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*Reduces code duplication *Enables the same ODSC flow to be used for both COTF variants *The client will now autodetect if it should run in Zen mode or not #rb pj.kack,per.larsson #preflight 628c79bdf057b981ca479b3e [CL 20344832 by CarlMagnus Nordin in ue5-main branch]
24 lines
631 B
C++
24 lines
631 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CookOnTheFly.h"
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class FArrayReader;
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class ICookOnTheFlyServerTransport
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{
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public:
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ICookOnTheFlyServerTransport() {};
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virtual ~ICookOnTheFlyServerTransport() {};
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virtual bool Initialize(const TCHAR*) = 0;
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virtual void Disconnect() = 0;
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virtual bool SendPayload(const TArray<uint8>& Payload) = 0;
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virtual bool HasPendingPayload() = 0;
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virtual bool ReceivePayload(FArrayReader& Payload) = 0;
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};
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UE::Cook::ICookOnTheFlyServerConnection* MakeCookOnTheFlyServerConnection(TUniquePtr<ICookOnTheFlyServerTransport> InTransport, const FString& InHost);
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