

本文為英文版的機器翻譯版本，如內容有任何歧義或不一致之處，概以英文版為準。

# 適用於 -- 動作的 C\+\+ (Unreal) 伺服器 SDK Amazon GameLift Servers 5.x
<a name="integration-server-sdk5-unreal-actions"></a>

使用 Amazon GameLift Servers Unreal 伺服器 SDK 5.x 參考，協助您準備多玩家遊戲以搭配 使用。 Amazon GameLift Servers如需整合程序的詳細資訊，請參閱 [使用伺服器 SDK 將 Amazon GameLift Servers新增至您的遊戲伺服器](gamelift-sdk-server-api.md)。如果您使用的是 Unreal 的 Amazon GameLift Servers 外掛程式，另請參閱 [Amazon GameLift Servers Unreal Engine 的外掛程式](unreal-plugin.md)。

**注意**  
本主題說明您可以在為 Unreal Engine 建置時使用的 Amazon GameLift Servers C\+\+ API。具體而言，本文件適用於您使用 `-DBUILD_FOR_UNREAL=1`選項編譯的程式碼。

[適用於 -- 資料類型的 C\+\+ (Unreal) 伺服器 SDK Amazon GameLift Servers 5.x](integration-server-sdk5-unreal-datatypes.md)

**Topics**
+ [適用於 -- 資料類型的 C\+\+ (Unreal) 伺服器 SDK Amazon GameLift Servers 5.x](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>

傳回內建至伺服器程序的目前開發套件版本編號。

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

```
FGameLiftStringOutcome GetSdkVersion();
```

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

如果成功，將目前開發套件版本以 [FGameLiftStringOutcome](integration-server-sdk5-unreal-datatypes.md#integration-server-sdk5-unreal-dataypes-awsstringoutcome) 物件傳回。傳回的物件包含版本編號 （範例 `5.0.0`)。如果不成功，則會傳回錯誤訊息。

### 範例
<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>

初始化受管 EC2 機群的 Amazon GameLift Servers SDK。在與 相關的任何其他初始化Amazon GameLift Servers發生之前，請在啟動時呼叫此方法。此方法會從主機環境讀取伺服器參數，以設定伺服器與服務之間的通訊Amazon GameLift Servers。它使用等冪符記，因此您可以在失敗時安全地重試此呼叫。

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

```
FGameLiftGenericOutcome InitSDK()
```

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

如果成功， 會傳回 `InitSdkOutcome` 物件，指出伺服器程序已準備好呼叫 [ProcessReady()](#integration-server-sdk5-unreal-processready)。

### 範例
<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>

初始化 Anywhere 機群或受管容器機群的 Amazon GameLift Servers SDK。在與 相關的任何其他初始化Amazon GameLift Servers發生之前，請在啟動時呼叫此方法。此方法需要明確的伺服器參數，才能設定伺服器和服務之間的通訊Amazon GameLift Servers。它使用等冪符記，因此您可以在失敗時安全地重試此呼叫。

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

```
FGameLiftGenericOutcome InitSDK(serverParameters)
```

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

[FServerParameters](integration-server-sdk5-unreal-datatypes.md#integration-server-sdk5-unreal-dataypes-serverparameters)  
若要在 Amazon GameLift Servers Anywhere 機群上初始化遊戲伺服器，請使用下列資訊建構`ServerParameters`物件：  
+ 用來連線至遊戲伺服器的 WebSocket URL。
+ 用於託管遊戲伺服器的程序 ID。
+ 託管遊戲伺服器程序的運算 ID。
+ 包含 Amazon GameLift Servers Anywhere 運算的Amazon GameLift Servers機群 ID。
+ Amazon GameLift Servers 操作產生的授權字符。

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

如果成功， 會傳回 `InitSdkOutcome` 物件，指出伺服器程序已準備好呼叫 [ProcessReady()](#integration-server-sdk5-unreal-processready)。

**注意**  
如果針對部署到 Anywhere 機群的遊戲組建呼叫`InitSDK()`失敗，請檢查建立組建資源時使用的`ServerSdkVersion`參數。您必須將此值明確設定為正在使用的伺服器 SDK 版本。此參數的預設值為 4.x，不相容。若要解決此問題，請建立新的組建，並將其部署到新的機群。

### 範例
<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>

Amazon GameLift Servers 通知伺服器程序已準備好託管遊戲工作階段。叫用 後呼叫此方法[InitSDK()](#integration-server-sdk5-unreal-initsdk)。每個程序只能呼叫此方法一次。

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

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

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

**processParameters**  
傳達下列伺服器程序相關資訊的[FProcessParameters](integration-server-sdk5-unreal-datatypes.md#integration-server-sdk5-unreal-dataypes-process)物件：  
+ 在遊戲伺服器程式碼中實作的回呼方法名稱，Amazon GameLift Servers服務會叫用它來與伺服器程序通訊。
+ 伺服器程序正在接聽的埠號。
+ 任何要 Amazon GameLift Servers 擷取並存放的遊戲工作階段特定檔案路徑。

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

傳回一般結果，其中包含成功或失敗以及錯誤訊息。

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

此範例會說明 [ProcessReady()](#integration-server-sdk5-unreal-processready) 呼叫和委派函數的實作。

```
//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>

Amazon GameLift Servers 通知伺服器程序正在終止。在所有其他清除任務 （包括關閉作用中的遊戲工作階段） 之後，以及在終止程序之前，呼叫此方法。根據 的結果`ProcessEnding()`，程序會以成功 (0) 或錯誤 (-1) 結束並產生機群事件。如果程序因錯誤而終止，產生的機群事件為 `SERVER_PROCESS_TERMINATED_UNHEALTHY`)。

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

```
FGameLiftGenericOutcome ProcessEnding()
```

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

傳回一般結果，其中包含成功或失敗以及錯誤訊息。

### 範例
<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>

Amazon GameLift Servers 通知伺服器程序已啟用遊戲工作階段，現在已準備好接收玩家連線。在所有遊戲工作階段初始化之後，應該呼叫此動作做為回`onStartGameSession()`呼函數的一部分。

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

```
FGameLiftGenericOutcome ActivateGameSession()
```

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

傳回一般結果，其中包含成功或失敗以及錯誤訊息。

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

此範例顯示`ActivateGameSession()`稱為`onStartGameSession()`委派函數的一部分。

```
//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>

更新目前遊戲工作階段的能力，以接受新的玩家工作階段。遊戲工作階段可設定為接受或拒絕所有新的玩家工作階段。

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

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

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

**playerCreationSessionPolicy**  
字串值代表遊戲工作階段是否可接受新玩家。  
有效值包含：  
+ **ACCEPT\_ALL** – 接受所有新玩家工作階段。
+ **DENY\_ALL** – 拒絕所有新玩家工作階段。

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

傳回一般結果，其中包含成功或失敗以及錯誤訊息。

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

此範例設定目前遊戲工作階段的加入政策為可接受所有玩家。

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

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

擷取作用中伺服器程序託管的遊戲工作階段 ID。

對於未使用遊戲工作階段啟用的閒置程序，呼叫會傳回 [FGameLiftError](integration-server-sdk5-unreal-datatypes.md#integration-server-sdk5-unreal-dataypes-gamelifterror)。

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

```
FGameLiftStringOutcome GetGameSessionId()
```

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

此動作沒有參數。

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

如果成功，則會把遊戲工作階段 ID 當成 [FGameLiftStringOutcome](integration-server-sdk5-unreal-datatypes.md#integration-server-sdk5-unreal-dataypes-awsstringoutcome) 物件傳回。如果不成功， 會傳回錯誤訊息。」

對於未使用遊戲工作階段啟用的閒置程序，呼叫會傳回 `Success`=`True` 和 `GameSessionId`=`""`。

### 範例
<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>

若設有終止時間，即傳回伺服器程序排定關閉的時間。伺服器程序在收到來自 的回`onProcessTerminate()`呼後會採取動作Amazon GameLift Servers。 Amazon GameLift Servers會`onProcessTerminate()`呼叫 ，原因如下：
+ 當伺服器程序回報運作狀態不佳或未回應 時Amazon GameLift Servers。
+ 在縮減規模事件期間終止執行個體時。
+ 當執行個體因 [spot-instance 中斷](spot-tasks.md)而終止時。

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

```
AwsDateTimeOutcome GetTerminationTime()
```

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

如果成功， 會將終止時間傳回為 `AwsDateTimeOutcome` 物件。值是終止時間，以自 以來經過的刻度表示`0001 00:00:00`。例如，日期時間值`2020-09-13 12:26:40 -000Z`等於`637355968000000000`刻度。如果沒有可用的終止時間， 會傳回錯誤訊息。

如果程序尚未收到` ProcessParameters.OnProcessTerminate()`回呼，則會傳回錯誤訊息。如需關閉伺服器程序的詳細資訊，請參閱 [回應伺服器程序關閉通知](gamelift-sdk-server-api.md#gamelift-sdk-server-terminate)。

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

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

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

Amazon GameLift Servers 通知具有指定玩家工作階段 ID 的玩家已連線至伺服器程序，且需要驗證。 Amazon GameLift Servers 會驗證玩家工作階段 ID 是否有效。驗證玩家工作階段後， 會將玩家位置Amazon GameLift Servers的狀態從 RESERVED 變更為 ACTIVE。

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

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

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

playerSessionId  
建立新玩家工作階段Amazon GameLift Servers時由 發出的唯一 ID。

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

傳回一般結果，其中包含成功或失敗以及錯誤訊息。

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

此範例會處理連線請求，其中包含驗證和拒絕非有效的玩家工作階段 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>

Amazon GameLift Servers 通知玩家已中斷與伺服器程序的連線。作為回應， Amazon GameLift Servers 會將玩家位置變更為可用。

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

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

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

**`playerSessionId`**  
建立新玩家工作階段Amazon GameLift Servers時由 發出的唯一 ID。

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

傳回一般結果，其中包含成功或失敗以及錯誤訊息。

### 範例
<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>

擷取玩家工作階段資料，其中包括設定、工作階段中繼資料和玩家資料。使用此方法取得下列相關資訊：
+ 單一玩家工作階段
+ 遊戲工作階段中的所有玩家工作階段
+ 與單一玩家 ID 相關聯的所有玩家工作階段

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

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

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

**[FGameLiftDescribePlayerSessionsRequest](integration-server-sdk5-unreal-datatypes.md#integration-server-sdk5-unreal-dataypes-playersessions)**  
描述要擷取哪些玩家工作階段的[FGameLiftDescribePlayerSessionsRequest](integration-server-sdk5-unreal-datatypes.md#integration-server-sdk5-unreal-dataypes-playersessions)物件。

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

如果成功，會傳回 [FGameLiftDescribePlayerSessionsOutcome](integration-server-sdk5-unreal-datatypes.md#integration-server-sdk5-unreal-dataypes-describeplayersessionsoutcome) 物件，內含一組與請求參數相符的玩家工作階段物件。

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

此範例會請求主動連線到指定遊戲工作階段的所有玩家工作階段。透過省略 *NextToken* 並將*限制*值設定為 10， 會Amazon GameLift Servers傳回符合請求的前 10 個玩家工作階段記錄。

```
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>

此動作會傳送請求，以便替 FlexMatch 所建立的遊戲工作階段​開放空位找到新玩家。如需詳細資訊，請參閱[FlexMatch回填功能](https://docs.aws.amazon.com/gameliftservers/latest/flexmatchguide/match-backfill.html)。

此為非同步動作。如果新玩家相符， 會使用回呼函數 Amazon GameLift Servers交付更新的配對建構器資料`OnUpdateGameSession()`。

一個伺服器程序一次僅能有一個使用中的配對回填請求。若要發送新請求，請先呼叫 [StopMatchBackfill()](#integration-server-sdk5-unreal-stopmatchbackfill) 取消原始請求。

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

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

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

**[FStartMatchBackfillRequest](integration-server-sdk5-unreal-datatypes.md#integration-server-sdk5-unreal-dataypes-startmatchbackfillrequest)**  
StartMatchBackfillRequest 物件，可傳達下列資訊：  
+ 指派給回填請求的票證 ID。此資訊是選用的；如果未提供 ID， Amazon GameLift Servers將產生一個 ID。
+ 傳送請求對象的配對建構器。必須填入完整的組態 ARN。此值位於遊戲工作階段的配對建構器資料中。
+ 要回填的遊戲工作階段 ID。
+ 遊戲工作階段目前玩家的可用配對資料。

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

傳回具有相符回填票證 ID 或失敗並顯示錯誤訊息的`StartMatchBackfillOutcome`物件。

### 範例
<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>

取消作用中的配對回填請求。如需詳細資訊，請參閱[FlexMatch回填功能](https://docs.aws.amazon.com/gameliftservers/latest/flexmatchguide/match-backfill.html)。

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

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

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

**[FStopMatchBackfillRequest](integration-server-sdk5-unreal-datatypes.md#integration-server-sdk5-unreal-dataypes-stopmatchbackfillrequest)**  
識別要取消之配對票證的 StopMatchBackfillRequest 物件：  
+ 指派給回填請求的票證 ID。
+ 回填請求傳送到的配對建構器。
+ 與回填請求相關聯的遊戲工作階段。

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

傳回一般結果，其中包含成功或失敗以及錯誤訊息。

### 範例
<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>

擷取用於加密 Amazon GameLift Servers Anywhere 運算資源與 之間網路連線的 TLS 憑證路徑Amazon GameLift Servers。您可以在向 Amazon GameLift Servers Anywhere 機群註冊運算裝置時使用憑證路徑。如需詳細資訊，請參閱 [RegisterCompute](https://docs.aws.amazon.com/gameliftservers/latest/apireference/API_RegisterCompute.html)。

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

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

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

傳回包含下列項目的`GetComputeCertificateResponse`物件：
+ CertificatePath：運算資源上 TLS 憑證的路徑。
+ HostName：運算資源的主機名稱。

### 範例
<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>

擷取授權 與其他 互動的 IAM 角色登入Amazon GameLift Servers資料 AWS 服務。如需詳細資訊，請參閱[將Amazon GameLift Servers託管遊戲伺服器連接到其他 AWS 資源](gamelift-sdk-server-resources.md)。

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

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

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

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

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

其會傳回 [FGameLiftGetFleetRoleCredentialsOutcome](integration-server-sdk5-unreal-datatypes.md#integration-server-sdk5-unreal-dataypes-getfleetrolecredentialsoutcome) 物件。

### 範例
<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>

從記憶體釋放Amazon GameLift Servers遊戲伺服器 SDK。最佳實務是在終止程序之後`ProcessEnding()`和之前呼叫此方法。如果您使用的是 Anywhere 機群，而且沒有在每次遊戲工作階段後終止伺服器程序，請在通知程序已準備好使用 託管遊戲工作階段之前，先呼叫 Amazon GameLift Servers `Destroy()`，然後`InitSDK()`重新初始化 `ProcessReady()`。

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

```
FGameLiftGenericOutcome Destroy();
```

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

沒有參數。

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

傳回一般結果，其中包含成功或失敗以及錯誤訊息。

### 範例
<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);
    }
}
```