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UnrealEngineUWP/Engine/Source/Developer/Windows/LiveCodingServer/Private/LiveCodingServerModule.cpp

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#include "LiveCodingServerModule.h"
#include "LiveCodingServer.h"
#include "Features/IModularFeatures.h"
#include "Modules/ModuleManager.h"
#include "External/LC_Logging.h"
IMPLEMENT_MODULE(FLiveCodingServerModule, LiveCodingServer)
static void ServerOutputHandler(logging::Channel::Enum Channel, logging::Type::Enum Type, const wchar_t* const Text)
{
ELiveCodingLogVerbosity Verbosity;
switch (Type)
{
case logging::Type::LOG_SUCCESS:
Verbosity = ELiveCodingLogVerbosity::Success;
break;
case logging::Type::LOG_ERROR:
Verbosity = ELiveCodingLogVerbosity::Failure;
break;
case logging::Type::LOG_WARNING:
Verbosity = ELiveCodingLogVerbosity::Warning;
break;
default:
Verbosity = ELiveCodingLogVerbosity::Info;
break;
}
GLiveCodingServer->GetLogOutputDelegate().ExecuteIfBound(Verbosity, Text);
}
void FLiveCodingServerModule::StartupModule()
{
logging::SetOutputHandler(&ServerOutputHandler);
GLiveCodingServer = new FLiveCodingServer();
IModularFeatures::Get().RegisterModularFeature(LIVE_CODING_SERVER_FEATURE_NAME, GLiveCodingServer);
}
void FLiveCodingServerModule::ShutdownModule()
{
IModularFeatures::Get().UnregisterModularFeature(LIVE_CODING_SERVER_FEATURE_NAME, GLiveCodingServer);
if(GLiveCodingServer != nullptr)
{
delete GLiveCodingServer;
GLiveCodingServer = nullptr;
}
logging::SetOutputHandler(nullptr);
}