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- HEADER:
- #pragma once
- #include "Networking.h"
- #include "SocketSubsystem.h"
- #include "SharedPointer.h"
- #include "Sockets.h"
- #include "AtecConnectLibrary.generated.h"
- USTRUCT()
- struct FServerStruct
- {
- GENERATED_USTRUCT_BODY()
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Server Struct")
- FString IP;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Server Struct")
- FString PORT;
- };
- //Make Work
- //DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnRecieveServers, FServerStruct, Server);
- DECLARE_DYNAMIC_MULTICAST_DELEGATE(FTestDelegate); // <<<<<<< -----------------------------
- UCLASS(BlueprintType, Blueprintable)
- class ATECCONNECTPLUGIN_API UAtecConnectLibrary : public UObject
- {
- // GET_GAMESERVERS
- GENERATED_UCLASS_BODY()
- public:
- UPROPERTY(BlueprintAssignable, Category = "AtecConnect")
- FTestDelegate TestDelegate; // <<<<<<< -----------------------------
- UFUNCTION(BlueprintPure, meta = (DisplayName = "Create Atec Connect Object", HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject"), Category = "AtecConnect")
- static UAtecConnectLibrary* MakeAtecConnect(UObject* WorldContextObject);
- UFUNCTION(BlueprintCallable, Category = "AtecConnect")
- void GetGameServers();
- UFUNCTION(BlueprintCallable, Category = "AtecConnect")
- int32 ConnectToServer(FString APIKEY, FString PROJECTID, FString IP);
- UFUNCTION(BlueprintCallable, Category = "AtecConnect")
- void RecieveLoop();
- UFUNCTION(BlueprintCallable, Category = "AtecConnect")
- void Test();
- bool StartTCP(
- const FString& YourChosenSocketName,
- const FString& TheIP, const FString APIKEY, const FString PROJECTID,
- const int32 ThePort
- );
- bool SendTCP(
- FString Message
- );
- void RecieveSwitch(
- FString Data
- );
- //Format String IP4 to number array
- bool FormatIP4ToNumber(const FString& TheIP, uint8(&Out)[4]);
- //Rama's StringFromBinaryArray
- FString StringFromBinaryArray(const TArray<uint8>& BinaryArray);
- //====== STRING PARSER FUNCTIONS =======
- FString GetParameterFromString(FString raw, FString toSearch);
- FString GetCommandFromString(FString raw);
- TArray<FString> GetArrayFromString(FString raw, FString arrayName, FString objectName);
- FString GetObjectFromString(FString raw, FString objectName);
- };
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