From 96159c1e3a7614b43e512c22477073e2dde71b14 Mon Sep 17 00:00:00 2001 From: Vincent Liu <5900509+onecent1101@users.noreply.github.com> Date: Mon, 1 Nov 2021 14:52:40 -0700 Subject: [PATCH] Add missing exclamation mark for documentation (#5144) * Add missing exclamation mark for documentation Signed-off-by: onecent1101 * Add more Signed-off-by: onecent1101 --- .../Matchmaking/IMatchmakingRequests.h | 34 ++++++------- .../Matchmaking/MatchmakingNotifications.h | 10 ++-- .../Matchmaking/MatchmakingRequests.h | 10 ++-- .../Session/ISessionHandlingRequests.h | 44 ++++++++--------- .../AzFramework/Session/ISessionRequests.h | 48 +++++++++---------- .../AzFramework/Session/SessionConfig.h | 28 +++++------ .../Session/SessionNotifications.h | 48 +++++++++---------- .../AzFramework/Session/SessionRequests.h | 28 +++++------ .../AWSGameLiftCreateSessionOnQueueRequest.h | 6 +-- .../Request/AWSGameLiftCreateSessionRequest.h | 8 ++-- .../AWSGameLiftSearchSessionsRequest.h | 6 +-- .../AWSGameLiftStartMatchmakingRequest.h | 5 +- 12 files changed, 138 insertions(+), 137 deletions(-) diff --git a/Code/Framework/AzFramework/AzFramework/Matchmaking/IMatchmakingRequests.h b/Code/Framework/AzFramework/AzFramework/Matchmaking/IMatchmakingRequests.h index c657e0edc7..ccf9acdf8b 100644 --- a/Code/Framework/AzFramework/AzFramework/Matchmaking/IMatchmakingRequests.h +++ b/Code/Framework/AzFramework/AzFramework/Matchmaking/IMatchmakingRequests.h @@ -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; diff --git a/Code/Framework/AzFramework/AzFramework/Matchmaking/MatchmakingNotifications.h b/Code/Framework/AzFramework/AzFramework/Matchmaking/MatchmakingNotifications.h index aa19b94b4a..0ec52c7215 100644 --- a/Code/Framework/AzFramework/AzFramework/Matchmaking/MatchmakingNotifications.h +++ b/Code/Framework/AzFramework/AzFramework/Matchmaking/MatchmakingNotifications.h @@ -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; diff --git a/Code/Framework/AzFramework/AzFramework/Matchmaking/MatchmakingRequests.h b/Code/Framework/AzFramework/AzFramework/Matchmaking/MatchmakingRequests.h index 9169a83588..5f5dcc0643 100644 --- a/Code/Framework/AzFramework/AzFramework/Matchmaking/MatchmakingRequests.h +++ b/Code/Framework/AzFramework/AzFramework/Matchmaking/MatchmakingRequests.h @@ -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 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 diff --git a/Code/Framework/AzFramework/AzFramework/Session/ISessionHandlingRequests.h b/Code/Framework/AzFramework/AzFramework/Session/ISessionHandlingRequests.h index 065d6bb9d5..188ea7b994 100644 --- a/Code/Framework/AzFramework/AzFramework/Session/ISessionHandlingRequests.h +++ b/Code/Framework/AzFramework/AzFramework/Session/ISessionHandlingRequests.h @@ -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 diff --git a/Code/Framework/AzFramework/AzFramework/Session/ISessionRequests.h b/Code/Framework/AzFramework/AzFramework/Session/ISessionRequests.h index bdc3fe1444..8b985a3187 100644 --- a/Code/Framework/AzFramework/AzFramework/Session/ISessionRequests.h +++ b/Code/Framework/AzFramework/AzFramework/Session/ISessionRequests.h @@ -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; diff --git a/Code/Framework/AzFramework/AzFramework/Session/SessionConfig.h b/Code/Framework/AzFramework/AzFramework/Session/SessionConfig.h index 45e40c2f29..f951cf58fa 100644 --- a/Code/Framework/AzFramework/AzFramework/Session/SessionConfig.h +++ b/Code/Framework/AzFramework/AzFramework/Session/SessionConfig.h @@ -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 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 diff --git a/Code/Framework/AzFramework/AzFramework/Session/SessionNotifications.h b/Code/Framework/AzFramework/AzFramework/Session/SessionNotifications.h index 2213343aa2..cf1382aeba 100644 --- a/Code/Framework/AzFramework/AzFramework/Session/SessionNotifications.h +++ b/Code/Framework/AzFramework/AzFramework/Session/SessionNotifications.h @@ -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; diff --git a/Code/Framework/AzFramework/AzFramework/Session/SessionRequests.h b/Code/Framework/AzFramework/AzFramework/Session/SessionRequests.h index 1ae018e1ef..d806e6fefa 100644 --- a/Code/Framework/AzFramework/AzFramework/Session/SessionRequests.h +++ b/Code/Framework/AzFramework/AzFramework/Session/SessionRequests.h @@ -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 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 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 diff --git a/Gems/AWSGameLift/Code/AWSGameLiftClient/Include/Request/AWSGameLiftCreateSessionOnQueueRequest.h b/Gems/AWSGameLift/Code/AWSGameLiftClient/Include/Request/AWSGameLiftCreateSessionOnQueueRequest.h index a9b06c5bc9..24dfce1dfa 100644 --- a/Gems/AWSGameLift/Code/AWSGameLiftClient/Include/Request/AWSGameLiftCreateSessionOnQueueRequest.h +++ b/Gems/AWSGameLift/Code/AWSGameLiftClient/Include/Request/AWSGameLiftCreateSessionOnQueueRequest.h @@ -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 diff --git a/Gems/AWSGameLift/Code/AWSGameLiftClient/Include/Request/AWSGameLiftCreateSessionRequest.h b/Gems/AWSGameLift/Code/AWSGameLiftClient/Include/Request/AWSGameLiftCreateSessionRequest.h index 4fab16ca70..97ffd0b321 100644 --- a/Gems/AWSGameLift/Code/AWSGameLiftClient/Include/Request/AWSGameLiftCreateSessionRequest.h +++ b/Gems/AWSGameLift/Code/AWSGameLiftClient/Include/Request/AWSGameLiftCreateSessionRequest.h @@ -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 diff --git a/Gems/AWSGameLift/Code/AWSGameLiftClient/Include/Request/AWSGameLiftSearchSessionsRequest.h b/Gems/AWSGameLift/Code/AWSGameLiftClient/Include/Request/AWSGameLiftSearchSessionsRequest.h index bfc2dc630e..02f3638998 100644 --- a/Gems/AWSGameLift/Code/AWSGameLiftClient/Include/Request/AWSGameLiftSearchSessionsRequest.h +++ b/Gems/AWSGameLift/Code/AWSGameLiftClient/Include/Request/AWSGameLiftSearchSessionsRequest.h @@ -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 diff --git a/Gems/AWSGameLift/Code/AWSGameLiftClient/Include/Request/AWSGameLiftStartMatchmakingRequest.h b/Gems/AWSGameLift/Code/AWSGameLiftClient/Include/Request/AWSGameLiftStartMatchmakingRequest.h index ec3719c6d3..b2060032e8 100644 --- a/Gems/AWSGameLift/Code/AWSGameLiftClient/Include/Request/AWSGameLiftStartMatchmakingRequest.h +++ b/Gems/AWSGameLift/Code/AWSGameLiftClient/Include/Request/AWSGameLiftStartMatchmakingRequest.h @@ -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 m_players; }; } // namespace AWSGameLift