Files
UnrealEngine/Engine/Source/Runtime/Messaging/Private/Bus/MessageSubscription.h
2025-05-18 13:04:45 +08:00

86 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "IMessageContext.h"
#include "IMessageSubscription.h"
class IMessageReceiver;
/**
* Implements a message subscription.
*
* Message subscriptions are used by the message router to determine where to
* dispatch published messages to. Message subscriptions are created per message
* type.
*/
class FMessageSubscription
: public IMessageSubscription
{
public:
/**
* Creates and initializes a new instance.
*
* @param InSubscriber The message subscriber.
* @param InMessageType The type of messages to subscribe to.
* @param InReceivingThread The thread on which to receive messages on.
* @param InScopeRange The message scope range to subscribe to.
*/
FMessageSubscription(const TSharedRef<IMessageReceiver, ESPMode::ThreadSafe>& InSubscriber, const FTopLevelAssetPath& InMessageType, const FMessageScopeRange& InScopeRange)
: Enabled(true)
, MessageType(InMessageType)
, ScopeRange(InScopeRange)
, Subscriber(InSubscriber)
{ }
public:
//~ IMessageSubscription interface
virtual void Disable() override
{
Enabled = false;
}
virtual void Enable() override
{
Enabled = true;
}
virtual FTopLevelAssetPath GetMessageTypePathName() override
{
return MessageType;
}
virtual const FMessageScopeRange& GetScopeRange() override
{
return ScopeRange;
}
virtual const TWeakPtr<IMessageReceiver, ESPMode::ThreadSafe>& GetSubscriber() override
{
return Subscriber;
}
virtual bool IsEnabled() override
{
return Enabled;
}
private:
/** Holds a flag indicating whether this subscription is enabled. */
bool Enabled;
/** Holds the type of subscribed messages. */
FTopLevelAssetPath MessageType;
/** Holds the range of message scopes to subscribe to. */
FMessageScopeRange ScopeRange;
/** Holds the subscriber. */
TWeakPtr<IMessageReceiver, ESPMode::ThreadSafe> Subscriber;
};