Files
UnrealEngineUWP/Engine/Source/Programs/UnrealMultiUserServer/Private/UnrealMultiUserServerRun.cpp
Marc Audy 8f73cd7fa9 Merge UE5/Release-Engine-Staging @ 15630841 to UE5/Main
This represents UE4/Main @ 15601601

[CL 15631170 by Marc Audy in ue5-main branch]
2021-03-05 19:27:14 -04:00

32 lines
1.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "UnrealMultiUserServerRun.h"
#include "ConcertSettings.h"
#include "ConcertSyncServerLoop.h"
int32 RunUnrealMultiUserServer(int ArgC, TCHAR* ArgV[])
{
FString Role(TEXT("MultiUser"));
FConcertSyncServerLoopInitArgs ServerLoopInitArgs;
ServerLoopInitArgs.SessionFlags = EConcertSyncSessionFlags::Default_MultiUserSession;
ServerLoopInitArgs.ServiceRole = Role;
ServerLoopInitArgs.ServiceFriendlyName = TEXT("Multi-User Editing Server");
ServerLoopInitArgs.GetServerConfigFunc = [Role]() -> const UConcertServerConfig*
{
UConcertServerConfig* ServerConfig = IConcertSyncServerModule::Get().ParseServerSettings(FCommandLine::Get());
if (ServerConfig->WorkingDir.IsEmpty())
{
ServerConfig->WorkingDir = FPaths::ProjectIntermediateDir() / Role;
}
if (ServerConfig->ArchiveDir.IsEmpty())
{
ServerConfig->ArchiveDir = FPaths::ProjectSavedDir() / Role;
}
return ServerConfig;
};
return ConcertSyncServerLoop(ArgC, ArgV, ServerLoopInitArgs);
}