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Setting up communication between UI and Engine modules

When your UI component is ready to start, the UI Host (WinGate Management Console) calls your ComponentEntry.Start function. In this function you call CommsConnect. e.g.

 

The UI Host then sends a connection request to the Engine. When the Engine receives this, it looks for a ComponentCommunicationsInterface registered by the component with the specified UUID (MY_COMPONENT_ENGINE_UUID). If found, it calls the ComponentCommunicationsInterface.CommsAccept function for that component. The CommsAccept function is where your Engine component can decide whether to accept the connection or not.

 

 Notice in the example code above that we have the line

This is just an example of storing the connection associated with an connection peer and our example is assuming you have an std::map called connections of UUIDs to void *. The reason we use a container is because an engine component might have more than one UI component connected to it, typically when there are multiple WinGate Management Consoles connected to the same WinGate engine. By saving these connections you can send data to multiple WMCs at the same time. This is typically how configuration changes are propogated.

 

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