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44 lines
1.3 KiB
C++
44 lines
1.3 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "SocketsPrivatePCH.h"
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#include "Sockets.h"
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//#include "Net/NetworkProfiler.h"
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//
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// FSocket stats implementation
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//
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bool FSocket::SendTo(const uint8* Data, int32 Count, int32& BytesSent, const FInternetAddr& Destination)
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{
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// NETWORK_PROFILER(GNetworkProfiler.TrackSocketSendTo(this,Data,BytesSent,Destination));
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UE_LOG(LogSockets, Verbose, TEXT("Socket '%s' SendTo %i Bytes"), *SocketDescription, BytesSent );
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return true;
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}
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bool FSocket::Send(const uint8* Data, int32 Count, int32& BytesSent)
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{
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// NETWORK_PROFILER(GNetworkProfiler.TrackSocketSend(this,Data,BytesSent));
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UE_LOG(LogSockets, Verbose, TEXT("Socket '%s' Send %i Bytes"), *SocketDescription, BytesSent );
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return true;
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}
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bool FSocket::RecvFrom(uint8* Data, int32 BufferSize, int32& BytesRead, FInternetAddr& Source, ESocketReceiveFlags::Type Flags)
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{
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if( BytesRead > 0 )
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{
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UE_LOG(LogSockets, Verbose, TEXT("Socket '%s' RecvFrom %i Bytes"), *SocketDescription, BytesRead );
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}
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return true;
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}
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bool FSocket::Recv(uint8* Data, int32 BufferSize, int32& BytesRead, ESocketReceiveFlags::Type Flags)
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{
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if( BytesRead > 0 )
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{
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UE_LOG(LogSockets, Verbose, TEXT("Socket '%s' Recv %i Bytes"), *SocketDescription, BytesRead );
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}
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return true;
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} |