeName}", *ComputeName);
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UE_LOGFMT(LogDedicatedServers, Log, " PlayerGatewayStatus: {PlayerGatewayStatus}", *PlayerGatewayStatus);
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}
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