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#UpgradeNotes: The TStructOpsTypeTraits<>::WithMessaging type trait is no longer necessary for UStructs intended to be used as messages, because UObject creation and destruction is now thread-safe, and message types no longer need to be pre-cached. You can now use any existing and custom UStruct class in the Engine as messages. I ran the Editor for a couple hours with the profiler enabled and did not have any stability issues. If you experience any Messaging related crashes, please let me know asap, thanks! #CodeReview: robert.manuszewski, peter.sauerbrei, chris.gagnon, jason.bestimt, michael.trepka, nicholas.davies [CL 2499164 by Max Preussner in Main branch]
141 lines
2.9 KiB
C++
141 lines
2.9 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "SessionServiceMessages.generated.h"
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/* Session discovery messages
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*****************************************************************************/
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/**
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* Implements a message that is published to discover existing application sessions.
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*/
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USTRUCT()
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struct FSessionServicePing
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{
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GENERATED_USTRUCT_BODY()
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};
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/**
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* Implements a message that is published in response to FSessionServicePing.
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*/
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USTRUCT()
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struct FSessionServicePong
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{
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GENERATED_USTRUCT_BODY()
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/** Holds the application's build date. */
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UPROPERTY()
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FString BuildDate;
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/** Holds the name of the device that the application is running on. */
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UPROPERTY()
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FString DeviceName;
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/** Holds the application's instance identifier. */
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UPROPERTY()
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FGuid InstanceId;
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/** Holds the application's instance name. */
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UPROPERTY()
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FString InstanceName;
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/** Holds a flag indicating whether the application is running on a console. */
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UPROPERTY()
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bool IsConsoleBuild;
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/** Holds the name of the platform that the application is running on. */
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UPROPERTY()
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FString PlatformName;
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/** Holds the identifier of the session that the application belongs to. */
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UPROPERTY()
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FGuid SessionId;
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/** Holds the user defined name of the session. */
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UPROPERTY()
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FString SessionName;
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/** Holds the name of the user that started the session. */
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UPROPERTY()
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FString SessionOwner;
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/** Holds a flag indicating whether the application is the only one in that session. */
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UPROPERTY()
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bool Standalone;
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};
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/* Session status messages
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*****************************************************************************/
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/**
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* Implements a message that contains a console log entry.
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*/
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USTRUCT()
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struct FSessionServiceLog
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{
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GENERATED_USTRUCT_BODY()
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/** Holds the log message category. */
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UPROPERTY()
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FName Category;
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/** Holds the log message data. */
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UPROPERTY()
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FString Data;
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/** Holds the application instance identifier. */
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UPROPERTY()
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FGuid InstanceId;
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/** Holds the time in seconds since the application was started. */
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UPROPERTY()
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double TimeSeconds;
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/** Holds the log message's verbosity level. */
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UPROPERTY()
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uint8 Verbosity;
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public:
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/**
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* Default constructor.
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*/
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FSessionServiceLog( ) { }
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/**
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* Creates and initializes a new instance.
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*/
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FSessionServiceLog( const FName& InCategory, const FString& InData, const FGuid& InInstanceId, double InTimeSeconds, uint8 InVerbosity )
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: Category(InCategory)
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, Data(InData)
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, InstanceId(InInstanceId)
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, TimeSeconds(InTimeSeconds)
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, Verbosity(InVerbosity)
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{ }
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};
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/**
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* Implements a message to subscribe to an application's console log.
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*/
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USTRUCT()
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struct FSessionServiceLogSubscribe
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{
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GENERATED_USTRUCT_BODY()
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};
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/**
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* Implements a message to unsubscribe from an application's console log.
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*/
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USTRUCT()
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struct FSessionServiceLogUnsubscribe
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{
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GENERATED_USTRUCT_BODY()
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};
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