Stub of FLpxSockets is now in place
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@@ -6,6 +6,7 @@
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#include "GameFramework/GameModeBase.h"
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#include "enginewrapper.hpp"
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#include "engineutil.hpp"
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#include "LuprexSockets.hpp"
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#include "IntegrationGameModeBase.generated.h"
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/**
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@@ -23,8 +24,9 @@ public:
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virtual void Tick(float) override;
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason);
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// Thread shutdown and cleanup. Called by Blueprint thread.
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void WaitForThread();
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// Delete all the state created in BeginPlay. That
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// includes: the Luprex engine, the thread, and the socket state.
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void ResetToInitialState();
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// Method of FRunnable, called by the Luprex thread.
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virtual uint32 Run() override;
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@@ -58,9 +60,13 @@ public:
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// This critical section guards the use of the EngineWrapper.
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FCriticalSection LuprexMutex;
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// The Luprex wrapper and engine. You must claim the LuprexMutex
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// before touching any of these variables.
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static EngineWrapper Luprex;
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// The Luprex wrapper and engine. MUST CLAIM LuprexMutex.
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EngineWrapper Luprex;
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// Luprex socket system. Aside from construction, only touched by Luprex thread.
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TUniquePtr<FLpxSockets> Sockets;
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// Amount of elapsed time.
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float EngineSeconds;
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// When do we next trigger the thread event (relative to EngineSeconds).
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