Files
UnrealEngineUWP/Engine/Plugins/Developer/Concert/ConcertMain/Source/ConcertClient/Public/IConcertClientModule.h
jason walter 52308eb827 Split concert client code from concert server code to allow us to incorporate game tags in the editor client.
#rb dominik.peacock
#jira UE-168182
#preflight 63c6cf3c02024f93d8635de3

[CL 23739781 by jason walter in ue5-main branch]
2023-01-17 12:04:24 -05:00

50 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "IConcertClient.h"
#include "Modules/ModuleInterface.h"
#include "Modules/ModuleManager.h"
struct FConcertSessionFilter;
typedef TSharedPtr<IConcertClient, ESPMode::ThreadSafe> IConcertClientPtr;
typedef TSharedRef<IConcertClient, ESPMode::ThreadSafe> IConcertClientRef;
/**
* Interface for the Main Concert Server module.
*/
class IConcertClientModule : public IModuleInterface
{
public:
/**
* Singleton-like access to this module's interface. This is just for convenience!
* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
*
* @return Returns singleton instance, loading the module on demand if needed
*/
static inline IConcertClientModule& Get()
{
static const FName ModuleName = "ConcertClient";
return FModuleManager::LoadModuleChecked<IConcertClientModule>(ModuleName);
}
/**
* Checks to see if this module is loaded and ready. It is only valid to call Get() during shutdown if IsAvailable() returns true.
*
* @return True if the module is loaded and ready to use
*/
static inline bool IsAvailable()
{
static const FName ModuleName = "ConcertClient";
return FModuleManager::Get().IsModuleLoaded(ModuleName);
}
/**
* Create a client that will perform a certain role (eg, MultiUser, DisasterRecovery, etc)
* @param InRole The role to create
* @return The client
*/
virtual IConcertClientRef CreateClient(const FString& InRole) = 0;
};