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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "Misc/Guid.h"
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#include "EngineServiceMessages.generated.h"
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/* Service discovery messages
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*****************************************************************************/
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/**
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* Implements a message for discovering engine instances on the network.
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*/
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USTRUCT()
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struct FEngineServicePing
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{
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GENERATED_USTRUCT_BODY()
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};
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/**
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* Implements a message for responding to a request to discover engine instances on the network.
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*/
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USTRUCT()
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struct FEngineServicePong
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{
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GENERATED_USTRUCT_BODY()
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/** Holds the name of the currently loaded level, if any. */
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UPROPERTY(EditAnywhere, Category="Message")
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FString CurrentLevel;
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/** Holds the engine version. */
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UPROPERTY(EditAnywhere, Category="Message")
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int32 EngineVersion=0;
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/** Holds a flag indicating whether game play has begun. */
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UPROPERTY(EditAnywhere, Category="Message")
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bool HasBegunPlay=false;
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/** Holds the instance identifier. */
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UPROPERTY(EditAnywhere, Category="Message")
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FGuid InstanceId;
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/** Holds the type of the engine instance. */
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UPROPERTY(EditAnywhere, Category="Message")
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FString InstanceType;
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/** Holds the identifier of the session that the application belongs to. */
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UPROPERTY(EditAnywhere, Category="Message")
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FGuid SessionId;
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/** Holds the time in seconds since the world was loaded. */
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UPROPERTY(EditAnywhere, Category="Message")
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float WorldTimeSeconds=0.0f;
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};
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/* Authorization messages
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*****************************************************************************/
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/**
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* Implements a message for denying service access to a remote user.
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*/
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USTRUCT()
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struct FEngineServiceAuthDeny
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{
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GENERATED_USTRUCT_BODY()
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/** Holds the name of the user that denied access. */
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UPROPERTY(EditAnywhere, Category="Message")
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FString UserName;
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/** Holds the name of the user that access is denied to. */
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UPROPERTY(EditAnywhere, Category="Message")
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FString UserToDeny;
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};
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/**
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* Implements a message for granting service access to a remote user.
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*/
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USTRUCT()
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struct FEngineServiceAuthGrant
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{
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GENERATED_USTRUCT_BODY()
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/** Holds the name of the user that granted access. */
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UPROPERTY(EditAnywhere, Category="Message")
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FString UserName;
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/** Holds the name of the user that access is granted to. */
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UPROPERTY(EditAnywhere, Category="Message")
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FString UserToGrant;
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};
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/* Command messages
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*****************************************************************************/
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/**
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* Implements a message for executing a console command.
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*/
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USTRUCT()
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struct FEngineServiceExecuteCommand
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{
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GENERATED_USTRUCT_BODY()
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/** Holds the command to execute. */
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UPROPERTY(EditAnywhere, Category="Message")
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FString Command;
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/** Holds the name of the user that wants to execute the command. */
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UPROPERTY(EditAnywhere, Category="Message")
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FString UserName;
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/** Default constructor. */
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FEngineServiceExecuteCommand() { }
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/** Creates and initializes a new instance. */
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FEngineServiceExecuteCommand(const FString& InCommand, const FString& InUserName)
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: Command(InCommand)
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, UserName(InUserName)
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{ }
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};
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/**
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* Implements a message for terminating the engine.
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*/
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USTRUCT()
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struct FEngineServiceTerminate
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{
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GENERATED_USTRUCT_BODY()
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/** Holds the name of the user that wants to terminate the engine. */
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UPROPERTY(EditAnywhere, Category="Message")
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FString UserName;
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/** Default constructor. */
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FEngineServiceTerminate() { }
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/** Creates and initializes a new instance. */
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FEngineServiceTerminate(const FString& InUserName)
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: UserName(InUserName)
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{ }
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};
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/* Status messages
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*****************************************************************************/
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/**
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* Implements a message that contains a notification or log output.
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*/
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USTRUCT()
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struct FEngineServiceNotification
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{
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GENERATED_USTRUCT_BODY()
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/** Holds the notification text. */
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UPROPERTY(EditAnywhere, Category="Message")
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FString Text;
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/** Holds the time in seconds since the engine started. */
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UPROPERTY(EditAnywhere, Category="Message")
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double TimeSeconds;
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/** Default constructor. */
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FEngineServiceNotification() : TimeSeconds(0.0) { }
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/** Creates and initializes a new instance. */
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FEngineServiceNotification(const FString& InText, double InTimeSeconds)
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: Text(InText)
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, TimeSeconds(InTimeSeconds)
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{ }
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};
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