Files
UnrealEngineUWP/Engine/Source/Runtime/Online/Stomp/Public/StompModule.h
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#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]
2019-12-26 14:45:42 -05:00

59 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
class IStompClient;
/**
* Module for Stomp over WebSockets
*/
class STOMP_API FStompModule :
public IModuleInterface
{
public:
// FStompModule
/**
* Singleton-like access to this module's interface - this is just for convenience!
* Beware of calling this during the shutdown phase, since yuor module might have been unloaded already.
*
* @return Returns singleton instance
*/
static FStompModule& Get();
#if WITH_STOMP
/**
* Instantiates a new Stomp-over-websockets connection and returns it.
*
* @param Url The URL to which to connect; this should be the URL to which the WebSocket server will respond with Stomp protocol data.
* @return new IStompClient instance
*/
TSharedRef<IStompClient> CreateClient(const FString& Url, const FString& OptAuthToken = FString());
#endif // #if WITH_STOMP
private:
// IModuleInterface
/**
* Called when Stomp module is loaded
* Initialize implementation specific parts of Stomp handling
*/
virtual void StartupModule() override;
/**
* Called when Stomp module is unloaded
* Shutdown implementation specific parts of Stomp handling
*/
virtual void ShutdownModule() override;
/** singleton for the module while loaded and available */
static FStompModule* Singleton;
};