Files
UnrealEngineUWP/Engine/Source/Runtime/Sockets/Private/Mac/SocketSubsystemMac.cpp
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

81 lines
1.8 KiB
C++

// 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;
}