Files
UnrealEngineUWP/Engine/Source/Programs/UnrealMultiUserServer/Private/UnrealMultiUserServer.cpp
francis hurteau 7f76464e06 Properly flush logs when shutting down the multi-user server
#jira UE-72745
#rb none
[CODEREVIEW] Jamie.Dale

#ROBOMERGE-OWNER: ben.marsh
#ROBOMERGE-AUTHOR: francis.hurteau
#ROBOMERGE-SOURCE: CL 7233710 in //UE4/Release-4.23/... via CL 7233713
#ROBOMERGE-BOT: BUILD (Main -> Dev-Build) (v367-6836689)

[CL 7242601 by francis hurteau in Dev-Build branch]
2019-07-09 00:52:01 -04:00

27 lines
768 B
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "ConcertSettings.h"
#include "ConcertSyncServerLoop.h"
#include "RequiredProgramMainCPPInclude.h"
IMPLEMENT_APPLICATION(UnrealMultiUserServer, "UnrealMultiUserServer");
/**
* Application entry point
*
* @param ArgC Command-line argument count
* @param ArgV Argument strings
*/
INT32_MAIN_INT32_ARGC_TCHAR_ARGV()
{
FConcertSyncServerLoopInitArgs ServerLoopInitArgs;
ServerLoopInitArgs.SessionFlags = EConcertSyncSessionFlags::Default_MultiUserSession;
ServerLoopInitArgs.ServiceRole = TEXT("MultiUser");
ServerLoopInitArgs.ServiceFriendlyName = TEXT("Multi-User Editing Server");
int32 Result = ConcertSyncServerLoop(ArgC, ArgV, ServerLoopInitArgs);
GLog->Flush();
return Result;
}