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200 lines
5.2 KiB
C++
200 lines
5.2 KiB
C++
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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#include "Unix/SocketSubsystemUnix.h"
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#include "Misc/CommandLine.h"
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#include "SocketSubsystemModule.h"
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#include "BSDSockets/IPAddressBSD.h"
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#include <ifaddrs.h>
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#include <net/if.h>
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FSocketSubsystemUnix* FSocketSubsystemUnix::SocketSingleton = NULL;
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FName CreateSocketSubsystem( FSocketSubsystemModule& SocketSubsystemModule )
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{
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FName SubsystemName(TEXT("UNIX"));
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// Create and register our singleton factor with the main online subsystem for easy access
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FSocketSubsystemUnix* SocketSubsystem = FSocketSubsystemUnix::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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FSocketSubsystemUnix::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("UNIX")));
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FSocketSubsystemUnix::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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FSocketSubsystemUnix* FSocketSubsystemUnix::Create()
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{
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if (SocketSingleton == NULL)
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{
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SocketSingleton = new FSocketSubsystemUnix();
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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 FSocketSubsystemUnix::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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/**
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* Does Unix platform initialization of the sockets library
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*
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* @param Error a string that is filled with error information
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*
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* @return TRUE if initialized ok, FALSE otherwise
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*/
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bool FSocketSubsystemUnix::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 Android specific socket clean up
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*/
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void FSocketSubsystemUnix::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 FSocketSubsystemUnix::HasNetworkDevice()
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{
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// @TODO: implement
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return true;
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}
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FSocket* FSocketSubsystemUnix::CreateSocket(const FName& SocketType, const FString& SocketDescription, ESocketProtocolFamily ProtocolType, bool bForceUDP)
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{
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FSocketBSD* NewSocket = (FSocketBSD*)FSocketSubsystemBSD::CreateSocket(SocketType, SocketDescription, ProtocolType, bForceUDP);
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if (NewSocket != nullptr)
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{
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NewSocket->SetIPv6Only(false);
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}
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else
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{
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UE_LOG(LogSockets, Warning, TEXT("Failed to create socket %s [%s]"), *SocketType.ToString(), *SocketDescription);
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}
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return NewSocket;
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}
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TSharedRef<FInternetAddr> FSocketSubsystemUnix::GetLocalHostAddr(FOutputDevice& Out, bool& bCanBindAll)
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{
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// get parent address first
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TSharedRef<FInternetAddr> Addr = FSocketSubsystemBSD::GetLocalHostAddr(Out, bCanBindAll);
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// If the address is not a loopback one (or none), return it.
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uint32 ParentIp = 0;
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Addr->GetIp(ParentIp); // will return in host order
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if (ParentIp != 0 && (ParentIp & 0xff000000) != 0x7f000000)
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{
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return Addr;
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}
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TArray<TSharedPtr<FInternetAddr>> ResultArray;
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if (GetLocalAdapterAddresses(ResultArray))
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{
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if (FParse::Param(FCommandLine::Get(), TEXT("PRIMARYNET")))
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{
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bCanBindAll = false;
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}
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UE_LOG(LogSockets, Verbose, TEXT("Local address is %s"), *(ResultArray[0]->ToString(false)));
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return ResultArray[0]->Clone();
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}
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else
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{
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UE_LOG(LogSockets, Warning, TEXT("GetLocalAdapterAddresses had no results!"));
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}
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// Fall back to this.
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Addr->SetAnyAddress();
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return Addr;
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}
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bool FSocketSubsystemUnix::GetLocalAdapterAddresses(TArray<TSharedPtr<FInternetAddr> >& OutAddresses)
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{
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TSharedRef<FInternetAddr> MultihomeAddress = FSocketSubsystemBSD::CreateInternetAddr();
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bool bHasMultihome = GetMultihomeAddress(MultihomeAddress);
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// Multihome addresses should always be the first in the array.
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if (bHasMultihome)
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{
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OutAddresses.Add(MultihomeAddress);
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}
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ifaddrs* Interfaces = NULL;
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int InterfaceQueryRet = getifaddrs(&Interfaces);
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if (InterfaceQueryRet == 0)
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{
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// Loop through linked list of interfaces
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for (ifaddrs* Travel = Interfaces; Travel != NULL; Travel = Travel->ifa_next)
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{
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// Skip over empty data sets.
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if (Travel->ifa_addr == NULL)
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{
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continue;
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}
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uint16 AddrFamily = Travel->ifa_addr->sa_family;
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// Find any up and non-loopback addresses
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if ((Travel->ifa_flags & IFF_UP) != 0 &&
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(Travel->ifa_flags & IFF_LOOPBACK) == 0 &&
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(AddrFamily == AF_INET || AddrFamily == AF_INET6))
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{
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TSharedRef<FInternetAddrBSD> NewAddress = MakeShareable(new FInternetAddrBSD);
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NewAddress->SetIp(*((sockaddr_storage*)Travel->ifa_addr));
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// Write the scope id if what we found was the multihome address.
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// Don't write it to our list again though.
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if (bHasMultihome && NewAddress == MultihomeAddress)
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{
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static_cast<FInternetAddrBSD&>(MultihomeAddress.Get()).SetScopeId(ntohl(if_nametoindex(Travel->ifa_name)));
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}
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else
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{
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NewAddress->SetScopeId(ntohl(if_nametoindex(Travel->ifa_name)));
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OutAddresses.Add(NewAddress);
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}
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}
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}
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freeifaddrs(Interfaces);
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}
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else
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{
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UE_LOG(LogSockets, Warning, TEXT("getifaddrs returned result %d"), InterfaceQueryRet);
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return bHasMultihome; // if getifaddrs somehow doesn't work but we have multihome, then it's fine.
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}
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return (OutAddresses.Num() > 0);
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}
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