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

95 lines
2.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreTypes.h"
#include "Containers/Map.h"
#include "Delegates/IDelegateInstance.h"
#include "IMessageContext.h"
#include "IMessageRpcClient.h"
#include "Misc/Guid.h"
#include "Templates/SharedPointer.h"
#include "Containers/Ticker.h"
class FMessageEndpoint;
class IMessageBus;
class IMessageRpcCall;
struct FMessageRpcProgress;
struct FMessageEndpointBuilder;
/**
* Implements an RPC client.
*/
class FMessageRpcClient
: public IMessageRpcClient
{
public:
/** Default constructor. */
FMessageRpcClient();
FMessageRpcClient(const FString& InDebugName, const TSharedRef<IMessageBus, ESPMode::ThreadSafe>& InMessageBus);
/** Virtual destructor. */
virtual ~FMessageRpcClient();
public:
//~ IMessageRpcClient interface
virtual void Connect(const FMessageAddress& InServerAddress) override;
virtual void Disconnect() override;
virtual bool IsConnected() const override;
protected:
explicit FMessageRpcClient(FMessageEndpointBuilder&& InEndpointBuilder);
/**
* Find the active RPC call for a received message.
*
* @param Context The context of the received message.
* @return The matching call object, or nullptr if not found.
*/
TSharedPtr<IMessageRpcCall> FindCall(const TSharedRef<IMessageContext, ESPMode::ThreadSafe>& Context);
/**
* Sends an RPC call to the server.
*
* @param Call The RPC call to make.
*/
void SendCall(const TSharedPtr<IMessageRpcCall>& Call);
protected:
//~ IMessageRpcClient interface
virtual void AddCall(const TSharedRef<IMessageRpcCall>& Call) override;
virtual void CancelCall(const FGuid& CallId) override;
private:
/** Callback for FMessageRpcProgress messages. */
void HandleProgressMessage(const FMessageRpcProgress& Message, const TSharedRef<IMessageContext, ESPMode::ThreadSafe>& Context);
/** Callback for handling all message types. */
void HandleRpcMessages(const TSharedRef<IMessageContext, ESPMode::ThreadSafe>& Context);
/** Callback for the ticker. */
bool HandleTicker(float DeltaTime);
private:
/** Active RPC calls. */
TMap<FGuid, TSharedPtr<IMessageRpcCall>> Calls;
/** Message endpoint. */
TSharedPtr<FMessageEndpoint, ESPMode::ThreadSafe> MessageEndpoint;
/** The RPC server's address. */
FMessageAddress ServerAddress;
/** Handle to the registered ticker. */
FTSTicker::FDelegateHandle TickerHandle;
};