// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Modules/ModuleInterface.h" class INetworkFileServer; /** * Delegate type for handling file requests from a network client. * * The first parameter is the name of the requested file. * The second parameter will hold the list of unsolicited files to send back. */ DECLARE_DELEGATE_ThreeParams(FFileRequestDelegate, const FString&, const FString&, TArray&); struct FShaderRecompileData { FString PlatformName; /** The platform to compile shaders for, corresponds to EShaderPlatform, but a value of -1 indicates to compile for all target shader platforms. */ int32 ShaderPlatform; TArray* ModifiedFiles; TArray* MeshMaterialMaps; TArray MaterialsToLoad; TArray SerializedShaderResources; bool bCompileChangedShaders; FShaderRecompileData() : ShaderPlatform(-1), bCompileChangedShaders(true) {} FShaderRecompileData& operator=(const FShaderRecompileData& Other) { PlatformName = Other.PlatformName; ShaderPlatform = Other.ShaderPlatform; ModifiedFiles = Other.ModifiedFiles; MeshMaterialMaps = Other.MeshMaterialMaps; MaterialsToLoad = Other.MaterialsToLoad; SerializedShaderResources = Other.SerializedShaderResources; bCompileChangedShaders = Other.bCompileChangedShaders; return *this; } }; /** * Delegate type for handling shader recompilation requests from a network client. */ DECLARE_DELEGATE_OneParam(FRecompileShadersDelegate, const FShaderRecompileData&); /** * Delegate which returns an override for the sandbox path */ DECLARE_DELEGATE_RetVal( FString, FSandboxPathDelegate); /** * Delegate which is called when an outside system modifies a file */ DECLARE_MULTICAST_DELEGATE_OneParam( FOnFileModifiedDelegate, const FString& ); /** * Delegate which is called when a new connection is made to a file server client * * @param 1 Version string * @param 2 Platform name * @return return false if the connection should be destroyed */ DECLARE_DELEGATE_RetVal_TwoParams( bool, FNewConnectionDelegate, const FString&, const FString& ); /** * Delegate which returns a list of all the files which should already be deployed to the devkit * * @param 1 IN, Platform to get precooked file list * @param 2 OUT, list of precooked files */ typedef TMap FFileTimeMap; DECLARE_DELEGATE_TwoParams( FInitialPrecookedListDelegate, const FString&, FFileTimeMap& ); // container struct for delegates which the network file system uses struct FNetworkFileDelegateContainer { public: FNetworkFileDelegateContainer() : NewConnectionDelegate(nullptr), InitialPrecookedListDelegate(nullptr), SandboxPathOverrideDelegate(nullptr), FileRequestDelegate(nullptr), RecompileShadersDelegate(nullptr), OnFileModifiedCallback(nullptr) {} FNewConnectionDelegate NewConnectionDelegate; FInitialPrecookedListDelegate InitialPrecookedListDelegate; FSandboxPathDelegate SandboxPathOverrideDelegate; FFileRequestDelegate FileRequestDelegate; FRecompileShadersDelegate RecompileShadersDelegate; FOnFileModifiedDelegate* OnFileModifiedCallback; // this is called from other systems to notify the network file system that a file has been modified hence the terminology callback }; enum ENetworkFileServerProtocol { NFSP_Tcp, NFSP_Http, }; /** * Interface for network file system modules. */ class INetworkFileSystemModule : public IModuleInterface { public: /** * Creates a new network file server. * * @param InPort The port number to bind to (-1 = default port, 0 = any available port). * @param Streaming Whether it should be a streaming server. * @param InFileRequestDelegate An optional delegate to be invoked when a file is requested by a client. * @param InRecompileShadersDelegate An optional delegate to be invoked when shaders need to be recompiled. * * @return The new file server, or nullptr if creation failed. */ virtual INetworkFileServer* CreateNetworkFileServer( bool bLoadTargetPlatforms, int32 Port = -1, FNetworkFileDelegateContainer InNetworkFileDelegateContainer = FNetworkFileDelegateContainer(), const ENetworkFileServerProtocol Protocol = NFSP_Tcp ) const = 0; public: /** * Virtual destructor. */ virtual ~INetworkFileSystemModule( ) { } };