// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Stats/Stats.h" #include "Modules/ModuleManager.h" /** Logging related to parties */ LOBBY_API DECLARE_LOG_CATEGORY_EXTERN(LogLobby, Display, All); /** Lobby module stats */ DECLARE_STATS_GROUP(TEXT("Lobby"), STATGROUP_Lobby, STATCAT_Advanced); /** Total async thread time */ //DECLARE_CYCLE_STAT_EXTERN(TEXT("LobbyStat1"), STAT_LobbyStat, STATGROUP_Lobby, Lobby_API); /** * Module for lobbies via online beacon */ class FLobbyModule : 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 FLobbyModule& Get() { return FModuleManager::LoadModuleChecked("Lobby"); } /** * Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true. * * @return True if the module is loaded and ready to use */ static inline bool IsAvailable() { return FModuleManager::Get().IsModuleLoaded("Lobby"); } private: // IModuleInterface /** * Called when lobby module is loaded * Initialize platform specific parts of Lobby handling */ virtual void StartupModule() override; /** * Called when lobby module is unloaded * Shutdown platform specific parts of Lobby handling */ virtual void ShutdownModule() override; };