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Hi,
The Unreal Engine UpdatePlayerSessionCreationPolicy documentation has an example of how you'd invoke this particular SDK call
FGameLiftGenericOutcome outcome = Aws::GameLift::Server::UpdatePlayerSessionCreationPolicy(Aws::GameLift::Model::EPlayerSessionCreationPolicy::ACCEPT_ALL);
In terms of when to invoke it, this would have to be custom logic within the game server itself. Once the game server has started (can be identified via the onStartGameSession
callback) and the required players have joined, the server can invoke UpdatePlayerSessionCreationPolicy
to prevent other players from joining. This could be built into the logic which accepts (AcceptPlayerSession
) and reports new players to GameLift.
Alternatively, if the customer has a client backend service that is routing players to GameLift servers, it can update the PlayerSessionCreationPolicy
using the UpdateGameSession API call when required.
Thanks!
Hi, I implemented this. however, while calling game_lift.search_game_sessions(FleetId = GAMELIFT_FLEET_ID, FilterExpression = "hasAvailablePlayerSessions=true"), the result still returns the session with policy set to deny since the players in game is less than maxplayers set. How can I exclude those sessions that do not accept further players?