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UnrealEngineUWP/Engine/Source/Runtime/PacketHandlers/EncryptionComponents/EncryptionHandlerComponent/Public/EncryptionHandlerComponent.h

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
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
#include "CoreMinimal.h"
#include "PacketHandler.h"
#include "ModuleManager.h"
/** Encryption Handler Component Module Interface */
class FEncryptionHandlerComponentModuleInterface : public FPacketHandlerComponentModuleInterface
{
public:
/* Creates an instance of this component */
virtual TSharedPtr<HandlerComponent> CreateComponentInstance(FString& Options) override;
};
namespace EEncryptionHandler
{
enum State
{
UnInitialized,
InitializingAsymmetric,
InitializingSymmetric,
Initialized
};
}
/*
* This class uses Asymmetric encryption to send an encrypted symmetric encryption key
* to the remote side. Defaults are RSA for asymmetric encryption and XOR stream cipher
* for symmetric encryption.
*/
class ENCRYPTIONHANDLERCOMPONENT_API EncryptionHandlerComponent : public HandlerComponent
{
public:
/* Initializes the default encryption handler components unless specified by the user */
EncryptionHandlerComponent(HandlerComponent* SymmetricHandlerComponent = nullptr, HandlerComponent* AsymmetricHandlerComponent = nullptr);
/* Initializes the handler component */
virtual void Initialize() override;
/* Whether the handler component is valid */
virtual bool IsValid() const override;
/* Handles any incoming packets */
virtual void Incoming(FBitReader& Packet) override;
/* Handles any outgoing packets */
virtual void Outgoing(FBitWriter& Packet) override;
protected:
/* Sets the state of the handler */
void SetState(EEncryptionHandler::State State);
/* The state of this handler */
EEncryptionHandler::State State;
/* Symmetric encryption handler component */
HandlerComponent* SymmetricHandlerComponent;
/* Asymmetric encryption handler component */
HandlerComponent* AsymmetricHandlerComponent;
};