Files
UnrealEngineUWP/Engine/Source/Runtime/MessagingRpc/Private/MessageRpcClient.h
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

85 lines
2.0 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Misc/Guid.h"
#include "IMessageContext.h"
#include "IMessageRpcCall.h"
#include "IMessageRpcClient.h"
class FMessageEndpoint;
struct FMessageRpcProgress;
/**
* Implements an RPC client.
*/
class FMessageRpcClient
: public IMessageRpcClient
{
public:
/** Default constructor. */
FMessageRpcClient();
/** Virtual destructor. */
virtual ~FMessageRpcClient();
public:
//~ IMessageRpcClient interface
virtual void Connect(const FMessageAddress& InServerAddress) override;
virtual void Disconnect() override;
virtual bool IsConnected() const override;
protected:
/**
* Find the active RPC call for a received message.
*
* @param Context The context of the received message.
* @return The matching call object, or nullptr if not found.
*/
TSharedPtr<IMessageRpcCall> FindCall(const TSharedRef<IMessageContext, ESPMode::ThreadSafe>& Context);
/**
* Sends an RPC call to the server.
*
* @param Call The RPC call to make.
*/
void SendCall(const TSharedPtr<IMessageRpcCall>& Call);
protected:
//~ IMessageRpcClient interface
virtual void AddCall(const TSharedRef<IMessageRpcCall>& Call) override;
virtual void CancelCall(const FGuid& CallId) override;
private:
/** Callback for FMessageRpcProgress messages. */
void HandleProgressMessage(const FMessageRpcProgress& Message, const TSharedRef<IMessageContext, ESPMode::ThreadSafe>& Context);
/** Callback for handling all message types. */
void HandleRpcMessages(const TSharedRef<IMessageContext, ESPMode::ThreadSafe>& Context);
/** Callback for the ticker. */
bool HandleTicker(float DeltaTime);
private:
/** Active RPC calls. */
TMap<FGuid, TSharedPtr<IMessageRpcCall>> Calls;
/** Message endpoint. */
TSharedPtr<FMessageEndpoint, ESPMode::ThreadSafe> MessageEndpoint;
/** The RPC server's address. */
FMessageAddress ServerAddress;
/** Handle to the registered ticker. */
FDelegateHandle TickerHandle;
};