FString AGameSession::ApproveLogin(const FString& Options) { UWorld* const World = GetWorld(); check(World); AGameModeBase* const GameMode = World->GetAuthGameMode(); check(GameMode); int32 SpectatorOnly = 0; SpectatorOnly = UGameplayStatics::GetIntOption(Options, TEXT("SpectatorOnly"), SpectatorOnly); if (AtCapacity(SpectatorOnly == 1)) { return TEXT( "Server full." ); } int32 SplitscreenCount = 0; SplitscreenCount = UGameplayStatics::GetIntOption(Options, TEXT("SplitscreenCount"), SplitscreenCount); if (SplitscreenCount > MaxSplitscreensPerConnection) { UE_LOG(LogGameSession, Warning, TEXT("ApproveLogin: A maximum of %i splitscreen players are allowed"), MaxSplitscreensPerConnection); return TEXT("Maximum splitscreen players"); } return TEXT(""); }
void MedianCalculator::Add(double datum) { // Write next datum Data[Index] = datum; // Loop circular buffer index around if (++Index >= Capacity) { Index = 0; } // Update data count if (!AtCapacity()) { // Limited to capacity ++DataCount; } // Mark as dirty Recalculate = true; }