Files
UnrealEngine/Engine/Source/Runtime/Sockets/Private/Windows/SocketSubsystemWindows.h
2025-05-18 13:04:45 +08:00

60 lines
1.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "SocketSubsystem.h"
#include "BSDSockets/SocketSubsystemBSD.h"
#include "SocketsWindows.h"
#include "SocketSubsystemPackage.h"
/**
* Windows specific socket subsystem implementation.
*/
class FSocketSubsystemWindows
: public FSocketSubsystemBSD
{
public:
/** Default constructor. */
FSocketSubsystemWindows() :
bTriedToInit(false)
{ }
/** Virtual destructor. */
virtual ~FSocketSubsystemWindows() { }
public:
// FSocketSubsystemBSD overrides
virtual class FSocket* CreateSocket(const FName& SocketType, const FString& SocketDescription, const FName& ProtocolType) override;
virtual bool HasNetworkDevice() override;
virtual ESocketErrors GetLastErrorCode() override;
virtual bool GetLocalAdapterAddresses( TArray<TSharedPtr<FInternetAddr> >& OutAdresses ) override;
virtual const TCHAR* GetSocketAPIName() const override;
virtual bool Init( FString& Error ) override;
virtual void Shutdown() override;
virtual ESocketErrors TranslateErrorCode( int32 Code ) override;
PACKAGE_SCOPE:
/**
* Singleton interface for this subsystem.
*
* @return the only instance of this subsystem.
*/
static FSocketSubsystemWindows* Create();
/** Performs Windows specific socket clean up. */
static void Destroy();
protected:
virtual FSocketBSD* InternalBSDSocketFactory(SOCKET Socket, ESocketType SocketType, const FString& SocketDescription, const FName& SocketProtocol) override;
/** Holds a flag indicating whether Init() has been called before or not. */
bool bTriedToInit;
/** Holds the single instantiation of this subsystem. */
static FSocketSubsystemWindows* SocketSingleton;
};