Files
UnrealEngineUWP/Engine/Source/Developer/SessionServices/Private/SessionServicesModule.cpp
Max Preussner f1ffd33f2b SessionFrontend: Implemented session authorization for remote users
See SESSION console command for details. Some more updates are needed in Automation, Profiler, etc. to perform authorization on a per-instance instead of per-session basis.

#CodeReview: peter.sauerbrei

[CL 2698089 by Max Preussner in Main branch]
2015-09-18 19:16:15 -04:00

136 lines
3.4 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "SessionServicesPrivatePCH.h"
#include "ISessionServicesModule.h"
#include "ModuleManager.h"
/**
* Implements the SessionServices module.
*
* @todo gmp: needs better error handling in case MessageBusPtr is invalid
*/
class FSessionServicesModule
: public FSelfRegisteringExec
, public ISessionServicesModule
{
public:
/** Default constructor. */
FSessionServicesModule()
: SessionManager(nullptr)
, SessionService(nullptr)
{ }
public:
// FSelfRegisteringExec interface
virtual bool Exec(UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar) override
{
if (!FParse::Command(&Cmd, TEXT("SESSION")))
{
return false;
}
if (FParse::Command(&Cmd, TEXT("AUTH")))
{
FApp::AuthorizeUser(FParse::Token(Cmd, false));
}
else if (FParse::Command(&Cmd, TEXT("DENY")))
{
FApp::DenyUser(FParse::Token(Cmd, false));
}
else if (FParse::Command(&Cmd, TEXT("DENYALL")))
{
FApp::DenyAllUsers();
}
else if (FParse::Command(&Cmd, TEXT("STATUS")))
{
Ar.Logf(TEXT("Instance ID: %s"), *FApp::GetInstanceId().ToString());
Ar.Logf(TEXT("Instance Name: %s"), *FApp::GetInstanceName());
Ar.Logf(TEXT("Session ID: %s"), *FApp::GetSessionId().ToString());
Ar.Logf(TEXT("Session Name: %s"), *FApp::GetSessionName());
Ar.Logf(TEXT("Session Owner: %s"), *FApp::GetSessionOwner());
Ar.Logf(TEXT("Standalone: %s"), FApp::IsStandalone() ? *GYes.ToString() : *GNo.ToString());
}
else if (FParse::Command(&Cmd, TEXT("SETNAME")))
{
FApp::SetSessionName(FParse::Token(Cmd, false));
}
else if (FParse::Command(&Cmd, TEXT("SETOWNER")))
{
FApp::SetSessionOwner(FParse::Token(Cmd, false));
}
else
{
// show usage
Ar.Log(TEXT("Usage: SESSION <Command>"));
Ar.Log(TEXT(""));
Ar.Log(TEXT("Command"));
Ar.Log(TEXT(" AUTH <UserName> = Authorize a user to interact with this instance"));
Ar.Log(TEXT(" DENY <UserName> = Unauthorize a user from interacting with this instance"));
Ar.Log(TEXT(" DENYALL = Removes all authorized session users"));
Ar.Log(TEXT(" SETNAME <Name> = Sets the name of this instance"));
Ar.Log(TEXT(" SETOWNER <Owner> = Sets the name of the owner of this instance"));
Ar.Log(TEXT(" STATUS = Displays the status of this application session"));
}
return true;
}
public:
// ISessionServicesModule interface
virtual ISessionManagerRef GetSessionManager() override
{
if (!SessionManager.IsValid())
{
SessionManager = MakeShareable(new FSessionManager(MessageBusPtr.Pin().ToSharedRef()));
}
return SessionManager.ToSharedRef();
}
virtual ISessionServiceRef GetSessionService() override
{
if (!SessionService.IsValid())
{
SessionService = MakeShareable(new FSessionService(MessageBusPtr.Pin().ToSharedRef()));
}
return SessionService.ToSharedRef();
}
public:
// IModuleInterface interface
virtual void StartupModule() override
{
MessageBusPtr = IMessagingModule::Get().GetDefaultBus();
check(MessageBusPtr.IsValid());
}
virtual void ShutdownModule() override
{
SessionManager.Reset();
SessionService.Reset();
}
private:
/** Holds a weak pointer to the message bus. */
IMessageBusWeakPtr MessageBusPtr;
/** Holds the session manager singleton. */
ISessionManagerPtr SessionManager;
/** Holds the session service singleton. */
ISessionServicePtr SessionService;
};
IMPLEMENT_MODULE(FSessionServicesModule, SessionServices);