103 lines
2.5 KiB
C++
103 lines
2.5 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 "BSDSockets/SocketsBSD.h"
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#include "SocketSubsystemPackage.h"
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/**
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* Mac specific socket subsystem implementation
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*/
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class FSocketSubsystemMac : 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 FSocketSubsystemMac* SocketSingleton;
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/** Whether Init() has been called before or not */
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bool bTriedToInit;
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PACKAGE_SCOPE:
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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 FSocketSubsystemMac* Create();
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/**
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* Performs Mac specific socket clean up
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*/
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static void Destroy();
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/**
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* Allows a subsystem subclass to create a FSocketBSD sub class
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*/
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virtual class FSocketBSD* InternalBSDSocketFactory(SOCKET Socket, ESocketType SocketType, const FString& SocketDescription, const FName& SocketProtocol);
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public:
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FSocketSubsystemMac()
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: bTriedToInit(false)
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{
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}
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virtual ~FSocketSubsystemMac()
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{
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}
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/**
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* Does Mac platform initialization of the sockets library
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*
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* @param Error a string that is filled with error information
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*
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* @return true if initialized ok, false otherwise
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*/
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virtual bool Init(FString& Error) override;
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/**
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* Performs platform specific socket clean up
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*/
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virtual void Shutdown() override;
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/**
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* @return Whether the machine has a properly configured network device or not
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*/
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virtual bool HasNetworkDevice() override;
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virtual bool GetLocalAdapterAddresses(TArray<TSharedPtr<FInternetAddr>>& OutAddresses) override;
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};
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/**
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* Mac specific socket implementation
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*/
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class FSocketMac : public FSocketBSD
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{
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public:
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/**
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* Assigns a BSD socket to this object
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*
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* @param InSocket the socket to assign to this object
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* @param InSocketType the type of socket that was created
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* @param InSocketDescription the debug description of the socket
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*/
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FSocketMac(SOCKET InSocket, ESocketType InSocketType, const FString& InSocketDescription, const FName& InSocketProtocol, ISocketSubsystem * InSubsystem)
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: FSocketBSD(InSocket, InSocketType, InSocketDescription, InSocketProtocol, InSubsystem)
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{
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}
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~FSocketMac()
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{
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FSocketMac::Close();
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}
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virtual bool SetReuseAddr(bool bAllowReuse) override
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{
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int Param = bAllowReuse ? 1 : 0;
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return (setsockopt(Socket,SOL_SOCKET,SO_REUSEADDR,(char*)&Param,sizeof(Param)) == 0) && (setsockopt(Socket,SOL_SOCKET,SO_REUSEPORT,(char*)&Param,sizeof(Param)) == 0);
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}
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}; |