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

74 lines
1.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Modules/ModuleManager.h"
#define UE_API QOS_API
class FQosInterface;
/** Logging related to parties */
QOS_API DECLARE_LOG_CATEGORY_EXTERN(LogQos, Display, All);
/**
* Module for QoS service utilities
*/
class FQosModule :
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 FQosModule& Get()
{
return FModuleManager::LoadModuleChecked<FQosModule>("Qos");
}
/**
* 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("Qos");
}
/**
* Get the interface singleton
*/
UE_API TSharedRef<FQosInterface> GetQosInterface();
protected:
// FSelfRegisteringExec
UE_API virtual bool Exec_Runtime(UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar) override;
private:
TSharedPtr<FQosInterface> QosInterface;
private:
// IModuleInterface
/**
* Called when voice module is loaded
* Initialize platform specific parts of template handling
*/
UE_API virtual void StartupModule() override;
/**
* Called when voice module is unloaded
* Shutdown platform specific parts of template handling
*/
UE_API virtual void ShutdownModule() override;
};
#undef UE_API