Files
UnrealEngine/Engine/Plugins/Online/OnlineFramework/Source/Lobby/Public/LobbyModule.h
2025-05-18 13:04:45 +08:00

62 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Stats/Stats.h"
#include "Modules/ModuleManager.h"
/** Logging related to parties */
LOBBY_API DECLARE_LOG_CATEGORY_EXTERN(LogLobby, Display, All);
/** Lobby module stats */
DECLARE_STATS_GROUP(TEXT("Lobby"), STATGROUP_Lobby, STATCAT_Advanced);
/** Total async thread time */
//DECLARE_CYCLE_STAT_EXTERN(TEXT("LobbyStat1"), STAT_LobbyStat, STATGROUP_Lobby, Lobby_API);
/**
* Module for lobbies via online beacon
*/
class FLobbyModule :
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 FLobbyModule& Get()
{
return FModuleManager::LoadModuleChecked<FLobbyModule>("Lobby");
}
/**
* 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("Lobby");
}
private:
// IModuleInterface
/**
* Called when lobby module is loaded
* Initialize platform specific parts of Lobby handling
*/
virtual void StartupModule() override;
/**
* Called when lobby module is unloaded
* Shutdown platform specific parts of Lobby handling
*/
virtual void ShutdownModule() override;
};