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UnrealEngine/Engine/Source/Runtime/MessagingRpc/Public/MessageRpcMessages.h
2025-05-18 13:04:45 +08:00

80 lines
1.8 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/UnrealString.h"
#include "UObject/ObjectMacros.h"
#include "Misc/Guid.h"
#include "MessageRpcMessages.generated.h"
/** Message for canceling an RPC call. */
USTRUCT()
struct FMessageRpcCancel
{
GENERATED_USTRUCT_BODY()
/** Correlation identifier for the RPC call that this message refers to. */
UPROPERTY(EditAnywhere, Category="Message")
FGuid CallId;
/** Default constructor. */
FMessageRpcCancel() { }
/** Creates and initializes a new instance. */
FMessageRpcCancel(const FGuid& InCallId)
: CallId(InCallId)
{ }
};
/** Message for updating the progress of an RPC call. */
USTRUCT()
struct FMessageRpcProgress
{
GENERATED_USTRUCT_BODY()
/** Completion percentage (0.0 to 1.0). */
UPROPERTY(EditAnywhere, Category="Message")
float Completion;
/** Correlation identifier for the RPC call that this message refers to. */
UPROPERTY(EditAnywhere, Category="Message")
FGuid CallId;
/** Status text. */
UPROPERTY(EditAnywhere, Category="Message")
FString StatusText;
/** Default constructor. */
FMessageRpcProgress() : Completion(0.0f) { }
/** Creates and initializes a new instance. */
FMessageRpcProgress(const FGuid& InCallId, float InCompletion, const FText& InStatusText)
: Completion(InCompletion)
, CallId(InCallId)
, StatusText(InStatusText.ToString())
{ }
};
/** Message for notifying RPC clients that a call was not handled by the server. */
USTRUCT()
struct FMessageRpcUnhandled
{
GENERATED_USTRUCT_BODY()
/** Correlation identifier for the RPC call that this message refers to. */
UPROPERTY(EditAnywhere, Category="Message")
FGuid CallId;
/** Default constructor. */
FMessageRpcUnhandled() { }
/** Creates and initializes a new instance. */
FMessageRpcUnhandled(const FGuid& InCallId)
: CallId(InCallId)
{ }
};