KLingo Project Documentation 1.0.0
Unreal Engine 5.6 C++ Project Documentation
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ANetworkTesterActor.h
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1// Copyright (c) 2025 Doppleddiggong. All rights reserved. Unauthorized copying, modification, or distribution of this file, via any medium is strictly prohibited. Proprietary and confidential.
2
7#pragma once
8
9#include "CoreMinimal.h"
10#include "GameFramework/Actor.h"
11#include "NetworkData.h"
12#include "ANetworkTesterActor.generated.h"
13
21UCLASS()
22class ONEPIECE_API ANetworkTesterActor : public AActor
23{
24 GENERATED_BODY()
25
26public:
34
35public:
36 // =============================================================================
37 // User API Tests
38 // =============================================================================
39
47 UPROPERTY(EditAnywhere, Category = "TEST|User")
48 FString UserName = TEXT("test_user");
49
56 UFUNCTION(BlueprintCallable, CallInEditor, Category = "TEST|User")
57 void RequestUserRegister();
58
65 UFUNCTION(BlueprintCallable, CallInEditor, Category = "TEST|User")
66 void RequestUserToken();
67
74 UFUNCTION(BlueprintCallable, CallInEditor, Category = "TEST|User")
75 void RequestUserMe();
76
77 // =============================================================================
78 // OCR API Tests
79 // =============================================================================
80
88 UPROPERTY(EditAnywhere, Category = "TEST|OCR")
89 FString OcrImagePath = TEXT("Sample/ocr_sample2.png");
90
97 UFUNCTION(BlueprintCallable, CallInEditor, Category = "TEST|OCR")
98 void RequestOcrExtract();
99
100
101 // =============================================================================
102 // STT Voice Tests
103 // =============================================================================
104
112 UPROPERTY(EditAnywhere, Category = "TEST|Voice")
113 FString SpeakingQuestion = TEXT("Where are you from");
114
122 UPROPERTY(EditAnywhere, Category = "TEST|Voice")
123 FString SpeakingAudioPath = TEXT("Sample/voice_sample.wav");
124
131 UFUNCTION(BlueprintCallable, CallInEditor, Category = "TEST|Voice")
132 void RequestSpeakingQuestions();
133
134 // =============================================================================
135 // TTS Voice Tests
136 // =============================================================================
144 UPROPERTY(EditAnywhere, Category = "TEST|Voice")
145 FString AudioText = TEXT("한국에서 가장 먼저 방문할 곳은 어디입니까?");
146
153 UFUNCTION(BlueprintCallable, CallInEditor, Category = "TEST|Voice")
154 void RequestListenAudio();
155
156
157 // =============================================================================
158 // Interview API
159 // =============================================================================
166 UFUNCTION(BlueprintCallable, CallInEditor, Category = "06.TEST|Interview")
167 void RequestInterviewHello();
168
169 // =============================================================================
170 // Chat Answers API
171 // =============================================================================
172
180 UPROPERTY(EditAnywhere, Category = "07.TEST|Chat")
181 FString ChatContext = TEXT("You are a helpful assistant.");
182
190 UPROPERTY(EditAnywhere, Category = "07.TEST|Chat")
191 FString ChatQuestion = TEXT("살려주세요");
192
200 UPROPERTY(EditAnywhere, Category = "07.TEST|Chat")
201 FString ChatAudioPath = TEXT("Sample/voice_sample.wav");
202
209 UFUNCTION(BlueprintCallable, CallInEditor, Category = "07.TEST|Chat")
210 void RequestChatAnswers();
211
218 UFUNCTION(BlueprintCallable, CallInEditor, Category = "07.TEST|Chat")
219 void RequestChatAnswersWithAudio();
220
221
222
223private:
224 void OnResponseUserRegister(FResponseUserRegister& ResponseData, bool bWasSuccessful);
225 void OnResponseUserToken(FResponseUserToken& ResponseData, bool bWasSuccessful);
226 void OnResponseUserMe(FResponseUserMe& ResponseData, bool bWasSuccessful);
227
228 void OnResponseOcrExtract(FResponseWriteSubmit& ResponseData, bool bWasSuccessful);
229
230 void OnResponseSpeakingJudes(FResponseSpeakingJudes& ResponseData, bool bWasSuccessful);
231 void OnResponseListenAudio(FResponseListenAudio& ResponseData, bool bWasSuccessful);
232
233 void OnResponseInterviewHello(FResponseInterviewHello& ResponseData, bool bWasSuccessful);
234
235 void OnResponseChatAnswers(FResponseChatAnswers& ResponseData, bool bWasSuccessful);
236
237
238private:
246 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Voice", meta=(AllowPrivateAccess="true"))
247 TObjectPtr<class UVoiceConversationSystem> VoiceConversationSystem;
248};
네트워크 요청과 응답에 사용되는 구조체 및 설정을 정의합니다.
KLingo 네트워크 API를 테스트하기 위한 진단 액터입니다.
Chat Answers 응답 구조체입니다.
Speaking Questions 응답 구조체입니다.
Write Submit 응답 구조체입니다.