// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Stats/Stats.h" #include "Modules/ModuleManager.h" /** Logging related to parties */ PARTY_API DECLARE_LOG_CATEGORY_EXTERN(LogParty, Display, All); /** Party module stats */ DECLARE_STATS_GROUP(TEXT("Party"), STATGROUP_Party, STATCAT_Advanced); /** Total async thread time */ DECLARE_CYCLE_STAT_EXTERN(TEXT("PartyStat1"), STAT_PartyStat1, STATGROUP_Party, PARTY_API); /** * Module for the party framework that builds on top of IOnlineParty */ class FPartyModule : 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 FPartyModule& Get() { return FModuleManager::LoadModuleChecked("Party"); } /** * 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("Party"); } private: // IModuleInterface /** * Called when party module is loaded * Initialize platform specific parts of voice handling */ virtual void StartupModule() override; /** * Called when party module is unloaded * Shutdown platform specific parts of voice handling */ virtual void ShutdownModule() override; };