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LootLocker Unreal SDK 10.4.0
Game backend SDK for Unreal Engine
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Pairs a pending FLootLockerHTTPRequestData with its active IHttpRequest handle. More...
#include <LootLockerHTTPExecutionQueueItem.h>

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. | |
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).
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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.
| 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.
| bool FLootLockerHTTPExecutionQueueItem::bIsWaitingForSessionRefresh = false |
True while the queue is waiting for a session-refresh handshake to complete before re-issuing this request.
| 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.
| FLootLockerHTTPRequestData FLootLockerHTTPExecutionQueueItem::RequestData |
The logical request (endpoint, verb, body, listeners, retry count, …).
| 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.
| FLootLockerResponse FLootLockerHTTPExecutionQueueItem::Response |
The final response.
Meaningful only when bDone == true.
| 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).