static std::string GetDefaultNameForErrorType()

in GameLiftPlugin/Source/GameLiftServer/Source/GameLiftServerSDK/Public/aws/gamelift/common/GameLiftErrors.h [173:234]


    static std::string GetDefaultNameForErrorType(GAMELIFT_ERROR_TYPE errorType) {
        switch (errorType) {
            case GAMELIFT_ERROR_TYPE::ALREADY_INITIALIZED:
                return "Already Initialized";
            case GAMELIFT_ERROR_TYPE::FLEET_MISMATCH:
                return "Fleet mismatch.";
            case GAMELIFT_ERROR_TYPE::GAMELIFT_CLIENT_NOT_INITIALIZED:
                return "GameLift client not initialized.";
            case GAMELIFT_ERROR_TYPE::GAMELIFT_SERVER_NOT_INITIALIZED:
                return "GameLift server not initialized.";
            case GAMELIFT_ERROR_TYPE::GAME_SESSION_ENDED_FAILED:
                return "Game session failed.";
            case GAMELIFT_ERROR_TYPE::GAME_SESSION_NOT_READY:
                return "Game session not activated.";
            case GAMELIFT_ERROR_TYPE::GAME_SESSION_READY_FAILED:
                return "Game session failed.";
            case GAMELIFT_ERROR_TYPE::GAME_SESSION_ID_NOT_SET:
                return "GameSession id is not set.";
            case GAMELIFT_ERROR_TYPE::INITIALIZATION_MISMATCH:
                return "Initialization mismatch.";
            case GAMELIFT_ERROR_TYPE::NOT_INITIALIZED:
                return "Not Initialized";
            case GAMELIFT_ERROR_TYPE::NO_TARGET_ALIASID_SET:
                return "No target aliasId set.";
            case GAMELIFT_ERROR_TYPE::NO_TARGET_FLEET_SET:
                return "No target fleet set.";
            case GAMELIFT_ERROR_TYPE::PROCESS_ENDING_FAILED:
                return "Process ending failed.";
            case GAMELIFT_ERROR_TYPE::PROCESS_NOT_ACTIVE:
                return "Process not activated.";
            case GAMELIFT_ERROR_TYPE::PROCESS_NOT_READY:
                return "Process not ready.";
            case GAMELIFT_ERROR_TYPE::PROCESS_READY_FAILED:
                return "Process ready failed.";
            case GAMELIFT_ERROR_TYPE::SDK_VERSION_DETECTION_FAILED:
                return "Could not detect SDK version.";
            case GAMELIFT_ERROR_TYPE::SERVICE_CALL_FAILED:
                return "Service call failed.";
            case GAMELIFT_ERROR_TYPE::STX_CALL_FAILED:
                return "STX call failed.";
            case GAMELIFT_ERROR_TYPE::STX_INITIALIZATION_FAILED:
                return "STX Initialization Failed.";
            case GAMELIFT_ERROR_TYPE::UNEXPECTED_PLAYER_SESSION:
                return "Unexpected player session.";
            case GAMELIFT_ERROR_TYPE::BAD_REQUEST_EXCEPTION:
                return "Bad request exception.";
            case GAMELIFT_ERROR_TYPE::INTERNAL_SERVICE_EXCEPTION:
                return "Internal service exception.";
            case GAMELIFT_ERROR_TYPE::WEBSOCKET_CONNECT_FAILURE:
                return "WebSocket Connection Failed.";
            case GAMELIFT_ERROR_TYPE::WEBSOCKET_CONNECT_FAILURE_FORBIDDEN:
                return "WebSocket Connection Denied.";
            case GAMELIFT_ERROR_TYPE::WEBSOCKET_CONNECT_FAILURE_INVALID_URL:
                return "WebSocket Connection has invalid URL.";
            case GAMELIFT_ERROR_TYPE::WEBSOCKET_CONNECT_FAILURE_TIMEOUT:
                return "WebSocket Connection has timed out.";
            case GAMELIFT_ERROR_TYPE::WEBSOCKET_SEND_MESSAGE_FAILURE:
                return "WebSocket Send Message Failed.";
            default:
                return "Unknown Error";
        }
    }