lyra_game_ue/Source/LyraGame/Tests/LyraGameplayRpcRegistrationComponent.h
Goran Lazarevski 3bcab085f8 Initial commit
2025-03-20 11:06:26 +01:00

61 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ExternalRpcRegistrationComponent.h"
#include "Serialization/JsonSerializer.h"
#include "Dom/JsonObject.h"
#include "LyraGameplayRpcRegistrationComponent.generated.h"
UCLASS()
class LYRAGAME_API ULyraGameplayRpcRegistrationComponent : public UExternalRpcRegistrationComponent
{
GENERATED_BODY()
protected:
static ULyraGameplayRpcRegistrationComponent* ObjectInstance;
public:
static ULyraGameplayRpcRegistrationComponent* GetInstance();
#if WITH_RPC_REGISTRY
/**
* Basic function that converts any request into a proper Json body.
*/
TSharedPtr<FJsonObject> GetJsonObjectFromRequestBody(TArray<uint8> InRequestBody);
virtual void DeregisterHttpCallbacks() override;
// These are RPCs that should always be enabled, no matter what state the game is in. They
virtual void RegisterAlwaysOnHttpCallbacks() override;
/**
* This is an example RPC that shows how to interact with request bodies and gather passed in values for use in game code.
*/
bool HttpExecuteCheatCommand(const FHttpServerRequest& Request, const FHttpResultCallback& OnComplete);
// These are RPCs that should only be enabled while we are in the frontend.
virtual void RegisterFrontendHttpCallbacks();
//bool HttpSetMatchType(const FHttpServerRequest& Request, const FHttpResultCallback& OnComplete);
// These are RPCs that should only be enabled while we are in a match
virtual void RegisterInMatchHttpCallbacks();
/**
* This is an example RPC that shows how you can use requests to cause in-game input.
*/
bool HttpFireOnceCommand(const FHttpServerRequest& Request, const FHttpResultCallback& OnComplete);
/**
* This is an example RPC that shows how you can put together a response for consumption.
*/
bool HttpGetPlayerVitalsCommand(const FHttpServerRequest& Request, const FHttpResultCallback& OnComplete);
#endif
};