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==========================
MAJOR FEATURES + CHANGES
==========================
Change 2963214 on 2016/05/02 by Ben.Marsh
BuildGraph: Allow specifying optional dependencies for a node, indicating that the build products from an upstream node are desired, but should not block the node from running.
Change 2972295 on 2016/05/10 by Ben.Marsh
EC: Remove spacing in notification emails to reduce size, and help prevent gmail from truncating messages. Also allow mailing notification emails when doing a dry run, and reading stream settings from another branch.
Change 2976096 on 2016/05/12 by Ben.Marsh
EC: Store properties for the last succeeded builds, including the list of users that were notified about it.
Change 2976390 on 2016/05/12 by Ben.Marsh
EC: Add a separate line to the notification email summary with a link to edit settings, and pass the missing ec-update parameter to set the last build status.
Change 2976441 on 2016/05/12 by Ben.Marsh
UAT: Remove log file copy on builders after UAT failure. This is done outside the EC step that originally did it now.
Change 2976456 on 2016/05/12 by Ben.Marsh
BuildGraph: Catch exceptions thrown by child processes failing when building or running UAT commands, and return failure normally without dumping callstacks.
Change 2978440 on 2016/05/16 by Ben.Marsh
EC: Age out entries from the "latest builds" list after a week. There's no obvious way to tell if a node has been removed, but a periodic cleanup should keep the build notifications list in check.
Change 2979446 on 2016/05/16 by Ben.Marsh
Rename ambiguous headers which exist with the same name in different paths.
Change 2979839 on 2016/05/16 by Ben.Marsh
UE4: Renaming HTML5 SocketSubsystem files to eliminate ambiguities.
Change 2979852 on 2016/05/16 by Ben.Marsh
UE4: Use explicit relative paths for public headers in PortalServiceInterfaces modules which do not have unique names
Change 2980113 on 2016/05/17 by Ben.Marsh
UE4: Fix include paths for HTML5 SocketSubsystem files.
Change 2980117 on 2016/05/17 by Ben.Marsh
UE4: Remove reference to private PCH from Oculus common code.
Change 2980186 on 2016/05/17 by Ben.Marsh
UAT: Add a -StopOnErrors parameter to UE4Build, which is propagated to XGE.
Change 2980879 on 2016/05/17 by Ben.Marsh
UE4: Fixup Lightmass to use LightmassPCH.h rather than stdafx.h
Change 2981117 on 2016/05/17 by Ben.Marsh
Portal: Use a unique name for the Portal PCH, rather than just calling it PrivatePCH.h
Change 2981839 on 2016/05/18 by Ben.Marsh
Replace ambiguous D3D11/D3D12 includes with direct includes for the current platform.
#lockdown Nick.Penwarden
[CL 2982178 by Ben Marsh in Main branch]
83 lines
1.7 KiB
C++
83 lines
1.7 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "SocketsPrivatePCH.h"
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#include "SocketSubsystemHTML5.h"
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#include "ModuleManager.h"
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FSocketSubsystemHTML5* FSocketSubsystemHTML5::SocketSingleton = NULL;
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FName CreateSocketSubsystem( FSocketSubsystemModule& SocketSubsystemModule )
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{
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FName SubsystemName(TEXT("HTML5"));
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// Create and register our singleton factor with the main online subsystem for easy access
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FSocketSubsystemHTML5* SocketSubsystem = FSocketSubsystemHTML5::Create();
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FString Error;
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if (SocketSubsystem->Init(Error))
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{
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SocketSubsystemModule.RegisterSocketSubsystem(SubsystemName, SocketSubsystem);
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return SubsystemName;
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}
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else
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{
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FSocketSubsystemHTML5::Destroy();
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return NAME_None;
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}
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}
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void DestroySocketSubsystem( FSocketSubsystemModule& SocketSubsystemModule )
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{
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SocketSubsystemModule.UnregisterSocketSubsystem(FName(TEXT("HTML5")));
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FSocketSubsystemHTML5::Destroy();
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}
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/**
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* Singleton interface for the Android socket subsystem
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* @return the only instance of the Android socket subsystem
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*/
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FSocketSubsystemHTML5* FSocketSubsystemHTML5::Create()
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{
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if (SocketSingleton == NULL)
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{
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SocketSingleton = new FSocketSubsystemHTML5();
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}
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return SocketSingleton;
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}
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/**
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* Destroy the singleton Android socket subsystem
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*/
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void FSocketSubsystemHTML5::Destroy()
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{
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if (SocketSingleton != NULL)
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{
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SocketSingleton->Shutdown();
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delete SocketSingleton;
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SocketSingleton = NULL;
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}
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}
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bool FSocketSubsystemHTML5::Init(FString& Error)
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{
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return true;
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}
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/**
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* Performs HTML5 specific socket clean up
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*/
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void FSocketSubsystemHTML5::Shutdown(void)
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{
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}
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/**
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* @return Whether the device has a properly configured network device or not
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*/
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bool FSocketSubsystemHTML5::HasNetworkDevice()
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{
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return true;
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}
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