// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "HAL/ThreadSafeCounter.h" #include "HAL/Runnable.h" #include "INetworkFileServer.h" #include "INetworkFileSystemModule.h" class FInternetAddr; class FSocket; class ITargetPlatform; /** * This class wraps the server thread and network connection */ class FNetworkFileServer : public FRunnable , public INetworkFileServer { public: /** * Creates and initializes a new instance. * * @param InFileServerOptions Network file server options */ FNetworkFileServer(FNetworkFileServerOptions InFileServerOptions); /** * 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: // File server options FNetworkFileServerOptions FileServerOptions; // 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; // Holds the address that the server is bound to. TSharedPtr ListenAddr; };