76 lines
1.8 KiB
C++
76 lines
1.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "HAL/Platform.h"
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#include "Logging/LogMacros.h"
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#include "Modules/ModuleInterface.h"
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#include "Modules/ModuleManager.h"
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class FOutputDevice;
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class UWorld;
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/** Logging related to parties */
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ICMP_API DECLARE_LOG_CATEGORY_EXTERN(LogIcmp, Display, All);
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/**
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* Module for Icmp service utilities
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*/
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class FIcmpModule :
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public IModuleInterface, public FSelfRegisteringExec
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{
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public:
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/**
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* Singleton-like access to this module's interface. This is just for convenience!
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* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
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*
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* @return Returns singleton instance, loading the module on demand if needed
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*/
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static inline FIcmpModule& Get()
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{
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return FModuleManager::LoadModuleChecked<FIcmpModule>("Icmp");
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}
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/**
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* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
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*
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* @return True if the module is loaded and ready to use
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*/
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static inline bool IsAvailable()
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{
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return FModuleManager::Get().IsModuleLoaded("Icmp");
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}
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private:
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// FSelfRegisteringExec
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/**
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* Handle exec commands starting with "Icmp"
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*
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* @param InWorld the world context
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* @param Cmd the exec command being executed
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* @param Ar the archive to log results to
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*
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* @return true if the handler consumed the input, false to continue searching handlers
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*/
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virtual bool Exec_Dev(UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar) override;
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// IModuleInterface
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/**
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* Called when icmp module is loaded
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* Initialize platform specific parts of template handling
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*/
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virtual void StartupModule() override;
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/**
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* Called when icmp module is unloaded
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* Shutdown platform specific parts of template handling
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*/
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virtual void ShutdownModule() override;
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};
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