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