static std::string GetDefaultMessageForErrorType()

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.";
        }
    }