LootLocker Unreal SDK 10.4.0
Game backend SDK for Unreal Engine
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FLootLockerHTTPExecutionQueueItem Struct Reference

Pairs a pending FLootLockerHTTPRequestData with its active IHttpRequest handle. More...

#include <LootLockerHTTPExecutionQueueItem.h>

Collaboration diagram for FLootLockerHTTPExecutionQueueItem:

Public Member Functions

void AbortRequest ()
 Cancels the in-flight IHttpRequest and releases the shared pointer.
 

Data Fields

FLootLockerHTTPRequestData RequestData
 The logical request (endpoint, verb, body, listeners, retry count, …).
 
TSharedPtr< IHttpRequest, ESPMode::ThreadSafe > HttpRequest
 The underlying Unreal HTTP request object.
 
double RequestStartTime = 0.0
 Wall-clock time (FPlatformTime::Seconds()) at which the HTTP request was most recently dispatched via ProcessRequest().
 
FDateTime RetryAfter = FDateTime(0)
 When non-zero, the request must not be retried until after this point in time (honouring a Retry-After header returned by the server).
 
bool bIsWaitingForSessionRefresh = false
 True while the queue is waiting for a session-refresh handshake to complete before re-issuing this request.
 
bool bDone = false
 True once the item has reached a terminal state (success, failure, or exhausted retries).
 
FLootLockerResponse Response
 The final response.
 

Detailed Description

Pairs a pending FLootLockerHTTPRequestData with its active IHttpRequest handle.

Instances are created by FLootLockerHTTPExecutionQueue when a queued request is promoted to in-flight status, and destroyed when the request reaches a terminal state (Completed_* or after all retries are exhausted).

Member Function Documentation

◆ AbortRequest()

void FLootLockerHTTPExecutionQueueItem::AbortRequest ( )
inline

Cancels the in-flight IHttpRequest and releases the shared pointer.

Safe to call on an item whose HttpRequest has already been reset. Callers are responsible for invoking listeners before or after calling this.

Field Documentation

◆ bDone

bool FLootLockerHTTPExecutionQueueItem::bDone = false

True once the item has reached a terminal state (success, failure, or exhausted retries).

The queue removes Done items at the start of each tick.

◆ bIsWaitingForSessionRefresh

bool FLootLockerHTTPExecutionQueueItem::bIsWaitingForSessionRefresh = false

True while the queue is waiting for a session-refresh handshake to complete before re-issuing this request.

◆ HttpRequest

TSharedPtr<IHttpRequest, ESPMode::ThreadSafe> FLootLockerHTTPExecutionQueueItem::HttpRequest

The underlying Unreal HTTP request object.

Valid while the request is in-flight; reset to nullptr once the response arrives or the request is aborted.

◆ RequestData

FLootLockerHTTPRequestData FLootLockerHTTPExecutionQueueItem::RequestData

The logical request (endpoint, verb, body, listeners, retry count, …).

◆ RequestStartTime

double FLootLockerHTTPExecutionQueueItem::RequestStartTime = 0.0

Wall-clock time (FPlatformTime::Seconds()) at which the HTTP request was most recently dispatched via ProcessRequest().

Reset on each retry.

◆ Response

FLootLockerResponse FLootLockerHTTPExecutionQueueItem::Response

The final response.

Meaningful only when bDone == true.

◆ RetryAfter

FDateTime FLootLockerHTTPExecutionQueueItem::RetryAfter = FDateTime(0)

When non-zero, the request must not be retried until after this point in time (honouring a Retry-After header returned by the server).

FDateTime(0) is used as the "not set" sentinel (== January 1, AD 1).