// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "Engine/GameInstance.h" #include "Sockets.h" #include "TimerManager.h" #include "Dom/JsonObject.h" #include "MyGameInstance.generated.h" /** * */ UCLASS() class MACHINIST_API UMyGameInstance : public UGameInstance { GENERATED_BODY() public: FSocket* MySocket; FTimerHandle timer; UPROPERTY(BlueprintReadOnly, Category = "Server responses") FString LAstServResp; UPROPERTY(BlueprintReadOnly, Category = "Server responses") FString strjsonTest; protected: // map all commands TMap CommandMap; // json object TSharedPtr JsonObject; UFUNCTION(BlueprintCallable, Category = "Data") void CreateMapCommand(); UFUNCTION(BlueprintCallable, Category = "Data") int32 getNumberFunction(FString Command); UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Command server") void waggonvelocity(int32 id, float speed, int32 idspline, float offset); UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Command server") void createwaggon(const FString& value, int32 id); UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Command server") void teleportwaggon(int32 id, int32 idspline, float offset); UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Command server") void destroywaggon(int32 id); /*UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Command server") void connectwagon(); UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Command server") void waggondoorstate(int32 idtrain, int32 doorleft, int32 doorright); UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Command server") void setfaultwagon(int32 id, int32 index, bool on); UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Command server") void lightstate(int32 id, int32 state); UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Command server") void switchstate(int32 id, int32 state);*/ public: UFUNCTION(BlueprintCallable, Category = "Status client") void listening(int32 NumberStatus); UFUNCTION(BlueprintCallable, Category = "Status client") void SendStatus(int32 NumberStatus); UFUNCTION(BlueprintCallable, Category = "Status client") bool StartWorkingAtSocket(); };