/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ /** * Allows a client to register and resolve the address for a host that it wants to connect to. * The platform specific implementation for this resolver will handle the specifics of generating * a secure key to allow for a connection. */ class ClientBeaconAddressResolver extends Object native config(Engine); /** The port that the beacon will listen on */ var int BeaconPort; /** The name to use when logging (helps debugging) */ var name BeaconName; cpptext { /** * Performs platform specific resolution of the address * * @param DesiredHost the host to resolve the IP address for * @param Addr out param having it's address set * * @return true if the address could be resolved, false otherwise */ virtual UBOOL ResolveAddress(const FOnlineGameSearchResult& DesiredHost,FInternetIpAddr& Addr); /** * Allows for per platform registration of secure keys, so that a secure connection * can be opened and used for sending/receiving data. * * @param DesiredHost the host that is being registered */ virtual UBOOL RegisterAddress(const FOnlineGameSearchResult& DesiredHost) { return TRUE; } /** * Allows for per platform unregistration of secure keys, which breaks the link between * a client and server. This also releases any memory associated with the keys. * * @param DesiredHost the host that is being registered */ virtual UBOOL UnregisterAddress(const FOnlineGameSearchResult& DesiredHost) { return TRUE; } }