62 lines
1.7 KiB
C++
62 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "SocketSubsystem.h"
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#include "BSDSockets/SocketSubsystemBSD.h"
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#include "SocketSubsystemPackage.h"
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/**
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* iOS specific socket subsystem implementation
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*/
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class FSocketSubsystemIOS : public FSocketSubsystemBSD
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{
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protected:
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/** Single instantiation of this subsystem */
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static FSocketSubsystemIOS* SocketSingleton;
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/** Whether Init() has been called before or not */
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bool bTriedToInit;
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// @todo ios: This is kind of hacky, since there's no UBT that should set PACKAGE_SCOPE
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// PACKAGE_SCOPE:
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public:
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/**
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* Singleton interface for this subsystem
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* @return the only instance of this subsystem
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*/
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static FSocketSubsystemIOS* Create();
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/**
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* Performs iOS specific socket clean up
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*/
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static void Destroy();
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virtual FName GetDefaultSocketProtocolFamily() const override
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{
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return FNetworkProtocolTypes::IPv6;
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}
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public:
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FSocketSubsystemIOS()
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: bTriedToInit(false)
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{
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}
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virtual ~FSocketSubsystemIOS()
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{
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}
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virtual bool Init(FString& Error) override;
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virtual void Shutdown() override;
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virtual bool HasNetworkDevice() override;
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virtual FSocket* CreateSocket(const FName& SocketType, const FString& SocketDescription, const FName& ProtocolType) override;
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virtual TSharedRef<FInternetAddr> CreateInternetAddr() override;
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virtual TSharedRef<FInternetAddr> CreateInternetAddr(const FName RequiredProtocol) override;
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virtual bool GetLocalAdapterAddresses(TArray<TSharedPtr<FInternetAddr>>& OutAddresses) override;
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virtual TArray<TSharedRef<FInternetAddr>> GetLocalBindAddresses() override;
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virtual class FSocketBSD* InternalBSDSocketFactory(SOCKET Socket, ESocketType SocketType, const FString& SocketDescription, const FName& SocketProtocol) override;
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}; |