Files
UnrealEngine/Engine/Plugins/Developer/Concert/ConcertMain/Source/ConcertServer/Public/IConcertServerModule.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

55 lines
1.8 KiB
C++

// 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<IConcertServer, ESPMode::ThreadSafe> IConcertServerPtr;
typedef TSharedRef<IConcertServer, ESPMode::ThreadSafe> 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<IConcertServerModule>(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;
};