in GameLiftPlugin/Source/GameLiftServer/Source/GameLiftServerSDK/Public/aws/gamelift/common/GameLiftErrors.h [236:312]
static std::string GetDefaultMessageForErrorType(GAMELIFT_ERROR_TYPE errorType) {
switch (errorType) {
case GAMELIFT_ERROR_TYPE::ALREADY_INITIALIZED:
return "GameLift has already been initialized. You must call Destroy() before "
"reinitializing the client or server.";
case GAMELIFT_ERROR_TYPE::FLEET_MISMATCH:
return "The Target fleet does not match the request fleet. Make sure GameSessions and "
"PlayerSessions belong to your target fleet.";
case GAMELIFT_ERROR_TYPE::GAMELIFT_CLIENT_NOT_INITIALIZED:
return "The GameLift client has not been initialized. Please call SetTargetFleet or "
"SetTArgetAliasId.";
case GAMELIFT_ERROR_TYPE::GAMELIFT_SERVER_NOT_INITIALIZED:
return "The GameLift server has not been initialized. Please call InitSDK.";
case GAMELIFT_ERROR_TYPE::GAME_SESSION_ENDED_FAILED:
return "The GameSessionEnded invocation failed.";
case GAMELIFT_ERROR_TYPE::GAME_SESSION_NOT_READY:
return "The Game session associated with this server was not activated.";
case GAMELIFT_ERROR_TYPE::GAME_SESSION_READY_FAILED:
return "The GameSessionReady invocation failed.";
case GAMELIFT_ERROR_TYPE::GAME_SESSION_ID_NOT_SET:
return "No game sessions are bound to this process.";
case GAMELIFT_ERROR_TYPE::INITIALIZATION_MISMATCH:
return "The current call does not match the initialization state. Client calls require "
"a call to Client::Initialize(), and Server calls require Server::Initialize(). "
"Only one may be active at a time.";
case GAMELIFT_ERROR_TYPE::NOT_INITIALIZED:
return "GameLift has not been initialized! You must call Client::Initialize() or "
"Server::InitSDK() before making GameLift calls.";
case GAMELIFT_ERROR_TYPE::NO_TARGET_ALIASID_SET:
return "The aliasId has not been set. Clients should call SetTargetAliasId() before "
"making calls that require an alias.";
case GAMELIFT_ERROR_TYPE::NO_TARGET_FLEET_SET:
return "The target fleet has not been set. Clients should call SetTargetFleet() before "
"making calls that require a fleet.";
case GAMELIFT_ERROR_TYPE::PROCESS_ENDING_FAILED:
return "ProcessEnding call to GameLift failed.";
case GAMELIFT_ERROR_TYPE::PROCESS_NOT_ACTIVE:
return "The process has not yet been activated.";
case GAMELIFT_ERROR_TYPE::PROCESS_NOT_READY:
return "The process has not yet been activated by calling ProcessReady(). Processes in "
"standby cannot receive StartGameSession callbacks.";
case GAMELIFT_ERROR_TYPE::PROCESS_READY_FAILED:
return "ProcessReady call to GameLift failed.";
case GAMELIFT_ERROR_TYPE::SDK_VERSION_DETECTION_FAILED:
return "Could not detect SDK version.";
case GAMELIFT_ERROR_TYPE::SERVICE_CALL_FAILED:
return "An AWS service call has failed. See the root cause error for more information.";
case GAMELIFT_ERROR_TYPE::STX_CALL_FAILED:
return "An internal call to the STX server backend component has failed.";
case GAMELIFT_ERROR_TYPE::STX_INITIALIZATION_FAILED:
return "The STX server backend component has failed to initialize.";
case GAMELIFT_ERROR_TYPE::UNEXPECTED_PLAYER_SESSION:
return "The player session was not expected by the server. Clients wishing to connect "
"to a server must obtain a PlayerSessionID from GameLift by creating a player "
"session on the desired server's game instance.";
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 "Connection to the GameLift Service WebSocket has failed";
case GAMELIFT_ERROR_TYPE::WEBSOCKET_CONNECT_FAILURE_FORBIDDEN:
return "Handshake with GameLift websocket server failed. Please verify that values of ServerParameters "
"in InitSDK() are correct. For example, process ID needs to be unique between executions, and "
"the authentication token needs to be correct and unexpired.";
case GAMELIFT_ERROR_TYPE::WEBSOCKET_CONNECT_FAILURE_INVALID_URL:
return "Connection to GameLift websocket server failed due to invalid websocket URL. Please verify that "
"websocketUrl in InitSDK() is correct and matches the GameLiftServiceSdkEndpoint output from "
"AWS::GameLift::RegisterCompute().";
case GAMELIFT_ERROR_TYPE::WEBSOCKET_CONNECT_FAILURE_TIMEOUT:
return "Connection to the GameLift Service WebSocket Connection has timed out.";
case GAMELIFT_ERROR_TYPE::WEBSOCKET_SEND_MESSAGE_FAILURE:
return "Sending Message to the GameLift Service WebSocket has failed.";
default:
return "An unexpected error has occurred.";
}
}