62 lines
1.5 KiB
C++
62 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Stats/Stats.h"
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#include "Modules/ModuleManager.h"
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/** Logging related to parties */
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LOBBY_API DECLARE_LOG_CATEGORY_EXTERN(LogLobby, Display, All);
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/** Lobby module stats */
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DECLARE_STATS_GROUP(TEXT("Lobby"), STATGROUP_Lobby, STATCAT_Advanced);
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/** Total async thread time */
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//DECLARE_CYCLE_STAT_EXTERN(TEXT("LobbyStat1"), STAT_LobbyStat, STATGROUP_Lobby, Lobby_API);
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/**
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* Module for lobbies via online beacon
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*/
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class FLobbyModule :
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public IModuleInterface
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{
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public:
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/**
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* Singleton-like access to this module's interface. This is just for convenience!
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* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
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*
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* @return Returns singleton instance, loading the module on demand if needed
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*/
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static inline FLobbyModule& Get()
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{
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return FModuleManager::LoadModuleChecked<FLobbyModule>("Lobby");
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}
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/**
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* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
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*
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* @return True if the module is loaded and ready to use
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*/
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static inline bool IsAvailable()
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{
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return FModuleManager::Get().IsModuleLoaded("Lobby");
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}
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private:
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// IModuleInterface
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/**
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* Called when lobby module is loaded
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* Initialize platform specific parts of Lobby handling
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*/
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virtual void StartupModule() override;
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/**
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* Called when lobby module is unloaded
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* Shutdown platform specific parts of Lobby handling
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*/
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virtual void ShutdownModule() override;
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};
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