66 lines
2.0 KiB
C++
66 lines
2.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ExternalRpcRegistrationComponent.h"
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#include "Serialization/JsonSerializer.h"
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#include "Dom/JsonObject.h"
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#include "LyraGameplayRpcRegistrationComponent.generated.h"
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#define UE_API LYRAGAME_API
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UCLASS(MinimalAPI)
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class ULyraGameplayRpcRegistrationComponent : public UExternalRpcRegistrationComponent
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{
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GENERATED_BODY()
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protected:
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static UE_API ULyraGameplayRpcRegistrationComponent* ObjectInstance;
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public:
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static UE_API ULyraGameplayRpcRegistrationComponent* GetInstance();
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#if WITH_RPC_REGISTRY
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/**
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* Basic function that converts any request into a proper Json body.
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*/
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UE_API TSharedPtr<FJsonObject> GetJsonObjectFromRequestBody(TArray<uint8> InRequestBody);
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UE_API virtual void DeregisterHttpCallbacks() override;
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// These are RPCs that should always be enabled, no matter what state the game is in. They
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UE_API virtual void RegisterAlwaysOnHttpCallbacks() override;
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/**
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* This is an example RPC that shows how to interact with request bodies and gather passed in values for use in game code.
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*/
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UE_API bool HttpExecuteCheatCommand(const FHttpServerRequest& Request, const FHttpResultCallback& OnComplete);
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// These are RPCs that should only be enabled while we are in the frontend.
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UE_API virtual void RegisterFrontendHttpCallbacks();
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//bool HttpSetMatchType(const FHttpServerRequest& Request, const FHttpResultCallback& OnComplete);
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// These are RPCs that should only be enabled while we are in a match
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UE_API virtual void RegisterInMatchHttpCallbacks();
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/**
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* This is an example RPC that shows how you can use requests to cause in-game input.
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*/
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UE_API bool HttpFireOnceCommand(const FHttpServerRequest& Request, const FHttpResultCallback& OnComplete);
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/**
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* This is an example RPC that shows how you can put together a response for consumption.
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*/
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UE_API bool HttpGetPlayerVitalsCommand(const FHttpServerRequest& Request, const FHttpResultCallback& OnComplete);
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#endif
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};
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#undef UE_API
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