// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. #include "Sockets.h" #include "SocketSubsystem.h" //#include "Net/NetworkProfiler.h" // // FSocket stats implementation // bool FSocket::SendTo(const uint8* Data, int32 Count, int32& BytesSent, const FInternetAddr& Destination) { // NETWORK_PROFILER(GNetworkProfiler.TrackSocketSendTo(this,Data,BytesSent,Destination)); UE_LOG(LogSockets, Verbose, TEXT("Socket '%s' SendTo %i Bytes"), *SocketDescription, BytesSent ); return true; } bool FSocket::Send(const uint8* Data, int32 Count, int32& BytesSent) { // NETWORK_PROFILER(GNetworkProfiler.TrackSocketSend(this,Data,BytesSent)); UE_LOG(LogSockets, Verbose, TEXT("Socket '%s' Send %i Bytes"), *SocketDescription, BytesSent ); return true; } bool FSocket::RecvFrom(uint8* Data, int32 BufferSize, int32& BytesRead, FInternetAddr& Source, ESocketReceiveFlags::Type Flags) { if( BytesRead > 0 ) { UE_LOG(LogSockets, Verbose, TEXT("Socket '%s' RecvFrom %i Bytes"), *SocketDescription, BytesRead ); } return true; } bool FSocket::Recv(uint8* Data, int32 BufferSize, int32& BytesRead, ESocketReceiveFlags::Type Flags) { if( BytesRead > 0 ) { UE_LOG(LogSockets, Verbose, TEXT("Socket '%s' Recv %i Bytes"), *SocketDescription, BytesRead ); } return true; }