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#rnx #rb none #ROBOMERGE-OWNER: ryan.durand #ROBOMERGE-AUTHOR: ryan.durand #ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900 #ROBOMERGE-BOT: (v613-10869866) [CL 10870549 by ryan durand in Main branch]
57 lines
1.7 KiB
C++
57 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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/**
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* Interface for message bridges.
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*
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* A message bridge connects a message bus with another messaging system. It is really just a regular
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* message endpoint connected to a message bus that translates sent and received messages between the bus
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* and some underlying transport technology. The transport technology is usually implemented in the form of a
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* Message Transport Plug-in, such as the UdpMessaging plug-in that ships with Unreal Engine.
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*
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* The most common use case for message bridges is to connect two Unreal Engine message buses running in
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* separate processes or en different computers. Another common use case is to connect an Unreal Engine
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* message bus to an entirely different messaging system that is not based on Unreal Engine.
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*
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* Message bridge instances can be created with the IMessagingModule.CreateBridge method.
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*/
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class IMessageBridge
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{
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public:
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/**
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* Disables this bridge.
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*
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* A disabled bridge will not receive any subscribed messages until it is enabled again.
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* Bridges should be created in a disabled state by default and explicitly enabled.
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*
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* @see Enable, IsEnabled
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*/
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virtual void Disable() = 0;
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/**
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* Enables this bridge.
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*
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* An activated bridge will receive subscribed messages.
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* Bridges should be created in a disabled state by default and explicitly enabled.
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*
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* @see Disable, IsEnabled
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*/
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virtual void Enable() = 0;
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/**
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* Checks whether the bridge is currently enabled.
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*
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* @return true if the bridge is enabled, false otherwise.
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* @see Disable, Enable
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*/
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virtual bool IsEnabled() const = 0;
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public:
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/** Virtual destructor. */
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virtual ~IMessageBridge() { }
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};
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