// Copyright Epic Games, Inc. All Rights Reserved. #include "SocketSubsystemMac.h" #include "SocketSubsystemModule.h" #include "Modules/ModuleManager.h" FSocketSubsystemMac* FSocketSubsystemMac::SocketSingleton = NULL; FName CreateSocketSubsystem( FSocketSubsystemModule& SocketSubsystemModule ) { FName SubsystemName(TEXT("MAC")); // Create and register our singleton factor with the main online subsystem for easy access FSocketSubsystemMac* SocketSubsystem = FSocketSubsystemMac::Create(); FString Error; if (SocketSubsystem->Init(Error)) { SocketSubsystemModule.RegisterSocketSubsystem(SubsystemName, SocketSubsystem); return SubsystemName; } else { FSocketSubsystemMac::Destroy(); return NAME_None; } } void DestroySocketSubsystem( FSocketSubsystemModule& SocketSubsystemModule ) { SocketSubsystemModule.UnregisterSocketSubsystem(FName(TEXT("MAC"))); FSocketSubsystemMac::Destroy(); } FSocketSubsystemMac* FSocketSubsystemMac::Create() { if (SocketSingleton == NULL) { SocketSingleton = new FSocketSubsystemMac(); } return SocketSingleton; } void FSocketSubsystemMac::Destroy() { if (SocketSingleton != NULL) { SocketSingleton->Shutdown(); delete SocketSingleton; SocketSingleton = NULL; } } bool FSocketSubsystemMac::Init(FString& Error) { return true; } void FSocketSubsystemMac::Shutdown(void) { } bool FSocketSubsystemMac::HasNetworkDevice() { return true; } class FSocketBSD* FSocketSubsystemMac::InternalBSDSocketFactory(SOCKET Socket, ESocketType SocketType, const FString& SocketDescription, const FName& SocketProtocol) { // return a new socket object FSocketMac* MacSock = new FSocketMac(Socket, SocketType, SocketDescription, SocketProtocol, this); if (MacSock) { // disable the SIGPIPE exception int bAllow = 1; setsockopt(Socket, SOL_SOCKET, SO_NOSIGPIPE, &bAllow, sizeof(bAllow)); } return MacSock; }