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