// Copyright Epic Games, Inc. All Rights Reserved. #include #include "ComputeChannel.h" #include "ComputeBuffer.h" #include "ComputeSocket.h" #include int main() { const int ChannelId = 100; FWorkerComputeSocket Socket; if (!Socket.Open()) { std::cout << "Environment variable not set correctly" << std::endl; return 1; } FComputeChannel Channel; if (!Channel.Attach(Socket, ChannelId, FComputeBuffer::FParams())) { std::cout << "Unable to create channel to initiator" << std::endl; return 1; } std::cout << "Connected to initiator" << std::endl; size_t Length = 0; char Buffer[4]; Buffer[0] = 0; Channel.Send(Buffer, 1); // Send a dummy one-byte message to let the remote know we're listening for (;;) { size_t RecvLength = Channel.Recv(Buffer + Length, sizeof(Buffer) - Length); if (RecvLength == 0) { return 0; } Length += RecvLength; if (Length >= 4) { std::cout << "Read value " << *(int*)Buffer << std::endl; Length = 0; } } Channel.MarkComplete(); return 0; }