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# 适用于 Amazon GameLift Servers 的 C\+\+（Unreal）服务器 SDK 5.x – 操作
<a name="integration-server-sdk5-unreal-actions"></a>

使用 Amazon GameLift Servers Unreal 服务器 SDK 5.x 参考，帮助您为多人游戏准备好与 Amazon GameLift Servers 配合使用。有关集成过程的详细信息，请参阅[借助服务器 SDK 将 Amazon GameLift Servers 添加到游戏服务器](gamelift-sdk-server-api.md)。如果您使用的是适用于 Unreal 的 Amazon GameLift Servers 插件，还可以参阅[Amazon GameLift Servers虚幻引擎插件](unreal-plugin.md)。

**注意**  
本主题介绍在为 Unreal Engine 构建时可以使用的 Amazon GameLift Servers C\+\+ API。具体而言，本文档适用于使用该`-DBUILD_FOR_UNREAL=1`选项编译的代码。

[适用于 Amazon GameLift Servers 的 C\+\+（Unreal）服务器 SDK 5.x – 数据类型](integration-server-sdk5-unreal-datatypes.md)

**Topics**
+ [适用于 Amazon GameLift Servers 的 C\+\+（Unreal）服务器 SDK 5.x – 数据类型](integration-server-sdk5-unreal-datatypes.md)
+ [GetSdkVersion()](#integration-server-sdk5-unreal-getsdkversion)
+ [InitSDK()](#integration-server-sdk5-unreal-initsdk)
+ [InitSDK()](#integration-server-sdk5-unreal-initsdk-anywhere)
+ [ProcessReady()](#integration-server-sdk5-unreal-processready)
+ [ProcessEnding()](#integration-server-sdk5-unreal-processending)
+ [ActivateGameSession()](#integration-server-sdk5-unreal-activategamesession)
+ [UpdatePlayerSessionCreationPolicy()](#integration-server-sdk5-unreal-updateplayersessioncreationpolicy)
+ [GetGameSessionId()](#integration-server-sdk5-unreal-getgamesessionid)
+ [GetTerminationTime()](#integration-server-sdk5-unreal-getterm)
+ [AcceptPlayerSession()](#integration-server-sdk5-unreal-acceptplayersession)
+ [RemovePlayerSession()](#integration-server-sdk5-unreal-removeplayersession)
+ [DescribePlayerSessions()](#integration-server-sdk5-unreal-describeplayersessions)
+ [StartMatchBackfill()](#integration-server-sdk5-unreal-startmatchbackfill)
+ [StopMatchBackfill()](#integration-server-sdk5-unreal-stopmatchbackfill)
+ [GetComputeCertificate()](#integration-server-sdk5-unreal-getcomputecertificate)
+ [GetFleetRoleCredentials()](#integration-server-sdk5-unreal-getfleetrolecredentials)
+ [Destroy](#integration-server-sdk5-unreal-ref-destroy)

## GetSdkVersion()
<a name="integration-server-sdk5-unreal-getsdkversion"></a>

返回当前内置到服务器进程中的开发工具包的版本号。

### 语法
<a name="integration-server-sdk5-unreal-getsdkversion-syntax"></a>

```
FGameLiftStringOutcome GetSdkVersion();
```

### 返回值
<a name="integration-server-sdk5-unreal-getsdkversion-return"></a>

如果成功，返回以 [FGameLiftStringOutcome](integration-server-sdk5-unreal-datatypes.md#integration-server-sdk5-unreal-dataypes-awsstringoutcome) 对象返回当前 SDK 的版本。返回的字符串仅包含版本号 (例如：如果不成功，将返回错误消息。

### 示例
<a name="integration-server-sdk5-unreal-getsdkversion-example"></a>

```
Aws::GameLift::AwsStringOutcome SdkVersionOutcome = Aws::GameLift::Server::GetSdkVersion();  
```

## InitSDK()
<a name="integration-server-sdk5-unreal-initsdk"></a>

为托管式 EC2 实例集初始化 Amazon GameLift Servers SDK。在与 Amazon GameLift Servers 相关的任何其他初始化发生之前，在启动时调用此方法。此方法从主机环境读取服务器参数，以设置服务器与 Amazon GameLift Servers 服务之间的通信。它使用幂等性令牌，因此当调用失败时，您可以放心地重试此调用。

### 语法
<a name="integration-server-sdk5-unreal-initsdk-syntax"></a>

```
FGameLiftGenericOutcome InitSDK()
```

### 返回值
<a name="integration-server-sdk5-unreal-initsdk-return"></a>

如果成功，返回 InitSdkOutcome 对象，指示服务器进程已准备好调用 。

### 示例
<a name="integration-server-sdk5-unreal-initsdk-example"></a>

```
//Call InitSDK to establish a local connection with the Amazon GameLift Servers Agent to enable further communication.
FGameLiftGenericOutcome initSdkOutcome = GameLiftSdkModule->InitSDK();
```

## InitSDK()
<a name="integration-server-sdk5-unreal-initsdk-anywhere"></a>

为 Anywhere 实例集或托管式容器实例集初始化 Amazon GameLift Servers SDK。在与 Amazon GameLift Servers 相关的任何其他初始化发生之前，在启动时调用此方法。此方法需要明确的服务器参数来设置服务器和 Amazon GameLift Servers 服务之间的通信。它使用幂等性令牌，因此当调用失败时，您可以放心地重试此调用。

### 语法
<a name="integration-server-sdk5-unreal-initsdk-anywhere-syntax"></a>

```
FGameLiftGenericOutcome InitSDK(serverParameters)
```

### 参数
<a name="integration-server-sdk5-unreal-initsdk-anywhere-parameter"></a>

[FServer参数](integration-server-sdk5-unreal-datatypes.md#integration-server-sdk5-unreal-dataypes-serverparameters)  
要在 Amazon GameLift Servers Anywhere 实例集上初始化游戏服务器，请使用以下信息构造 `ServerParameters` 对象：  
+  WebSocket 用于连接到游戏服务器的 URL。
+ 用于托管游戏服务器的进程的 ID。
+ 托管游戏服务器进程的计算的 ID。
+ 包含您的 Amazon GameLift Servers Anywhere 计算的 Amazon GameLift Servers 实例集的 ID。
+ Amazon GameLift Servers 操作生成的授权令牌。

### 返回值
<a name="integration-server-sdk5-unreal-initsdk-anywhere-return"></a>

如果成功，返回 InitSdkOutcome 对象，指示服务器进程已准备好调用 。

**注意**  
如果对部署到 `InitSDK()` Anywhere 队列的游戏版本调用失败，请检查创建编译资源时使用的`ServerSdkVersion`参数。您必须将此值明确设置为正在使用的服务器软件开发工具包 版本。此参数的默认值为 4.x，这不兼容。要解决此问题，请创建新版本并将其部署到新队列。

### 示例
<a name="integration-server-sdk5-unreal-initsdk-anywhere-example"></a>

```
//Define the server parameters
FServerParameters serverParameters;
parameters.m_authToken = "1111aaaa-22bb-33cc-44dd-5555eeee66ff"; 
parameters.m_fleetId = "arn:aws:gamelift:us-west-1:111122223333:fleet/fleet-9999ffff-88ee-77dd-66cc-5555bbbb44aa";
parameters.m_hostId = "HardwareAnywhere"; 
parameters.m_processId = "PID1234";
parameters.m_webSocketUrl = "wss://us-west-1.api.amazongamelift.com"; 

//Call InitSDK to establish a local connection with the Amazon GameLift Servers Agent to enable further communication.
FGameLiftGenericOutcome initSdkOutcome = GameLiftSdkModule->InitSDK(serverParameters);
```

## ProcessReady()
<a name="integration-server-sdk5-unreal-processready"></a>

通知 Amazon GameLift Servers，该服务器进程已准备好托管游戏会话。调用后调用[InitSDK()](#integration-server-sdk5-unreal-initsdk)此方法。每个进程只能调用一次此方法。

### 语法
<a name="integration-server-sdk5-unreal-processready-syntax"></a>

`GenericOutcome ProcessReady(const Aws::GameLift::Server::ProcessParameters &processParameters);`

### 参数
<a name="integration-server-sdk5-unreal-processready-parameter"></a>

**processParameters**  
[FProcess参数](integration-server-sdk5-unreal-datatypes.md#integration-server-sdk5-unreal-dataypes-process) 对象，用于传输有关服务器进程的以下信息：  
+ 游戏服务器代码中实现的回调方法的名称，Amazon GameLift Servers 服务调用其与服务器进程通信。
+ 服务器进程正在侦听的端口号。
+ 您希望 Amazon GameLift Servers 捕获和存储的任何游戏会话特定文件的路径。

### 返回值
<a name="integration-server-sdk5-unreal-processready-return"></a>

返回由成功或失败组成的通用结果，并显示错误消息。

### 示例
<a name="integration-server-sdk5-unreal-processready-example"></a>

此示例说明 [ProcessReady()](#integration-server-sdk5-unreal-processready) 调用和委派函数实施。

```
//Calling ProcessReady tells Amazon GameLift Servers this game server is ready to receive incoming game sessions!
UE_LOG(GameServerLog, Log, TEXT("Calling Process Ready"));
FGameLiftGenericOutcome processReadyOutcome = GameLiftSdkModule->ProcessReady(*params);
```

## ProcessEnding()
<a name="integration-server-sdk5-unreal-processending"></a>

通知 Amazon GameLift Servers，该服务器进程即将终止。请在已完成所有其他清理任务（包括关闭活动游戏会话）但尚未终止进程时调用此方法。根据的结果`ProcessEnding()`，进程以成功 (0) 或错误 (-1) 退出并生成队列事件。如果进程因错误而终止，则生成的实例集事件为`SERVER_PROCESS_TERMINATED_UNHEALTHY`)。

### 语法
<a name="integration-server-sdk5-unreal-processending-syntax"></a>

```
FGameLiftGenericOutcome ProcessEnding()
```

### 返回值
<a name="integration-server-sdk5-unreal-processending-return"></a>

返回由成功或失败组成的通用结果，并显示错误消息。

### 示例
<a name="integration-server-sdk5-unreal-processending-example"></a>

```
//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.
params->OnTerminate.BindLambda([=]() {
  UE_LOG(GameServerLog, Log, TEXT("Game Server Process is terminating"));
  GameLiftSdkModule->ProcessEnding();
});
```

## ActivateGameSession()
<a name="integration-server-sdk5-unreal-activategamesession"></a>

通知 Amazon GameLift Servers，该服务器进程已激活游戏会话，现在已准备好接收玩家连接。此操作应作为 `onStartGameSession()` 回调函数的一部分，在所有游戏会话初始化已完成之后调用。

### 语法
<a name="integration-server-sdk5-unreal-activategamesession-syntax"></a>

```
FGameLiftGenericOutcome ActivateGameSession()
```

### 返回值
<a name="integration-server-sdk5-unreal-activategamesession-return"></a>

返回由成功或失败组成的通用结果，并显示错误消息。

### 示例
<a name="integration-server-sdk5-unreal-activategamesession-example"></a>

此示例显示了 `ActivateGameSession()` 作为 `onStartGameSession()` 委派函数的一部分调用。

```
//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()
auto onGameSession = [=](Aws::GameLift::Server::Model::GameSession gameSession)
{
  FString gameSessionId = FString(gameSession.GetGameSessionId());
  UE_LOG(GameServerLog, Log, TEXT("GameSession Initializing: %s"), *gameSessionId);
  GameLiftSdkModule->ActivateGameSession();
};
```

## UpdatePlayerSessionCreationPolicy()
<a name="integration-server-sdk5-unreal-updateplayersessioncreationpolicy"></a>

更新当前游戏会话接受新玩家会话的能力。可将游戏会话设置为接受或拒绝所有新的玩家会话。

### 语法
<a name="integration-server-sdk5-unreal-updateplayersessioncreationpolicy-syntax"></a>

```
FGameLiftGenericOutcome UpdatePlayerSessionCreationPolicy(EPlayerSessionCreationPolicy policy)
```

### 参数
<a name="integration-server-sdk5-unreal-updateplayersessioncreationpolicy-parameter"></a>

**playerCreationSession政策**  
用于指示游戏会话是否接受新玩家的字符串值。  
有效值包括：  
+ **ACCEPT\_ALL** - 接受所有新玩家会话。
+ **DENY\_ALL** - 拒绝所有新玩家会话。

### 返回值
<a name="integration-server-sdk5-unreal-updateplayersessioncreationpolicy-return"></a>

返回由成功或失败组成的通用结果，并显示错误消息。

### 示例
<a name="integration-server-sdk5-unreal-updateplayersessioncreationpolicy-example"></a>

此示例将当前游戏会话的接入策略设为接受所有玩家。

```
FGameLiftGenericOutcome outcome = GameLiftSdkModule->UpdatePlayerSessionCreationPolicy(Aws::GameLift::Model::EPlayerSessionCreationPolicy::ACCEPT_ALL);
```

## GetGameSessionId()
<a name="integration-server-sdk5-unreal-getgamesessionid"></a>

检索当前由服务器进程托管的游戏会话的 ID (如果服务器进程处于活动状态)。

对于未通过游戏会话激活的空闲进程，该调用将返回[FGameLiftError](integration-server-sdk5-unreal-datatypes.md#integration-server-sdk5-unreal-dataypes-gamelifterror)。

### 语法
<a name="integration-server-sdk5-unreal-getgamesessionid-syntax"></a>

```
FGameLiftStringOutcome GetGameSessionId()
```

### 参数
<a name="integration-server-sdk5-unreal-getgamesessionid-parameter"></a>

此操作没有参数。

### 返回值
<a name="integration-server-sdk5-unreal-getgamesessionid-return"></a>

如果成功，以 [FGameLiftStringOutcome](integration-server-sdk5-unreal-datatypes.md#integration-server-sdk5-unreal-dataypes-awsstringoutcome) 对象返回游戏会话 ID。如果不成功，将返回错误消息。

对于未通过游戏会话激活的空闲进程，调用返回 `Success` = `True` 和 `GameSessionId` = `""`。

### 示例
<a name="integration-server-sdk5-unreal-getgamesessionid-example"></a>

```
//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()
auto onGameSession = [=](Aws::GameLift::Server::Model::GameSession gameSession)
{
  FString gameSessionId = FString(gameSession.GetGameSessionId());
  UE_LOG(GameServerLog, Log, TEXT("GameSession Initializing: %s"), *gameSessionId);
  GameLiftSdkModule->ActivateGameSession();
};
```

## GetTerminationTime()
<a name="integration-server-sdk5-unreal-getterm"></a>

如果终止时间可用，则返回安排服务器进程关闭的时间。服务器进程在收到来自 Amazon GameLift Servers 的 `onProcessTerminate()` 回调后执行此操作。Amazon GameLift Servers 会出于以下原因调用 `onProcessTerminate()`：
+ 服务器进程报告运行状况不佳或未响应 Amazon GameLift Servers。
+ 在缩减事件期间终止实例时。
+ 当实例因竞价[型实例中断而终](spot-tasks.md)止时。

### 语法
<a name="integration-server-sdk5-unreal-getterm-syntax"></a>

```
AwsDateTimeOutcome GetTerminationTime()
```

### 返回值
<a name="integration-server-sdk5-unreal-getterm-return"></a>

如果成功，则以`AwsDateTimeOutcome`对象形式返回终止时间。该值是终止时间，以此后经过的刻度表示。`0001 00:00:00`例如，日期时间值等`2020-09-13 12:26:40 -000Z`于`637355968000000000`刻度。如果没有可用的终止时间，将返回一条错误消息。

如果进程未收到` ProcessParameters.OnProcessTerminate()`回调，则会返回一条错误消息。有关关闭服务器进程的更多信息，请参阅[回应服务器进程关闭通知](gamelift-sdk-server-api.md#gamelift-sdk-server-terminate)。

### 示例
<a name="integration-server-sdk5-unreal-getterm-example"></a>

```
AwsDateTimeOutcome TermTimeOutcome = GameLiftSdkModule->GetTerminationTime();
```

## AcceptPlayerSession()
<a name="integration-server-sdk5-unreal-acceptplayersession"></a>

通知 Amazon GameLift Servers，具有所指定玩家会话 ID 的玩家已连接到服务器进程并且需要进行验证。Amazon GameLift Servers 将验证该玩家会话 ID 是否有效。玩家会话经过验证后，Amazon GameLift Servers 会将玩家位置的状态从 RESERVED 更改为 ACTIVE。

### 语法
<a name="integration-server-sdk5-unreal-acceptplayersession-syntax"></a>

```
FGameLiftGenericOutcome AcceptPlayerSession(const FString& playerSessionId)
```

### 参数
<a name="integration-server-sdk5-unreal-acceptplayersession-parameter"></a>

playerSessionId  
创建新玩家会话时由 Amazon GameLift Servers 颁发的唯一 ID。

### 返回值
<a name="integration-server-sdk5-unreal-acceptplayersession-return"></a>

返回由成功或失败组成的通用结果，并显示错误消息。

### 示例
<a name="integration-server-sdk5-unreal-acceptplayersession-example"></a>

此示例处理的连接请求包括验证和拒绝无效的玩家会话。 IDs

```
bool GameLiftManager::AcceptPlayerSession(const FString& playerSessionId, const FString& playerId)
{
  #if WITH_GAMELIFT
  UE_LOG(GameServerLog, Log, TEXT("Accepting GameLift PlayerSession: %s . PlayerId: %s"), *playerSessionId, *playerId);
  FString gsId = GetCurrentGameSessionId();
  if (gsId.IsEmpty()) {
    UE_LOG(GameServerLog, Log, TEXT("No GameLift GameSessionId. Returning early!"));
    return false;
  }
  
  if (!GameLiftSdkModule->AcceptPlayerSession(playerSessionId).IsSuccess()) {
    UE_LOG(GameServerLog, Log, TEXT("PlayerSession not Accepted."));
    return false;
  }

  // Add PlayerSession from internal data structures keeping track of connected players
  connectedPlayerSessionIds.Add(playerSessionId);
  idToPlayerSessionMap.Add(playerSessionId, PlayerSession{ playerId, playerSessionId });
  return true;
  #else
  return false;
  #endif
}
```

## RemovePlayerSession()
<a name="integration-server-sdk5-unreal-removeplayersession"></a>

通知 Amazon GameLift Servers，有玩家已断开与服务器进程的连接。作为回应，Amazon GameLift Servers 会将玩家位置更改为可用。

### 语法
<a name="integration-server-sdk5-unreal-removeplayersession-syntax"></a>

```
FGameLiftGenericOutcome RemovePlayerSession(const FString& playerSessionId)
```

### 参数
<a name="integration-server-sdk5-unreal-removeplayersession-parameter"></a>

**`playerSessionId`**  
创建新玩家会话时由 Amazon GameLift Servers 颁发的唯一 ID。

### 返回值
<a name="integration-server-sdk5-unreal-removeplayersession-return"></a>

返回由成功或失败组成的通用结果，并显示错误消息。

### 示例
<a name="integration-server-sdk5-unreal-removeplayersession-example"></a>

```
bool GameLiftManager::RemovePlayerSession(const FString& playerSessionId)
{
  #if WITH_GAMELIFT
  UE_LOG(GameServerLog, Log, TEXT("Removing GameLift PlayerSession: %s"), *playerSessionId);

  if (!GameLiftSdkModule->RemovePlayerSession(playerSessionId).IsSuccess()) {
    UE_LOG(GameServerLog, Log, TEXT("PlayerSession Removal Failed"));
    return false;
  }

  // Remove PlayerSession from internal data structures that are keeping track of connected players
  connectedPlayerSessionIds.Remove(playerSessionId);
  idToPlayerSessionMap.Remove(playerSessionId);

  // end the session if there are no more players connected
  if (connectedPlayerSessionIds.Num() == 0) {
    EndSession();
  }

  return true;
  #else
  return false;
  #endif
}
```

## DescribePlayerSessions()
<a name="integration-server-sdk5-unreal-describeplayersessions"></a>

检索玩家会话数据，包括设置、会话元数据和玩家数据。使用此方法获取有关以下内容的信息：
+ 单人游戏会话
+ 游戏会话中的所有玩家会话
+ 与单个玩家 ID 关联的所有玩家会话

### 语法
<a name="integration-server-sdk5-unreal-describeplayersessions-syntax"></a>

```
FGameLiftDescribePlayerSessionsOutcome DescribePlayerSessions(const FGameLiftDescribePlayerSessionsRequest &describePlayerSessionsRequest)
```

### 参数
<a name="integration-server-sdk5-unreal-describeplayersessions-parameter"></a>

**[FGameLiftDescribePlayerSessionsRequest](integration-server-sdk5-unreal-datatypes.md#integration-server-sdk5-unreal-dataypes-playersessions)**  
[FGameLiftDescribePlayerSessionsRequest](integration-server-sdk5-unreal-datatypes.md#integration-server-sdk5-unreal-dataypes-playersessions) 对象描述要检索的玩家会话。

### 返回值
<a name="integration-server-sdk5-unreal-describeplayersessions-return"></a>

如果成功，将返回一个 [FGameLiftDescribePlayerSessionsOutcome](integration-server-sdk5-unreal-datatypes.md#integration-server-sdk5-unreal-dataypes-describeplayersessionsoutcome) 对象，包含一组与请求参数相匹配的玩家会话对象。

### 示例
<a name="integration-server-sdk5-unreal-describeplayersessions-example"></a>

此示例演示了将所有玩家会话主动连接到指定游戏会话的请求。省略*NextToken*并将 L *im* it 值设置为 10，即可Amazon GameLift Servers返回与请求匹配的前 10 个玩家会话记录。

```
void GameLiftManager::DescribePlayerSessions()
{
  #if WITH_GAMELIFT
  FString localPlayerSessions;
  for (auto& psId : connectedPlayerSessionIds)
  {
    PlayerSession ps = idToPlayerSessionMap[psId];
    localPlayerSessions += FString::Printf(TEXT("%s : %s  ; "), *(ps.playerSessionId), *(ps.playerId));
  }
  UE_LOG(GameServerLog, Log, TEXT("LocalPlayerSessions: %s"), *localPlayerSessions);

  UE_LOG(GameServerLog, Log, TEXT("Describing PlayerSessions in this GameSession"));
  FGameLiftDescribePlayerSessionsRequest request;
  request.m_gameSessionId = GetCurrentGameSessionId();

  FGameLiftDescribePlayerSessionsOutcome outcome = GameLiftSdkModule->DescribePlayerSessions(request);
  LogDescribePlayerSessionsOutcome(outcome);
  #endif
}
```

## StartMatchBackfill()
<a name="integration-server-sdk5-unreal-startmatchbackfill"></a>

发送请求以为使用 FlexMatch 创建的游戏会话中的开放位置查找新玩家。有关更多信息，请参阅 [FlexMatch 回填功能](https://docs.aws.amazon.com/gameliftservers/latest/flexmatchguide/match-backfill.html)。

此操作为异步操作。如果成功匹配了新玩家，则 Amazon GameLift Servers 会使用回调函数 `OnUpdateGameSession()` 提供更新的对战构建器数据。

服务器进程每次只能具有一个活动的对战回填请求。要发送新请求，请先调用 [StopMatchBackfill()](#integration-server-sdk5-unreal-stopmatchbackfill) 以取消原始请求。

### 语法
<a name="integration-server-sdk5-unreal-startmatchbackfill-syntax"></a>

```
FGameLiftStringOutcome StartMatchBackfill (FStartMatchBackfillRequest &startBackfillRequest);
```

### 参数
<a name="integration-server-sdk5-unreal-startmatchbackfill-parameter"></a>

**[FStartMatchBackfillRequest](integration-server-sdk5-unreal-datatypes.md#integration-server-sdk5-unreal-dataypes-startmatchbackfillrequest)**  
传达以下信息的 StartMatchBackfillRequest 对象：  
+ 要分配给回填请求的票证 ID。此信息是可选的；如果未提供任何 ID，则 Amazon GameLift Servers 将自动生成一个 ID。
+ 要将请求发送到的对战构建器。需要完整的配置 ARN。该值位于游戏会话的对战构建器数据中。
+ 要回填的游戏会话的 ID。
+ 游戏会话的当前玩家的可用对战数据。

### 返回值
<a name="integration-server-sdk5-unreal-startmatchbackfill-return"></a>

返回带有匹配回填票证 ID 的 StartMatchBackfillOutcome 对象或包含错误消息的失败。

### 示例
<a name="integration-server-sdk5-unreal-startmatchbackfill-example"></a>

```
FGameLiftStringOutcome FGameLiftServerSDKModule::StartMatchBackfill(const FStartMatchBackfillRequest& request) 
{
  #if WITH_GAMELIFT
  Aws::GameLift::Server::Model::StartMatchBackfillRequest sdkRequest;
  sdkRequest.SetTicketId(TCHAR_TO_UTF8(*request.m_ticketId));
  sdkRequest.SetGameSessionArn(TCHAR_TO_UTF8(*request.m_gameSessionArn));
  sdkRequest.SetMatchmakingConfigurationArn(TCHAR_TO_UTF8(*request.m_matchmakingConfigurationArn));
  for (auto player : request.m_players) {
    Aws::GameLift::Server::Model::Player sdkPlayer;
    sdkPlayer.SetPlayerId(TCHAR_TO_UTF8(*player.m_playerId));
    sdkPlayer.SetTeam(TCHAR_TO_UTF8(*player.m_team));
    for (auto entry : player.m_latencyInMs) {
      sdkPlayer.WithLatencyMs(TCHAR_TO_UTF8(*entry.Key), entry.Value);
    }

    std::map<std::string, Aws::GameLift::Server::Model::AttributeValue> sdkAttributeMap;
    for (auto attributeEntry : player.m_playerAttributes) {
      FAttributeValue value = attributeEntry.Value;
      Aws::GameLift::Server::Model::AttributeValue attribute;
      switch (value.m_type) {
        case FAttributeType::STRING:
          attribute = Aws::GameLift::Server::Model::AttributeValue(TCHAR_TO_UTF8(*value.m_S));
        break;
        case FAttributeType::DOUBLE:
          attribute = Aws::GameLift::Server::Model::AttributeValue(value.m_N);
        break;
        case FAttributeType::STRING_LIST:
          attribute = Aws::GameLift::Server::Model::AttributeValue::ConstructStringList();
          for (auto sl : value.m_SL) {
            attribute.AddString(TCHAR_TO_UTF8(*sl));
          };
        break;
        case FAttributeType::STRING_DOUBLE_MAP:
          attribute = Aws::GameLift::Server::Model::AttributeValue::ConstructStringDoubleMap();
          for (auto sdm : value.m_SDM) {
            attribute.AddStringAndDouble(TCHAR_TO_UTF8(*sdm.Key), sdm.Value);
          };
        break;
      }
      sdkPlayer.WithPlayerAttribute((TCHAR_TO_UTF8(*attributeEntry.Key)), attribute);
    }
    sdkRequest.AddPlayer(sdkPlayer);
  }
  auto outcome = Aws::GameLift::Server::StartMatchBackfill(sdkRequest);
  if (outcome.IsSuccess()) {
    return FGameLiftStringOutcome(outcome.GetResult().GetTicketId());
  }
  else {
    return FGameLiftStringOutcome(FGameLiftError(outcome.GetError()));
  }
  #else
  return FGameLiftStringOutcome("");
  #endif
}
```

## StopMatchBackfill()
<a name="integration-server-sdk5-unreal-stopmatchbackfill"></a>

取消活动的对战回填请求。有关更多信息，请参阅 [FlexMatch 回填功能](https://docs.aws.amazon.com/gameliftservers/latest/flexmatchguide/match-backfill.html)。

### 语法
<a name="integration-server-sdk5-unreal-stopmatchbackfill-syntax"></a>

```
FGameLiftGenericOutcome StopMatchBackfill (FStopMatchBackfillRequest &stopBackfillRequest);
```

### 参数
<a name="integration-server-sdk5-unreal-stopmatchbackfill-parameter"></a>

**[FStopMatchBackfillRequest](integration-server-sdk5-unreal-datatypes.md#integration-server-sdk5-unreal-dataypes-stopmatchbackfillrequest)**  
标识要取消的配对门票的 StopMatchBackfillRequest 对象：  
+ 要分配给回填请求的票证 ID
+ 回填请求所发送到的对战构建器
+ 与回填请求关联的游戏会话

### 返回值
<a name="integration-server-sdk5-unreal-stopmatchbackfill-return"></a>

返回由成功或失败组成的通用结果，并显示错误消息。

### 示例
<a name="integration-server-sdk5-unreal-stopmatchbackfill-example"></a>

```
FGameLiftGenericOutcome FGameLiftServerSDKModule::StopMatchBackfill(const FStopMatchBackfillRequest& request)
{
  #if WITH_GAMELIFT
  Aws::GameLift::Server::Model::StopMatchBackfillRequest sdkRequest;
  sdkRequest.SetTicketId(TCHAR_TO_UTF8(*request.m_ticketId));
  sdkRequest.SetGameSessionArn(TCHAR_TO_UTF8(*request.m_gameSessionArn));
  sdkRequest.SetMatchmakingConfigurationArn(TCHAR_TO_UTF8(*request.m_matchmakingConfigurationArn));
  auto outcome = Aws::GameLift::Server::StopMatchBackfill(sdkRequest);
  if (outcome.IsSuccess()) {
    return FGameLiftGenericOutcome(nullptr);
  }
  else {
    return FGameLiftGenericOutcome(FGameLiftError(outcome.GetError()));
  }
  #else
  return FGameLiftGenericOutcome(nullptr);
  #endif
}
```

## GetComputeCertificate()
<a name="integration-server-sdk5-unreal-getcomputecertificate"></a>

检索 TLS 证书的路径，该证书用于加密您的 Amazon GameLift Servers Anywhere 计算资源和 Amazon GameLift Servers 之间的网络连接。当您将计算设备注册到 Amazon GameLift Servers Anywhere 实例集时，您可以使用该证书路径。有关更多信息，请参阅[RegisterCompute](https://docs.aws.amazon.com/gameliftservers/latest/apireference/API_RegisterCompute.html)。

### 语法
<a name="integration-server-sdk5-unreal-getcomputecertificate-syntax"></a>

```
FGameLiftGetComputeCertificateOutcome FGameLiftServerSDKModule::GetComputeCertificate()
```

### 返回值
<a name="integration-server-sdk5-unreal-getcomputecertificate-return"></a>

返回一个包含以下内容的`GetComputeCertificateResponse`对象：
+ CertificatePath：计算资源上 TLS 证书的路径。
+ HostName：您的计算资源的主机名。

### 示例
<a name="integration-server-sdk5-unreal-getcomputecertificate-example"></a>

```
FGameLiftGetComputeCertificateOutcome FGameLiftServerSDKModule::GetComputeCertificate()
{
  #if WITH_GAMELIFT
  auto outcome = Aws::GameLift::Server::GetComputeCertificate();
  if (outcome.IsSuccess()) {
    auto& outres = outcome.GetResult();
    FGameLiftGetComputeCertificateResult result;
    result.m_certificate_path = UTF8_TO_TCHAR(outres.GetCertificatePath());
    result.m_computeName = UTF8_TO_TCHAR(outres.GetComputeName());
    return FGameLiftGetComputeCertificateOutcome(result);
  }
  else {
    return FGameLiftGetComputeCertificateOutcome(FGameLiftError(outcome.GetError()));
  }
  #else
  return FGameLiftGetComputeCertificateOutcome(FGameLiftGetComputeCertificateResult());
  #endif
}
```

## GetFleetRoleCredentials()
<a name="integration-server-sdk5-unreal-getfleetrolecredentials"></a>

检索授权 Amazon GameLift Servers 与其他 AWS 服务互动的 IAM 角色凭证。有关更多信息，请参阅 [将您的Amazon GameLift Servers托管游戏服务器连接到其他 AWS 资源](gamelift-sdk-server-resources.md)。

### 语法
<a name="integration-server-sdk5-unreal-getfleetrolecredentials-syntax"></a>

```
FGameLiftGetFleetRoleCredentialsOutcome FGameLiftServerSDKModule::GetFleetRoleCredentials(const FGameLiftGetFleetRoleCredentialsRequest &request)
```

### 参数
<a name="integration-server-sdk5-unreal-getfleetrolecredentials-parameters"></a>

[FGameLiftGetFleetRoleCredentialsRequest](integration-server-sdk5-unreal-datatypes.md#integration-server-sdk5-unreal-dataypes-getfleetrolecredentialsrequest)

### 返回值
<a name="integration-server-sdk5-unreal-getfleetrolecredentials-return"></a>

返回 [FGameLiftGetFleetRoleCredentialsOutcome](integration-server-sdk5-unreal-datatypes.md#integration-server-sdk5-unreal-dataypes-getfleetrolecredentialsoutcome) 对象。

### 示例
<a name="integration-server-sdk5-unreal-getfleetrolecredentials-example"></a>

```
FGameLiftGetFleetRoleCredentialsOutcome FGameLiftServerSDKModule::GetFleetRoleCredentials(const FGameLiftGetFleetRoleCredentialsRequest &request)
{
  #if WITH_GAMELIFT
  Aws::GameLift::Server::Model::GetFleetRoleCredentialsRequest sdkRequest;
  sdkRequest.SetRoleArn(TCHAR_TO_UTF8(*request.m_roleArn));
  sdkRequest.SetRoleSessionName(TCHAR_TO_UTF8(*request.m_roleSessionName));

  auto outcome = Aws::GameLift::Server::GetFleetRoleCredentials(sdkRequest);

  if (outcome.IsSuccess()) {
    auto& outres = outcome.GetResult();
    FGameLiftGetFleetRoleCredentialsResult result;
    result.m_assumedUserRoleArn = UTF8_TO_TCHAR(outres.GetAssumedUserRoleArn());
    result.m_assumedRoleId = UTF8_TO_TCHAR(outres.GetAssumedRoleId());
    result.m_accessKeyId = UTF8_TO_TCHAR(outres.GetAccessKeyId());
    result.m_secretAccessKey = UTF8_TO_TCHAR(outres.GetSecretAccessKey());
    result.m_sessionToken = UTF8_TO_TCHAR(outres.GetSessionToken());
    result.m_expiration = FDateTime::FromUnixTimestamp(outres.GetExpiration());
    return FGameLiftGetFleetRoleCredentialsOutcome(result);
  }
  else {
    return FGameLiftGetFleetRoleCredentialsOutcome(FGameLiftError(outcome.GetError()));
  }
  #else
  return FGameLiftGetFleetRoleCredentialsOutcome(FGameLiftGetFleetRoleCredentialsResult());
  #endif
}
```

## Destroy
<a name="integration-server-sdk5-unreal-ref-destroy"></a>

从内存中释放 Amazon GameLift Servers 游戏服务器 SDK。作为最佳实操，请在终止进程之后`ProcessEnding()`和之前调用此方法。如果您使用的是 Anywhere 实例集，并且没有在每次游戏会话后终止服务器进程，请先调用 `Destroy()`，再通过 `InitSDK()` 重新初始化，最后使用 `ProcessReady()` 通知 Amazon GameLift Servers 该进程已准备好托管游戏会话。

### 语法
<a name="integration-server-sdk5-unreal-ref-destroy-syntax"></a>

```
FGameLiftGenericOutcome Destroy();
```

### 参数
<a name="integration-server-sdk5-unreal-ref-destroy-parameter"></a>

没有参数。

### 返回值
<a name="integration-server-sdk5-unreal-ref-destroy-return"></a>

返回由成功或失败组成的通用结果，并显示错误消息。

### 示例
<a name="integration-server-sdk5-unreal-ref-destroy-example"></a>

```
// First call ProcessEnding()
FGameLiftGenericOutcome processEndingOutcome = GameLiftSdkModule->ProcessEnding();
  
// Then call Destroy() to free the SDK from memory
FGameLiftGenericOutcome destroyOutcome = GameLiftSdkModule->Destroy();
  
// Exit the process with success or failure
if (processEndingOutcome.IsSuccess() && destroyOutcome.IsSuccess()) 
    {
    UE_LOG(GameServerLog, Log, TEXT("Server process ending successfully"));
}
else {
    if (!processEndingOutcome.IsSuccess()) {
        const FGameLiftError& error = processEndingOutcome.GetError();
        UE_LOG(GameServerLog, Error, TEXT("ProcessEnding() failed. Error: %s"),
        error.m_errorMessage.IsEmpty() ? TEXT("Unknown error") : *error.m_errorMessage);
    }
    if (!destroyOutcome.IsSuccess()) {
        const FGameLiftError& error = destroyOutcome.GetError();
        UE_LOG(GameServerLog, Error, TEXT("Destroy() failed. Error: %s"),
        error.m_errorMessage.IsEmpty() ? TEXT("Unknown error") : *error.m_errorMessage);
    }
}
```