Files
UnrealEngineUWP/Engine/Source/Runtime/Sockets/Private/Mac/SocketSubsystemMac.cpp
2014-03-14 14:13:41 -04:00

74 lines
1.6 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "SocketsPrivatePCH.h"
#include "SocketSubsystemMac.h"
#include "ModuleManager.h"
FSocketSubsystemMac* FSocketSubsystemMac::SocketSingleton = NULL;
FName CreateSocketSubsystem( FSocketSubsystemModule& SocketSubsystemModule )
{
FName SubsystemName(TEXT("MAC"));
// Create and register our singleton factor with the main online subsystem for easy access
FSocketSubsystemMac* SocketSubsystem = FSocketSubsystemMac::Create();
FString Error;
if (SocketSubsystem->Init(Error))
{
SocketSubsystemModule.RegisterSocketSubsystem(SubsystemName, SocketSubsystem);
return SubsystemName;
}
else
{
FSocketSubsystemMac::Destroy();
return NAME_None;
}
}
void DestroySocketSubsystem( FSocketSubsystemModule& SocketSubsystemModule )
{
SocketSubsystemModule.UnregisterSocketSubsystem(FName(TEXT("MAC")));
FSocketSubsystemMac::Destroy();
}
FSocketSubsystemMac* FSocketSubsystemMac::Create()
{
if (SocketSingleton == NULL)
{
SocketSingleton = new FSocketSubsystemMac();
}
return SocketSingleton;
}
void FSocketSubsystemMac::Destroy()
{
if (SocketSingleton != NULL)
{
SocketSingleton->Shutdown();
delete SocketSingleton;
SocketSingleton = NULL;
}
}
bool FSocketSubsystemMac::Init(FString& Error)
{
return true;
}
void FSocketSubsystemMac::Shutdown(void)
{
}
bool FSocketSubsystemMac::HasNetworkDevice()
{
return true;
}
class FSocketBSD* FSocketSubsystemMac::InternalBSDSocketFactory(SOCKET Socket, ESocketType SocketType, const FString& SocketDescription)
{
// return a new socket object
return new FSocketMac(Socket, SocketType, SocketDescription, this);
}