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