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UnrealEngineUWP/Engine/Source/Developer/EditorAnalyticsSession/Public/EditorSessionSummarySender.h
Marcus Wassmer 3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00

42 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/UnrealString.h"
#include "HAL/Platform.h"
#include "Misc/DateTime.h"
#include "Misc/Optional.h"
#include "Containers/Map.h"
#include "Templates/Tuple.h"
struct FEditorAnalyticsSession;
class IAnalyticsProviderET;
/**
* Sender of SessionSummary events from all editor sessions in-between runs.
* Separated from Writer to make it easier to run it out-of-process.
*/
class EDITORANALYTICSSESSION_API FEditorSessionSummarySender
{
public:
FEditorSessionSummarySender(IAnalyticsProviderET& InAnalyticsProvider, const FString& InSenderName, const uint32 InCurrentSessionProcessId);
~FEditorSessionSummarySender();
void Tick(float DeltaTime);
void Shutdown();
void SetMonitorDiagnosticLogs(TMap<uint32, TTuple<FString, FDateTime>>&& Logs);
private:
/** Send any stored Sessions. */
void SendStoredSessions(const bool bForceSendCurrentSession = false) const;
void SendSessionSummaryEvent(const FEditorAnalyticsSession& Session) const;
private:
float HeartbeatTimeElapsed;
IAnalyticsProviderET& AnalyticsProvider;
FString Sender;
uint32 CurrentSessionProcessId;
TMap<uint32, TTuple<FString,FDateTime>> MonitorMiniLogs; // Maps Monitor Process ID/Monitor Log
};