Files
speckle-unreal/Source/SpeckleUnreal/Private/API/Operations/ReceiveCommitsOperation.cpp
T
JR-Morgan 8159860223 - Removed branch/stream/etc/ fetching from transports.
- Aligned names with .NET core.
- Added DP checks for error/edge cases.
- Tried to cleanup/reduce duplicated code.
2022-06-07 16:12:07 +01:00

73 lines
2.1 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "API/Operations/ReceiveCommitsOperation.h"
#include "Mixpanel.h"
#include "LogSpeckle.h"
#include "API/ClientAPI.h"
// ReceiveOperation
UReceiveCommitsOperation* UReceiveCommitsOperation::ReceiveCommitsOperation(UObject* WorldContextObject,
const FString& ServerUrl, const FString& AuthToken,
const FString& StreamId, const FString& BranchName, const int32 Limit)
{
UReceiveCommitsOperation* Node = NewObject<UReceiveCommitsOperation>();
Node->ServerUrl = ServerUrl.TrimEnd();
while(Node->ServerUrl.RemoveFromEnd("/")) { }
Node->AuthToken = AuthToken.TrimEnd();
Node->StreamId = StreamId.TrimEnd();
Node->BranchName = BranchName;
Node->Limit = Limit;
Node->RegisterWithGameInstance(WorldContextObject);
return Node;
}
// Activate
void UReceiveCommitsOperation::Activate()
{
FAnalytics::TrackEvent("unknown", ServerUrl,
"NodeRun", TMap<FString, FString> { {"name", StaticClass()->GetName() }});
Request();
}
void UReceiveCommitsOperation::Request()
{
ensureAlways(Limit > 0);
FFetchCommitDelegate CompleteDelegate;
CompleteDelegate.BindUObject(this, &UReceiveCommitsOperation::HandleReceive);
FErrorDelegate ErrorDelegate;
ErrorDelegate.BindUObject(this, &UReceiveCommitsOperation::HandleError);
FClientAPI::StreamGetCommits(ServerUrl, AuthToken, StreamId, BranchName, Limit, CompleteDelegate, ErrorDelegate);
}
void UReceiveCommitsOperation::HandleReceive(const TArray<FSpeckleCommit>& Commits)
{
check(IsInGameThread());
UE_LOG(LogSpeckle, Log, TEXT("%s to %s Succeeded"), *StaticClass()->GetName(), *ServerUrl);
FEditorScriptExecutionGuard ScriptGuard;
OnReceiveSuccessfully.Broadcast(Commits, "");
SetReadyToDestroy();
}
void UReceiveCommitsOperation::HandleError(const FString& Message)
{
check(IsInGameThread());
UE_LOG(LogSpeckle, Warning, TEXT("%s failed - %s"), *StaticClass()->GetName(), *Message);
FEditorScriptExecutionGuard ScriptGuard;
const TArray<FSpeckleCommit> EmptyList;
OnError.Broadcast(EmptyList, Message);
SetReadyToDestroy();
}