// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Modules/ModuleInterface.h" #include "Modules/ModuleManager.h" class IConcertServer; class IConcertServerEventSink; struct FConcertSessionFilter; typedef TSharedPtr IConcertServerPtr; typedef TSharedRef IConcertServerRef; /** * Interface for the Main Concert Server module. */ class IConcertServerModule : public IModuleInterface { public: /** * Singleton-like access to this module's interface. This is just for convenience! * Beware of calling this during the shutdown phase, though. Your module might have been unloaded already. * * @return Returns singleton instance, loading the module on demand if needed */ static inline IConcertServerModule& Get() { static const FName ModuleName = "ConcertServer"; return FModuleManager::LoadModuleChecked(ModuleName); } /** * Checks to see if this module is loaded and ready. It is only valid to call Get() during shutdown if IsAvailable() returns true. * * @return True if the module is loaded and ready to use */ static inline bool IsAvailable() { static const FName ModuleName = "ConcertServer"; return FModuleManager::Get().IsModuleLoaded(ModuleName); } /** * Create a server that will perform a certain role (eg, MultiUser, DisasterRecovery, etc) * @param InRole The role to create * @param InAutoArchiveSessionFilter The session filter to apply when auto-archiving sessions * @param InEventSink Sink functions for events that the server can emit * @return The server */ virtual IConcertServerRef CreateServer(const FString& InRole, const FConcertSessionFilter& InAutoArchiveSessionFilter, IConcertServerEventSink* InEventSink) = 0; };