Files
UnrealEngineUWP/Engine/Source/Runtime/Sockets/Private/Sockets.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

44 lines
1.3 KiB
C++

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