Files
UnrealEngineUWP/Engine/Source/Runtime/Sockets/Private/HTML5/Device/SocketSubsystem.cpp
Ben Marsh 149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00

83 lines
1.7 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "SocketsPrivatePCH.h"
#include "SocketSubsystem.h"
#include "ModuleManager.h"
FSocketSubsystemHTML5* FSocketSubsystemHTML5::SocketSingleton = NULL;
FName CreateSocketSubsystem( FSocketSubsystemModule& SocketSubsystemModule )
{
FName SubsystemName(TEXT("HTML5"));
// Create and register our singleton factor with the main online subsystem for easy access
FSocketSubsystemHTML5* SocketSubsystem = FSocketSubsystemHTML5::Create();
FString Error;
if (SocketSubsystem->Init(Error))
{
SocketSubsystemModule.RegisterSocketSubsystem(SubsystemName, SocketSubsystem);
return SubsystemName;
}
else
{
FSocketSubsystemHTML5::Destroy();
return NAME_None;
}
}
void DestroySocketSubsystem( FSocketSubsystemModule& SocketSubsystemModule )
{
SocketSubsystemModule.UnregisterSocketSubsystem(FName(TEXT("HTML5")));
FSocketSubsystemHTML5::Destroy();
}
/**
* Singleton interface for the Android socket subsystem
* @return the only instance of the Android socket subsystem
*/
FSocketSubsystemHTML5* FSocketSubsystemHTML5::Create()
{
if (SocketSingleton == NULL)
{
SocketSingleton = new FSocketSubsystemHTML5();
}
return SocketSingleton;
}
/**
* Destroy the singleton Android socket subsystem
*/
void FSocketSubsystemHTML5::Destroy()
{
if (SocketSingleton != NULL)
{
SocketSingleton->Shutdown();
delete SocketSingleton;
SocketSingleton = NULL;
}
}
bool FSocketSubsystemHTML5::Init(FString& Error)
{
return true;
}
/**
* Performs HTML5 specific socket clean up
*/
void FSocketSubsystemHTML5::Shutdown(void)
{
}
/**
* @return Whether the device has a properly configured network device or not
*/
bool FSocketSubsystemHTML5::HasNetworkDevice()
{
return true;
}