Adds Custom DataAsset UI + Added Request buttons for RaceDatas/TeamList/Rankings request to ApiStatus Tab + Addes Tracked Requests For Rankings + Added Utils Module For Blueprint Utilities Functions
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166
Source/DTFluxNetwork/Public/DTFluxQueuedManager.h
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166
Source/DTFluxNetwork/Public/DTFluxQueuedManager.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/Object.h"
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#include "Containers/Queue.h"
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#include "Tickable.h"
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#include "Struct/DTFluxRequestStructs.h"
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#include "Struct/DTFluxServerResponseStruct.h"
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#include "Types/Enum/DTFluxCoreEnum.h"
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#include "DTFluxQueuedManager.generated.h"
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/**
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* @brief Structure représentant une requête en file d'attente avec ses métadonnées
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*/
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USTRUCT(BlueprintType)
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struct FDTFluxQueuedRequest : public FDTFluxRequestBase
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{
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GENERATED_BODY()
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/** L'identifiant unique de la requête */
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UPROPERTY(BlueprintReadOnly, Category = "DTFlux|Request")
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FGuid RequestId;
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/** L'heure à laquelle la requête a été envoyée */
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UPROPERTY(BlueprintReadOnly, Category = "DTFlux|Request")
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FDateTime CreatedAt;
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/** Le type de requête */
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UPROPERTY(BlueprintReadOnly, Category = "DTFlux|Request")
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EDTFluxApiDataType RequestType = EDTFluxRequestType::None;
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/** Identifiant de la compétition (ContestId) */
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UPROPERTY(BlueprintReadOnly, Category = "DTFlux|Request")
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int32 ContestId = -1;
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/** Identifiant de l'étape (StageId) */
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UPROPERTY(BlueprintReadOnly, Category = "DTFlux|Request")
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int32 StageId = -1;
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/** Identifiant du split (SplitId) */
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UPROPERTY(BlueprintReadOnly, Category = "DTFlux|Request")
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int32 SplitId = -1;
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UPROPERTY(BlueprintReadOnly, Category = "DTFlux|Request")
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FString RawResponse = "";
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/** Délai maximum avant que la requête soit considérée comme expirée (en secondes) */
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UPROPERTY(BlueprintReadWrite, Category = "DTFlux|Request")
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float TimeoutSeconds = 2.0f;
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/** Determine si la requête peut être mise en cache */
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UPROPERTY(BlueprintReadWrite, Category = "DTFlux|Request")
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bool bIsCacheable = false;
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/** Validité du cache si bIsCacheable est mis à true après reception de la réponse (en secondes) */
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UPROPERTY(BlueprintReadWrite, Category = "DTFlux|Request")
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float CachedValidity = 50.0f;
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/** Indicateur si la requête a reçu une réponse */
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UPROPERTY(BlueprintReadWrite, Category = "DTFlux|Request")
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bool bHasReceivedResponse = false;
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/** Constructeur par défaut */
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FDTFluxQueuedRequest()
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{
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RequestId = FGuid::NewGuid();
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CreatedAt = FDateTime::Now();
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}
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/** Constructeur avec paramètres */
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FDTFluxQueuedRequest(EDTFluxRequestType InRequestType, int32 InContestId = -1, int32 InStageId = -1,
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int32 InSplitId = -1)
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: RequestType(InRequestType)
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, ContestId(InContestId)
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, StageId(InStageId)
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, SplitId(InSplitId)
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{
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RequestId = FGuid::NewGuid();
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CreatedAt = FDateTime::Now();
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}
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bool operator==(const FDTFluxQueuedRequest& Left) const
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{
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return RequestId == Left.RequestId;
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}
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bool operator!=(const FDTFluxQueuedRequest& Left) const
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{
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return RequestId != Left.RequestId;
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}
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const FString Serialize() const;
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/** Vérifie si la requête a expiré */
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bool HasTimedOut() const
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{
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return (FDateTime::Now() - CreatedAt).GetTotalSeconds() > TimeoutSeconds;
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}
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/** Vérifie si cette requête correspond aux paramètres spécifiés */
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bool Matches(EDTFluxRequestType InRequestType, int32 InContestId = -1, int32 InStageId = -1,
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int32 InSplitId = -1) const
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{
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return RequestType == InRequestType &&
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(InContestId == -1 || ContestId == InContestId) &&
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(InStageId == -1 || StageId == InStageId) &&
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(InSplitId == -1 || SplitId == InSplitId);
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}
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};
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnRequestTimedOut, const FDTFluxQueuedRequest&, TimedOutRequest);
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/**
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* @brief Classe Tickable gérant les requêtes WebSockets qui ne sont pas traçables nativement par l'API.
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* Cette classe utilise TQueue pour gérer efficacement les requêtes en attente et vérifie leur état dans le tick.
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*/
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UCLASS()
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class DTFLUXNETWORK_API UDTFluxQueuedManager : public UObject, public FTickableGameObject
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{
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GENERATED_BODY()
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public:
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/** Constructeur par défaut */
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UDTFluxQueuedManager();
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virtual ~UDTFluxQueuedManager() override;
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void Initialize();
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FGuid QueueRequest(EDTFluxRequestType RequestType, int32 ContestId = -1, int32 StageId = -1, int32 SplitId = -1,
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const FString& RawMessage = "");
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bool MarkRequestAsResponded(const FGuid& TargetRequestGuid);
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bool MarkRequestAsResponded(const FDTFluxQueuedRequest& TargetRequest);
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bool IsRequestPending(EDTFluxRequestType RequestType, int32 ContestId = -1, int32 StageId = -1, int32 SplitId = -1);
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FDTFluxQueuedRequest* GetRequestPending(EDTFluxRequestType RequestType, int32 ContestId = -1, int32 StageId = -1,
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int32 SplitId = -1);
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const FDTFluxQueuedRequest* GetRequest(const FGuid& SearchedGuid);
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int32 GetPendingRequestCount();
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int32 CleanupTimedOutRequests();
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int32 CleanCashedRequests();
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void ClearAllRequests();
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// bool TryProcessResponse(const FDTFluxServerResponse& Response);
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// Interface FTickableGameObject
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virtual void Tick(float DeltaTime) override;
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virtual bool IsTickable() const override;
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virtual TStatId GetStatId() const override;
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virtual bool IsTickableWhenPaused() const override { return true; }
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virtual bool IsTickableInEditor() const override { return true; }
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// Interface ~FTickableGameObject
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UPROPERTY(BlueprintAssignable, Category = "DTFlux|Network")
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FOnRequestTimedOut OnRequestTimedOut;
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private:
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TQueue<FDTFluxQueuedRequest, EQueueMode::Mpsc> PendingRequestsQueue;
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TQueue<FDTFluxQueuedRequest, EQueueMode::Mpsc> CompletedRequestsQueue;
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TQueue<FDTFluxQueuedRequest, EQueueMode::Mpsc> TimedOutRequestsQueue;
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bool bIsInitialized;
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float CheckInterval;
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float TimeSinceLastCheck;
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};
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