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Added command to launch http requests defined by the user. [at]Sam.Zamani, [at]Rob.Cannaday #ROBOMERGE-OWNER: Alejandro.Aguilar #ROBOMERGE-AUTHOR: alejandro.aguilar #ROBOMERGE-COMMAND: _robomerge UE5-Main #ROBOMERGE-SOURCE: CL 17675010 via CL 17675012 via CL 17677023 via CL 17677056 via CL 17677082 via CL 17677117 via CL 17677135 via CL 17677142 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v878-17703426) #ROBOMERGE[STARSHIP]: UE5-Main [CL 17705679 by alejandro aguilar in ue5-release-engine-test branch]
172 lines
5.2 KiB
C++
172 lines
5.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "HAL/ThreadSafeCounter.h"
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#include "HAL/Runnable.h"
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#include "HttpPackage.h"
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#include "Misc/SingleThreadRunnable.h"
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#include "Containers/Queue.h"
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class IHttpThreadedRequest;
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/**
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* Manages Http thread
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* Assumes any requests entering the system will remain valid (not deleted) until they exit the system
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*/
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class FHttpThread
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: FRunnable, FSingleThreadRunnable
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{
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public:
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FHttpThread();
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virtual ~FHttpThread();
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/**
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* Start the HTTP thread.
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*/
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void StartThread();
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/**
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* Stop the HTTP thread. Blocks until thread has stopped.
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*/
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void StopThread();
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/**
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* Is the HTTP thread started or stopped.
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*/
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bool IsStopped() const { return bIsStopped; }
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/**
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* Add a request to begin processing on HTTP thread.
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*
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* @param Request the request to be processed on the HTTP thread
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*/
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void AddRequest(IHttpThreadedRequest* Request);
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/**
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* Mark a request as cancelled. Called on non-HTTP thread.
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*
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* @param Request the request to be processed on the HTTP thread
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*/
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void CancelRequest(IHttpThreadedRequest* Request);
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/**
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* Get completed requests. Clears internal arrays. Called on non-HTTP thread.
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*
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* @param OutCompletedRequests array of requests that have been completed
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*/
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void GetCompletedRequests(TArray<IHttpThreadedRequest*>& OutCompletedRequests);
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//~ Begin FSingleThreadRunnable Interface
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// Cannot be overriden to ensure identical behavior with the threaded tick
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virtual void Tick() override final;
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//~ End FSingleThreadRunnable Interface
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/**
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* When true the owner of the HTTPThread needs to manually call Tick() since no automomous threads are
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* executing the runnable object
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*/
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bool NeedsSingleThreadTick() const;
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/**
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* Update configuration. Called when config has been updated and we need to apply any changes.
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*/
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virtual void UpdateConfigs();
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protected:
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/**
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* Tick on http thread
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*/
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virtual void HttpThreadTick(float DeltaSeconds);
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/**
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* Start processing a request on the http thread
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*/
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virtual bool StartThreadedRequest(IHttpThreadedRequest* Request);
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/**
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* Complete a request on the http thread
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*/
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virtual void CompleteThreadedRequest(IHttpThreadedRequest* Request);
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protected:
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// Threading functions
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//~ Begin FRunnable Interface
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virtual bool Init() override;
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virtual uint32 Run() override final;
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virtual void Stop() override;
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virtual void Exit() override;
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//~ End FRunnable Interface
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/**
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* FSingleThreadRunnable accessor for ticking this FRunnable when multi-threading is disabled.
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* @return FSingleThreadRunnable Interface for this FRunnable object.
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*/
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virtual class FSingleThreadRunnable* GetSingleThreadInterface() override { return this; }
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void Process(TArray<IHttpThreadedRequest*>& RequestsToCancel, TArray<IHttpThreadedRequest*>& RequestsToComplete);
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/** signal request to stop and exit thread */
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FThreadSafeCounter ExitRequest;
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/** Time in seconds to use as frame time when actively processing requests. 0 means no frame time. */
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double HttpThreadActiveFrameTimeInSeconds;
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/** Time in seconds to sleep minimally when actively processing requests. */
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double HttpThreadActiveMinimumSleepTimeInSeconds;
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/** Time in seconds to use as frame time when idle, waiting for requests. 0 means no frame time. */
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double HttpThreadIdleFrameTimeInSeconds;
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/** Time in seconds to sleep minimally when idle, waiting for requests. */
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double HttpThreadIdleMinimumSleepTimeInSeconds;
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/** Last time the thread has been processed. Used in the non-game thread. */
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double LastTime;
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protected:
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/**
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* Threaded requests that are waiting to be processed on the http thread.
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* Added to on (any) non-HTTP thread, processed then cleared on HTTP thread.
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*/
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TQueue<IHttpThreadedRequest*, EQueueMode::Mpsc> NewThreadedRequests;
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/**
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* Threaded requests that are waiting to be cancelled on the http thread.
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* Added to on (any) non-HTTP thread, processed then cleared on HTTP thread.
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*/
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TQueue<IHttpThreadedRequest*, EQueueMode::Mpsc> CancelledThreadedRequests;
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/**
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* Threaded requests that are ready to run, but waiting due to the running request limit (not in any of the other lists, except potentially CancelledThreadedRequests).
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* Only accessed on the HTTP thread.
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*/
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TArray<IHttpThreadedRequest*> RateLimitedThreadedRequests;
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/**
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* Currently running threaded requests (not in any of the other lists, except potentially CancelledThreadedRequests).
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* Only accessed on the HTTP thread.
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*/
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TArray<IHttpThreadedRequest*> RunningThreadedRequests;
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/**
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* Threaded requests that have completed and are waiting for the game thread to process.
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* Added to on HTTP thread, processed then cleared on game thread (Single producer, single consumer)
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*/
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TQueue<IHttpThreadedRequest*, EQueueMode::Spsc> CompletedThreadedRequests;
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/** Pointer to Runnable Thread */
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FRunnableThread* Thread;
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private:
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/** Are we holding a fake thread and we need to be ticked manually when Flushing */
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bool bIsSingleThread;
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/** Tells if the runnable thread is running or stopped */
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bool bIsStopped;
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/** Limit for threaded http requests running at the same time. If not specified through configuration values, there will be no limit */
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int32 RunningThreadedRequestLimit = INT_MAX;
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};
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