Files
UnrealEngineUWP/Engine/Source/Runtime/Networking/Private/IPv4/IPv4Address.cpp
ben marsh 2b46ba7b94 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 4662404 in //UE4/Main/...
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)

[CL 4662413 by ben marsh in Dev-Networking branch]
2018-12-14 13:44:01 -05:00

42 lines
1.1 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "Interfaces/IPv4/IPv4Address.h"
/* FIpAddress4 static initialization
*****************************************************************************/
const FIPv4Address FIPv4Address::Any(0, 0, 0, 0);
const FIPv4Address FIPv4Address::InternalLoopback(127, 0, 0, 1);
const FIPv4Address FIPv4Address::LanBroadcast(255, 255, 255, 255);
/* FIpAddress4 interface
*****************************************************************************/
FString FIPv4Address::ToString() const
{
return FString::Printf(TEXT("%i.%i.%i.%i"), A, B, C, D);
}
/* FIpAddress4 static interface
*****************************************************************************/
bool FIPv4Address::Parse(const FString& AddressString, FIPv4Address& OutAddress)
{
TArray<FString> Tokens;
if (AddressString.ParseIntoArray(Tokens, TEXT("."), false) == 4)
{
OutAddress.A = FCString::Atoi(*Tokens[0]);
OutAddress.B = FCString::Atoi(*Tokens[1]);
OutAddress.C = FCString::Atoi(*Tokens[2]);
OutAddress.D = FCString::Atoi(*Tokens[3]);
return true;
}
return false;
}