Files
UnrealEngineUWP/Engine/Source/Runtime/Datasmith/DirectLink/Private/DirectLinkStreamDescription.h
benoit deschenes f55fe34bb0 Adding ConnectionState member to FStreamInfo, allowing user-code to distinguish between "real" inactive streams and those that are just waiting for a response.
Also fixing crash when accessing UDirectLinkExtensionSettings CDO on engine shutdown.

#jira UE-138473
#rb Johan.Duparc
Johan.Duparc
#preflight 61dc8dfce67256ec41ee68e5

#ROBOMERGE-AUTHOR: benoit.deschenes
#ROBOMERGE-SOURCE: CL 18564205 in //UE5/Release-5.0/... via CL 18564222
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18564231 by benoit deschenes in ue5-release-engine-test branch]
2022-01-10 15:07:05 -05:00

31 lines
620 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "DirectLinkStreamCommunicationInterface.h"
#include "CoreTypes.h"
#include "IMessageContext.h"
namespace DirectLink
{
struct FStreamDescription
{
bool bThisIsSource = false;
FGuid SourcePoint;
FGuid DestinationPoint;
FStreamPort LocalStreamPort = 0; // works like an Id within that endpoint
FMessageAddress RemoteAddress;
FStreamPort RemoteStreamPort = 0;
EStreamConnectionState Status = EStreamConnectionState::Uninitialized;
TUniquePtr<IStreamReceiver> Receiver;
TSharedPtr<IStreamSender> Sender;
};
} // namespace DirectLink