// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "HAL/Platform.h" #include "Logging/LogMacros.h" #include "Modules/ModuleInterface.h" #include "Modules/ModuleManager.h" class FOutputDevice; class UWorld; /** Logging related to parties */ ICMP_API DECLARE_LOG_CATEGORY_EXTERN(LogIcmp, Display, All); /** * Module for Icmp service utilities */ class FIcmpModule : public IModuleInterface, public FSelfRegisteringExec { 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 FIcmpModule& Get() { return FModuleManager::LoadModuleChecked("Icmp"); } /** * 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("Icmp"); } private: // FSelfRegisteringExec /** * Handle exec commands starting with "Icmp" * * @param InWorld the world context * @param Cmd the exec command being executed * @param Ar the archive to log results to * * @return true if the handler consumed the input, false to continue searching handlers */ virtual bool Exec_Dev(UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar) override; // IModuleInterface /** * Called when icmp module is loaded * Initialize platform specific parts of template handling */ virtual void StartupModule() override; /** * Called when icmp module is unloaded * Shutdown platform specific parts of template handling */ virtual void ShutdownModule() override; };