Files
UnrealEngineUWP/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServer.h
Matthew Griffin bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00

87 lines
2.0 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#pragma once
/**
* This class wraps the server thread and network connection
*/
class FNetworkFileServer
: public FRunnable
, public INetworkFileServer
{
public:
/**
* Creates and initializes a new instance.
*
* @param InPort The port number to bind to (0 = any available port).
* @param InFileRequestDelegate
*/
FNetworkFileServer( int32 InPort, const FFileRequestDelegate* InFileRequestDelegate,
const FRecompileShadersDelegate* InRecompileShadersDelegate, const TArray<ITargetPlatform*>& InActiveTargetPlatforms );
/**
* Destructor.
*/
~FNetworkFileServer( );
public:
// FRunnable Interface
virtual bool Init( ) override
{
return true;
}
virtual uint32 Run( ) override;
virtual void Stop( ) override
{
StopRequested.Set(true);
}
virtual void Exit( ) override;
public:
// INetworkFileServer interface
virtual bool IsItReadyToAcceptConnections(void) const override;
virtual bool GetAddressList(TArray<TSharedPtr<FInternetAddr> >& OutAddresses) const override;
virtual FString GetSupportedProtocol() const override;
virtual int32 NumConnections() const override;
virtual void Shutdown() override;
private:
// Holds the server (listening) socket.
FSocket* Socket;
// Holds the server thread object.
FRunnableThread* Thread;
// Holds the list of all client connections.
TArray< class FNetworkFileServerClientConnectionThreaded*> Connections;
// Holds a flag indicating whether the thread should stop executing
FThreadSafeCounter StopRequested;
// Is the Listner thread up and running.
FThreadSafeCounter Running;
public:
// Holds a delegate to be invoked on every sync request.
FFileRequestDelegate FileRequestDelegate;
// Holds a delegate to be invoked when a client requests a shader recompile.
FRecompileShadersDelegate RecompileShadersDelegate;
// cached copy of the active target platforms (if any)
const TArray<ITargetPlatform*> ActiveTargetPlatforms;
// Holds the address that the server is bound to.
TSharedPtr<FInternetAddr> ListenAddr;
};