Files
UnrealEngine/Engine/Plugins/Media/PixelStreaming/Source/PixelStreamingInput/Private/PixelStreamingInputMessage.cpp
2025-05-18 13:04:45 +08:00

42 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PixelStreamingInputMessage.h"
#include "PixelStreamingInputEnums.h"
uint8 FPixelStreamingInputMessage::CurrentId = 0;
FPixelStreamingInputMessage::FPixelStreamingInputMessage()
: Id(++CurrentId)
, Structure({})
{
}
FPixelStreamingInputMessage::FPixelStreamingInputMessage(uint8 InId)
: Id(InId)
, Structure({})
{
// We set id to 255 for the Protocol message type.
// We don't want to set the CurrentId to this value otherwise we will have no room for custom messages
if (InId > CurrentId && InId != 255)
{
CurrentId = InId; // Ensure that any new message id starts after the highest specified Id
}
}
FPixelStreamingInputMessage::FPixelStreamingInputMessage(TArray<EPixelStreamingMessageTypes> InStructure)
: Id(++CurrentId)
, Structure(InStructure)
{
}
FPixelStreamingInputMessage::FPixelStreamingInputMessage(uint8 InId, TArray<EPixelStreamingMessageTypes> InStructure)
: Id(InId)
, Structure(InStructure)
{
// We set id to 255 for the Protocol message type.
// We don't want to set the CurrentId to this value otherwise we will have no room for custom messages
if (InId > CurrentId && InId != 255)
{
CurrentId = InId; // Ensure that any new message id starts after the highest specified Id
}
}