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

95 lines
3.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
/**
* Socket subsystem module class
* Wraps the loading of an socket subsystem by name and allows new services to register themselves for use
*/
class FSocketSubsystemModule : public IModuleInterface
{
private:
/** Name of the default socket subsystem defined by the platform */
FName DefaultSocketSubsystem;
/** Mapping of all currently loaded subsystems to their name */
TMap<FName, class ISocketSubsystem*> SocketSubsystems;
/**
* Shuts down all registered socket subsystem and unloads their modules
*/
virtual void ShutdownSocketSubsystem();
public:
FSocketSubsystemModule() {}
virtual ~FSocketSubsystemModule() {}
/**
* Main entry point for accessing a socket subsystem by name
* Will load the appropriate module if the subsystem isn't currently loaded
* It's possible that the subsystem doesn't exist and therefore can return NULL
*
* @param SubsystemName - name of subsystem as referenced by consumers
* @return Requested socket subsystem, or NULL if that subsystem was unable to load or doesn't exist
*/
virtual class ISocketSubsystem* GetSocketSubsystem(const FName InSubsystemName = NAME_None);
/**
* Register a new socket subsystem interface with the base level factory provider
* @param FactoryName - name of subsystem as referenced by consumers
* @param Factory - instantiation of the socket subsystem interface, this will take ownership
* @param bMakeDefault - make this subsystem the default
*/
virtual void RegisterSocketSubsystem(const FName FactoryName, class ISocketSubsystem* Factory, bool bMakeDefault=false);
/**
* Unregister an existing online subsystem interface from the base level factory provider
* @param FactoryName - name of subsystem as referenced by consumers
*/
virtual void UnregisterSocketSubsystem(const FName FactoryName);
// IModuleInterface
/**
* Called right after the module DLL has been loaded and the module object has been created
* Overloaded to allow the default subsystem a chance to load
*/
virtual void StartupModule() override;
/**
* Called before the module is unloaded, right before the module object is destroyed.
* Overloaded to shut down all loaded online subsystems
*/
virtual void ShutdownModule() override;
/**
* Override this to set whether your module is allowed to be unloaded on the fly
*
* @return Whether the module supports shutdown separate from the rest of the engine.
*/
virtual bool SupportsDynamicReloading() override
{
return false;
}
/**
* Override this to set whether your module would like cleanup on application shutdown
*
* @return Whether the module supports shutdown on application exit
*/
virtual bool SupportsAutomaticShutdown() override
{
return false;
}
};
/** Public references to the socket subsystem module pointer should use this */
typedef TSharedPtr<FSocketSubsystemModule> FSocketSubsystemModulePtr;