Add missing exclamation mark for documentation (#5144)

* Add missing exclamation mark for documentation

Signed-off-by: onecent1101 <liug@amazon.com>

* Add more

Signed-off-by: onecent1101 <liug@amazon.com>
monroegm-disable-blank-issue-2
Vincent Liu 4 years ago committed by GitHub
parent 6862b52069
commit 96159c1e3a
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@ -24,17 +24,17 @@ namespace AzFramework
IMatchmakingRequests() = default;
virtual ~IMatchmakingRequests() = default;
// Registers a player's acceptance or rejection of a proposed matchmaking.
// @param acceptMatchRequest The request of AcceptMatch operation
//! Registers a player's acceptance or rejection of a proposed matchmaking.
//! @param acceptMatchRequest The request of AcceptMatch operation
virtual void AcceptMatch(const AcceptMatchRequest& acceptMatchRequest) = 0;
// Create a game match for a group of players.
// @param startMatchmakingRequest The request of StartMatchmaking operation
// @return A unique identifier for a matchmaking ticket
//! Create a game match for a group of players.
//! @param startMatchmakingRequest The request of StartMatchmaking operation
//! @return A unique identifier for a matchmaking ticket
virtual AZStd::string StartMatchmaking(const StartMatchmakingRequest& startMatchmakingRequest) = 0;
// Cancels a matchmaking ticket that is currently being processed.
// @param stopMatchmakingRequest The request of StopMatchmaking operation
//! Cancels a matchmaking ticket that is currently being processed.
//! @param stopMatchmakingRequest The request of StopMatchmaking operation
virtual void StopMatchmaking(const StopMatchmakingRequest& stopMatchmakingRequest) = 0;
};
@ -48,16 +48,16 @@ namespace AzFramework
IMatchmakingAsyncRequests() = default;
virtual ~IMatchmakingAsyncRequests() = default;
// AcceptMatch Async
// @param acceptMatchRequest The request of AcceptMatch operation
//! AcceptMatch Async
//! @param acceptMatchRequest The request of AcceptMatch operation
virtual void AcceptMatchAsync(const AcceptMatchRequest& acceptMatchRequest) = 0;
// StartMatchmaking Async
// @param startMatchmakingRequest The request of StartMatchmaking operation
//! StartMatchmaking Async
//! @param startMatchmakingRequest The request of StartMatchmaking operation
virtual void StartMatchmakingAsync(const StartMatchmakingRequest& startMatchmakingRequest) = 0;
// StopMatchmaking Async
// @param stopMatchmakingRequest The request of StopMatchmaking operation
//! StopMatchmaking Async
//! @param stopMatchmakingRequest The request of StopMatchmaking operation
virtual void StopMatchmakingAsync(const StopMatchmakingRequest& stopMatchmakingRequest) = 0;
};
@ -76,14 +76,14 @@ namespace AzFramework
static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single;
//////////////////////////////////////////////////////////////////////////
// OnAcceptMatchAsyncComplete is fired once AcceptMatchAsync completes
//! OnAcceptMatchAsyncComplete is fired once AcceptMatchAsync completes
virtual void OnAcceptMatchAsyncComplete() = 0;
// OnStartMatchmakingAsyncComplete is fired once StartMatchmakingAsync completes
// @param matchmakingTicketId The unique identifier for the matchmaking ticket
//! OnStartMatchmakingAsyncComplete is fired once StartMatchmakingAsync completes
//! @param matchmakingTicketId The unique identifier for the matchmaking ticket
virtual void OnStartMatchmakingAsyncComplete(const AZStd::string& matchmakingTicketId) = 0;
// OnStopMatchmakingAsyncComplete is fired once StopMatchmakingAsync completes
//! OnStopMatchmakingAsyncComplete is fired once StopMatchmakingAsync completes
virtual void OnStopMatchmakingAsyncComplete() = 0;
};
using MatchmakingAsyncRequestNotificationBus = AZ::EBus<MatchmakingAsyncRequestNotifications>;

@ -29,17 +29,17 @@ namespace AzFramework
static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single;
//////////////////////////////////////////////////////////////////////////
// OnMatchAcceptance is fired when match is found and pending on acceptance
// Use this notification to accept found match
//! OnMatchAcceptance is fired when match is found and pending on acceptance
//! Use this notification to accept found match
virtual void OnMatchAcceptance() = 0;
// OnMatchComplete is fired when match is complete
//! OnMatchComplete is fired when match is complete
virtual void OnMatchComplete() = 0;
// OnMatchError is fired when match is processed with error
//! OnMatchError is fired when match is processed with error
virtual void OnMatchError() = 0;
// OnMatchFailure is fired when match is failed to complete
//! OnMatchFailure is fired when match is failed to complete
virtual void OnMatchFailure() = 0;
};
using MatchmakingNotificationBus = AZ::EBus<MatchmakingNotifications>;

@ -29,11 +29,11 @@ namespace AzFramework
AcceptMatchRequest() = default;
virtual ~AcceptMatchRequest() = default;
// Player response to accept or reject match
//! Player response to accept or reject match
bool m_acceptMatch;
// A list of unique identifiers for players delivering the response
//! A list of unique identifiers for players delivering the response
AZStd::vector<AZStd::string> m_playerIds;
// A unique identifier for a matchmaking ticket
//! A unique identifier for a matchmaking ticket
AZStd::string m_ticketId;
};
@ -47,7 +47,7 @@ namespace AzFramework
StartMatchmakingRequest() = default;
virtual ~StartMatchmakingRequest() = default;
// A unique identifier for a matchmaking ticket
//! A unique identifier for a matchmaking ticket
AZStd::string m_ticketId;
};
@ -61,7 +61,7 @@ namespace AzFramework
StopMatchmakingRequest() = default;
virtual ~StopMatchmakingRequest() = default;
// A unique identifier for a matchmaking ticket
//! A unique identifier for a matchmaking ticket
AZStd::string m_ticketId;
};
} // namespace AzFramework

@ -18,16 +18,16 @@ namespace AzFramework
//! The properties for handling join session request.
struct SessionConnectionConfig
{
// A unique identifier for registered player in session.
//! A unique identifier for registered player in session.
AZStd::string m_playerSessionId;
// The DNS identifier assigned to the instance that is running the session.
//! The DNS identifier assigned to the instance that is running the session.
AZStd::string m_dnsName;
// The IP address of the session.
//! The IP address of the session.
AZStd::string m_ipAddress;
// The port number for the session.
//! The port number for the session.
uint16_t m_port = 0;
};
@ -35,10 +35,10 @@ namespace AzFramework
//! The properties for handling player connect/disconnect
struct PlayerConnectionConfig
{
// A unique identifier for player connection.
//! A unique identifier for player connection.
uint32_t m_playerConnectionId = 0;
// A unique identifier for registered player in session.
//! A unique identifier for registered player in session.
AZStd::string m_playerSessionId;
};
@ -51,12 +51,12 @@ namespace AzFramework
ISessionHandlingClientRequests() = default;
virtual ~ISessionHandlingClientRequests() = default;
// Request the player join session
// @param sessionConnectionConfig The required properties to handle the player join session process
// @return The result of player join session process
//! Request the player join session
//! @param sessionConnectionConfig The required properties to handle the player join session process
//! @return The result of player join session process
virtual bool RequestPlayerJoinSession(const SessionConnectionConfig& sessionConnectionConfig) = 0;
// Request the connected player leave session
//! Request the connected player leave session
virtual void RequestPlayerLeaveSession() = 0;
};
@ -69,26 +69,26 @@ namespace AzFramework
ISessionHandlingProviderRequests() = default;
virtual ~ISessionHandlingProviderRequests() = default;
// Handle the destroy session process
//! Handle the destroy session process
virtual void HandleDestroySession() = 0;
// Validate the player join session process
// @param playerConnectionConfig The required properties to validate the player join session process
// @return The result of player join session validation
//! Validate the player join session process
//! @param playerConnectionConfig The required properties to validate the player join session process
//! @return The result of player join session validation
virtual bool ValidatePlayerJoinSession(const PlayerConnectionConfig& playerConnectionConfig) = 0;
// Handle the player leave session process
// @param playerConnectionConfig The required properties to handle the player leave session process
//! Handle the player leave session process
//! @param playerConnectionConfig The required properties to handle the player leave session process
virtual void HandlePlayerLeaveSession(const PlayerConnectionConfig& playerConnectionConfig) = 0;
// Retrieves the file location of a pem-encoded TLS certificate for Client to Server communication
// @return If successful, returns the file location of TLS certificate file; if not successful, returns
// empty string.
//! Retrieves the file location of a pem-encoded TLS certificate for Client to Server communication
//! @return If successful, returns the file location of TLS certificate file; if not successful, returns
//! empty string.
virtual AZ::IO::Path GetExternalSessionCertificate() = 0;
// Retrieves the file location of a pem-encoded TLS certificate for Server to Server communication
// @return If successful, returns the file location of TLS certificate file; if not successful, returns
// empty string.
//! Retrieves the file location of a pem-encoded TLS certificate for Server to Server communication
//! @return If successful, returns the file location of TLS certificate file; if not successful, returns
//! empty string.
virtual AZ::IO::Path GetInternalSessionCertificate() = 0;
};
} // namespace AzFramework

@ -25,22 +25,22 @@ namespace AzFramework
ISessionRequests() = default;
virtual ~ISessionRequests() = default;
// Create a session for players to find and join.
// @param createSessionRequest The request of CreateSession operation
// @return The request id if session creation request succeeds; empty if it fails
//! Create a session for players to find and join.
//! @param createSessionRequest The request of CreateSession operation
//! @return The request id if session creation request succeeds; empty if it fails
virtual AZStd::string CreateSession(const CreateSessionRequest& createSessionRequest) = 0;
// Retrieve all active sessions that match the given search criteria and sorted in specific order.
// @param searchSessionsRequest The request of SearchSessions operation
// @return The response of SearchSessions operation
//! Retrieve all active sessions that match the given search criteria and sorted in specific order.
//! @param searchSessionsRequest The request of SearchSessions operation
//! @return The response of SearchSessions operation
virtual SearchSessionsResponse SearchSessions(const SearchSessionsRequest& searchSessionsRequest) const = 0;
// Reserve an open player slot in a session, and perform connection from client to server.
// @param joinSessionRequest The request of JoinSession operation
// @return True if joining session succeeds; False otherwise
//! Reserve an open player slot in a session, and perform connection from client to server.
//! @param joinSessionRequest The request of JoinSession operation
//! @return True if joining session succeeds; False otherwise
virtual bool JoinSession(const JoinSessionRequest& joinSessionRequest) = 0;
// Disconnect player from session.
//! Disconnect player from session.
virtual void LeaveSession() = 0;
};
@ -54,19 +54,19 @@ namespace AzFramework
ISessionAsyncRequests() = default;
virtual ~ISessionAsyncRequests() = default;
// CreateSession Async
// @param createSessionRequest The request of CreateSession operation
//! CreateSession Async
//! @param createSessionRequest The request of CreateSession operation
virtual void CreateSessionAsync(const CreateSessionRequest& createSessionRequest) = 0;
// SearchSessions Async
// @param searchSessionsRequest The request of SearchSessions operation
//! SearchSessions Async
//! @param searchSessionsRequest The request of SearchSessions operation
virtual void SearchSessionsAsync(const SearchSessionsRequest& searchSessionsRequest) const = 0;
// JoinSession Async
// @param joinSessionRequest The request of JoinSession operation
//! JoinSession Async
//! @param joinSessionRequest The request of JoinSession operation
virtual void JoinSessionAsync(const JoinSessionRequest& joinSessionRequest) = 0;
// LeaveSession Async
//! LeaveSession Async
virtual void LeaveSessionAsync() = 0;
};
@ -85,19 +85,19 @@ namespace AzFramework
static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single;
//////////////////////////////////////////////////////////////////////////
// OnCreateSessionAsyncComplete is fired once CreateSessionAsync completes
// @param createSessionResponse The request id if session creation request succeeds; empty if it fails
//! OnCreateSessionAsyncComplete is fired once CreateSessionAsync completes
//! @param createSessionResponse The request id if session creation request succeeds; empty if it fails
virtual void OnCreateSessionAsyncComplete(const AZStd::string& createSessionReponse) = 0;
// OnSearchSessionsAsyncComplete is fired once SearchSessionsAsync completes
// @param searchSessionsResponse The response of SearchSessions call
//! OnSearchSessionsAsyncComplete is fired once SearchSessionsAsync completes
//! @param searchSessionsResponse The response of SearchSessions call
virtual void OnSearchSessionsAsyncComplete(const SearchSessionsResponse& searchSessionsResponse) = 0;
// OnJoinSessionAsyncComplete is fired once JoinSessionAsync completes
// @param joinSessionsResponse True if joining session succeeds; False otherwise
//! OnJoinSessionAsyncComplete is fired once JoinSessionAsync completes
//! @param joinSessionsResponse True if joining session succeeds; False otherwise
virtual void OnJoinSessionAsyncComplete(bool joinSessionsResponse) = 0;
// OnLeaveSessionAsyncComplete is fired once LeaveSessionAsync completes
//! OnLeaveSessionAsyncComplete is fired once LeaveSessionAsync completes
virtual void OnLeaveSessionAsyncComplete() = 0;
};
using SessionAsyncRequestNotificationBus = AZ::EBus<SessionAsyncRequestNotifications>;

@ -24,46 +24,46 @@ namespace AzFramework
SessionConfig() = default;
virtual ~SessionConfig() = default;
// A time stamp indicating when this session was created. Format is a number expressed in Unix time as milliseconds.
//! A time stamp indicating when this session was created. Format is a number expressed in Unix time as milliseconds.
uint64_t m_creationTime = 0;
// A time stamp indicating when this data object was terminated. Same format as creation time.
//! A time stamp indicating when this data object was terminated. Same format as creation time.
uint64_t m_terminationTime = 0;
// A unique identifier for a player or entity creating the session.
//! A unique identifier for a player or entity creating the session.
AZStd::string m_creatorId;
// A collection of custom properties for a session.
//! A collection of custom properties for a session.
AZStd::unordered_map<AZStd::string, AZStd::string> m_sessionProperties;
// The matchmaking process information that was used to create the session.
//! The matchmaking process information that was used to create the session.
AZStd::string m_matchmakingData;
// A unique identifier for the session.
//! A unique identifier for the session.
AZStd::string m_sessionId;
// A descriptive label that is associated with a session.
//! A descriptive label that is associated with a session.
AZStd::string m_sessionName;
// The DNS identifier assigned to the instance that is running the session.
//! The DNS identifier assigned to the instance that is running the session.
AZStd::string m_dnsName;
// The IP address of the session.
//! The IP address of the session.
AZStd::string m_ipAddress;
// The port number for the session.
//! The port number for the session.
uint16_t m_port = 0;
// The maximum number of players that can be connected simultaneously to the session.
//! The maximum number of players that can be connected simultaneously to the session.
uint64_t m_maxPlayer = 0;
// Number of players currently in the session.
//! Number of players currently in the session.
uint64_t m_currentPlayer = 0;
// Current status of the session.
//! Current status of the session.
AZStd::string m_status;
// Provides additional information about session status.
//! Provides additional information about session status.
AZStd::string m_statusReason;
};
} // namespace AzFramework

@ -29,42 +29,42 @@ namespace AzFramework
static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single;
//////////////////////////////////////////////////////////////////////////
// OnSessionHealthCheck is fired in health check process
// Use this notification to perform any custom health check
// @return True if OnSessionHealthCheck succeeds, false otherwise
//! OnSessionHealthCheck is fired in health check process
//! Use this notification to perform any custom health check
//! @return True if OnSessionHealthCheck succeeds, false otherwise
virtual bool OnSessionHealthCheck() = 0;
// OnCreateSessionBegin is fired at the beginning of session creation process
// Use this notification to perform any necessary configuration or initialization before
// creating session
// @param sessionConfig The properties to describe a session
// @return True if OnCreateSessionBegin succeeds, false otherwise
//! OnCreateSessionBegin is fired at the beginning of session creation process
//! Use this notification to perform any necessary configuration or initialization before
//! creating session
//! @param sessionConfig The properties to describe a session
//! @return True if OnCreateSessionBegin succeeds, false otherwise
virtual bool OnCreateSessionBegin(const SessionConfig& sessionConfig) = 0;
// OnCreateSessionEnd is fired at the end of session creation process
// Use this notification to perform any follow-up operation after session is created and active
//! OnCreateSessionEnd is fired at the end of session creation process
//! Use this notification to perform any follow-up operation after session is created and active
virtual void OnCreateSessionEnd() = 0;
// OnDestroySessionBegin is fired at the beginning of session termination process
// Use this notification to perform any cleanup operation before destroying session,
// like gracefully disconnect players, cleanup data, etc.
// @return True if OnDestroySessionBegin succeeds, false otherwise
//! OnDestroySessionBegin is fired at the beginning of session termination process
//! Use this notification to perform any cleanup operation before destroying session,
//! like gracefully disconnect players, cleanup data, etc.
//! @return True if OnDestroySessionBegin succeeds, false otherwise
virtual bool OnDestroySessionBegin() = 0;
// OnDestroySessionEnd is fired at the end of session termination process
// Use this notification to perform any follow-up operation after session is destroyed,
// like shutdown application process, etc.
//! OnDestroySessionEnd is fired at the end of session termination process
//! Use this notification to perform any follow-up operation after session is destroyed,
//! like shutdown application process, etc.
virtual void OnDestroySessionEnd() = 0;
// OnUpdateSessionBegin is fired at the beginning of session update process
// Use this notification to perform any configuration or initialization to handle
// the session settings changing
// @param sessionConfig The properties to describe a session
// @param updateReason The reason for session update
//! OnUpdateSessionBegin is fired at the beginning of session update process
//! Use this notification to perform any configuration or initialization to handle
//! the session settings changing
//! @param sessionConfig The properties to describe a session
//! @param updateReason The reason for session update
virtual void OnUpdateSessionBegin(const SessionConfig& sessionConfig, const AZStd::string& updateReason) = 0;
// OnUpdateSessionBegin is fired at the end of session update process
// Use this notification to perform any follow-up operations after session is updated
//! OnUpdateSessionBegin is fired at the end of session update process
//! Use this notification to perform any follow-up operations after session is updated
virtual void OnUpdateSessionEnd() = 0;
};
using SessionNotificationBus = AZ::EBus<SessionNotifications>;

@ -31,16 +31,16 @@ namespace AzFramework
CreateSessionRequest() = default;
virtual ~CreateSessionRequest() = default;
// A unique identifier for a player or entity creating the session.
//! A unique identifier for a player or entity creating the session.
AZStd::string m_creatorId;
// A collection of custom properties for a session.
//! A collection of custom properties for a session.
AZStd::unordered_map<AZStd::string, AZStd::string> m_sessionProperties;
// A descriptive label that is associated with a session.
//! A descriptive label that is associated with a session.
AZStd::string m_sessionName;
// The maximum number of players that can be connected simultaneously to the session.
//! The maximum number of players that can be connected simultaneously to the session.
uint64_t m_maxPlayer = 0;
};
@ -54,17 +54,17 @@ namespace AzFramework
SearchSessionsRequest() = default;
virtual ~SearchSessionsRequest() = default;
// String containing the search criteria for the session search. If no filter expression is included, the request returns results
// for all active sessions.
//! String containing the search criteria for the session search. If no filter expression is included, the request returns results
//! for all active sessions.
AZStd::string m_filterExpression;
// Instructions on how to sort the search results. If no sort expression is included, the request returns results in random order.
//! Instructions on how to sort the search results. If no sort expression is included, the request returns results in random order.
AZStd::string m_sortExpression;
// The maximum number of results to return.
//! The maximum number of results to return.
uint8_t m_maxResult = 0;
// A token that indicates the start of the next sequential page of results.
//! A token that indicates the start of the next sequential page of results.
AZStd::string m_nextToken;
};
@ -78,10 +78,10 @@ namespace AzFramework
SearchSessionsResponse() = default;
virtual ~SearchSessionsResponse() = default;
// A collection of sessions that match the search criteria and sorted in specific order.
//! A collection of sessions that match the search criteria and sorted in specific order.
AZStd::vector<SessionConfig> m_sessionConfigs;
// A token that indicates the start of the next sequential page of results.
//! A token that indicates the start of the next sequential page of results.
AZStd::string m_nextToken;
};
@ -95,13 +95,13 @@ namespace AzFramework
JoinSessionRequest() = default;
virtual ~JoinSessionRequest() = default;
// A unique identifier for the session.
//! A unique identifier for the session.
AZStd::string m_sessionId;
// A unique identifier for a player. Player IDs are developer-defined.
//! A unique identifier for a player. Player IDs are developer-defined.
AZStd::string m_playerId;
// Developer-defined information related to a player.
//! Developer-defined information related to a player.
AZStd::string m_playerData;
};
} // namespace AzFramework

@ -25,11 +25,11 @@ namespace AWSGameLift
AWSGameLiftCreateSessionOnQueueRequest() = default;
virtual ~AWSGameLiftCreateSessionOnQueueRequest() = default;
// Name of the queue to use to place the new game session. You can use either the queue name or ARN value.
//! Name of the queue to use to place the new game session. You can use either the queue name or ARN value.
AZStd::string m_queueName;
// A unique identifier to assign to the new game session placement. This value is developer-defined.
// The value must be unique across all Regions and cannot be reused unless you are resubmitting a canceled or timed-out placement request.
//! A unique identifier to assign to the new game session placement. This value is developer-defined.
//! The value must be unique across all Regions and cannot be reused unless you are resubmitting a canceled or timed-out placement request.
AZStd::string m_placementId;
};
} // namespace AWSGameLift

@ -25,14 +25,14 @@ namespace AWSGameLift
AWSGameLiftCreateSessionRequest() = default;
virtual ~AWSGameLiftCreateSessionRequest() = default;
// A unique identifier for the alias associated with the fleet to create a game session in.
//! A unique identifier for the alias associated with the fleet to create a game session in.
AZStd::string m_aliasId;
// A unique identifier for the fleet to create a game session in.
//! A unique identifier for the fleet to create a game session in.
AZStd::string m_fleetId;
// Custom string that uniquely identifies the new game session request.
// This is useful for ensuring that game session requests with the same idempotency token are processed only once.
//! Custom string that uniquely identifies the new game session request.
//! This is useful for ensuring that game session requests with the same idempotency token are processed only once.
AZStd::string m_idempotencyToken;
};
} // namespace AWSGameLift

@ -25,13 +25,13 @@ namespace AWSGameLift
AWSGameLiftSearchSessionsRequest() = default;
virtual ~AWSGameLiftSearchSessionsRequest() = default;
// A unique identifier for the alias associated with the fleet to search for active game sessions.
//! A unique identifier for the alias associated with the fleet to search for active game sessions.
AZStd::string m_aliasId;
// A unique identifier for the fleet to search for active game sessions.
//! A unique identifier for the fleet to search for active game sessions.
AZStd::string m_fleetId;
// A fleet location to search for game sessions.
//! A fleet location to search for game sessions.
AZStd::string m_location;
};
} // namespace AWSGameLift

@ -30,9 +30,10 @@ namespace AWSGameLift
AWSGameLiftStartMatchmakingRequest() = default;
virtual ~AWSGameLiftStartMatchmakingRequest() = default;
// Name of the matchmaking configuration to use for this request
//! Name of the matchmaking configuration to use for this request
AZStd::string m_configurationName;
// Information on each player to be matched
//! Information on each player to be matched
AZStd::vector<AWSGameLiftPlayer> m_players;
};
} // namespace AWSGameLift

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