// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #pragma once /** * This class wraps the server thread and network connection */ class FNetworkFileServer : public FRunnable , public INetworkFileServer { public: /** * Creates and initializes a new instance. * * @param InPort The port number to bind to (0 = any available port). * @param InFileRequestDelegate */ FNetworkFileServer( int32 InPort, const FFileRequestDelegate* InFileRequestDelegate, const FRecompileShadersDelegate* InRecompileShadersDelegate, const TArray& InActiveTargetPlatforms ); /** * Destructor. */ ~FNetworkFileServer( ); public: // FRunnable Interface virtual bool Init( ) override { return true; } virtual uint32 Run( ) override; virtual void Stop( ) override { StopRequested.Set(true); } virtual void Exit( ) override; public: // INetworkFileServer interface virtual bool IsItReadyToAcceptConnections(void) const override; virtual bool GetAddressList(TArray >& OutAddresses) const override; virtual FString GetSupportedProtocol() const override; virtual int32 NumConnections() const override; virtual void Shutdown() override; private: // Holds the server (listening) socket. FSocket* Socket; // Holds the server thread object. FRunnableThread* Thread; // Holds the list of all client connections. TArray< class FNetworkFileServerClientConnectionThreaded*> Connections; // Holds a flag indicating whether the thread should stop executing FThreadSafeCounter StopRequested; // Is the Listner thread up and running. FThreadSafeCounter Running; public: // Holds a delegate to be invoked on every sync request. FFileRequestDelegate FileRequestDelegate; // Holds a delegate to be invoked when a client requests a shader recompile. FRecompileShadersDelegate RecompileShadersDelegate; // cached copy of the active target platforms (if any) const TArray ActiveTargetPlatforms; // Holds the address that the server is bound to. TSharedPtr ListenAddr; };