Files
UnrealEngineUWP/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileSystemModule.cpp
Martin Wilson 331b96e6cc Fixes for QAGame non unity compile
[CL 2044905 by Martin Wilson in Main branch]
2014-04-23 18:35:08 -04:00

52 lines
1.6 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
NetworkFileSystemModule.cpp: Implements the FNetworkFileSystemModule class.
=============================================================================*/
#include "NetworkFileSystemPrivatePCH.h"
#include "TargetDeviceId.h"
#include "ITargetDevice.h"
#include "ITargetPlatformManagerModule.h"
#include "ModuleManager.h"
DEFINE_LOG_CATEGORY(LogFileServer);
/**
* Implements the NetworkFileSystem module.
*/
class FNetworkFileSystemModule
: public INetworkFileSystemModule
{
public:
// Begin INetworkFileSystemModule interface
virtual INetworkFileServer* CreateNetworkFileServer( int32 Port, const FFileRequestDelegate* InFileRequestDelegate, const FRecompileShadersDelegate* InRecompileShadersDelegate ) const OVERRIDE
{
if (Port < 0)
{
Port = DEFAULT_FILE_SERVING_PORT;
}
TArray<ITargetPlatform*> ActiveTargetPlatforms;
// only bother getting the target platforms if there was "-targetplatform" on the commandline, otherwise UnrealFileServer will
// log out some scary sounding, but innocuous logs
FString Platforms;
if (FParse::Value(FCommandLine::Get(), TEXT("TARGETPLATFORM="), Platforms))
{
ITargetPlatformManagerModule& TPM = GetTargetPlatformManagerRef();
ActiveTargetPlatforms = TPM.GetActiveTargetPlatforms();
}
return new FNetworkFileServer(Port, InFileRequestDelegate, InRecompileShadersDelegate, ActiveTargetPlatforms);
}
// End INetworkFileSystemModule interface
};
IMPLEMENT_MODULE(FNetworkFileSystemModule, NetworkFileSystem);