Files
UnrealEngine/Engine/Source/Runtime/Sockets/Private/Mac/SocketSubsystemMac.cpp
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

128 lines
3.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SocketSubsystemMac.h"
#include "SocketSubsystemModule.h"
#include "Modules/ModuleManager.h"
#include "BSDSockets/IPAddressBSD.h"
#include <ifaddrs.h>
#include <net/if.h>
FSocketSubsystemMac* FSocketSubsystemMac::SocketSingleton = NULL;
FName CreateSocketSubsystem( FSocketSubsystemModule& SocketSubsystemModule )
{
FName SubsystemName(TEXT("MAC"));
// Create and register our singleton factor with the main online subsystem for easy access
FSocketSubsystemMac* SocketSubsystem = FSocketSubsystemMac::Create();
FString Error;
if (SocketSubsystem->Init(Error))
{
SocketSubsystemModule.RegisterSocketSubsystem(SubsystemName, SocketSubsystem);
return SubsystemName;
}
else
{
FSocketSubsystemMac::Destroy();
return NAME_None;
}
}
void DestroySocketSubsystem( FSocketSubsystemModule& SocketSubsystemModule )
{
SocketSubsystemModule.UnregisterSocketSubsystem(FName(TEXT("MAC")));
FSocketSubsystemMac::Destroy();
}
FSocketSubsystemMac* FSocketSubsystemMac::Create()
{
if (SocketSingleton == NULL)
{
SocketSingleton = new FSocketSubsystemMac();
}
return SocketSingleton;
}
void FSocketSubsystemMac::Destroy()
{
if (SocketSingleton != NULL)
{
SocketSingleton->Shutdown();
delete SocketSingleton;
SocketSingleton = NULL;
}
}
bool FSocketSubsystemMac::Init(FString& Error)
{
return true;
}
void FSocketSubsystemMac::Shutdown(void)
{
}
bool FSocketSubsystemMac::HasNetworkDevice()
{
return true;
}
class FSocketBSD* FSocketSubsystemMac::InternalBSDSocketFactory(SOCKET Socket, ESocketType SocketType, const FString& SocketDescription, const FName& SocketProtocol)
{
// return a new socket object
FSocketMac* MacSock = new FSocketMac(Socket, SocketType, SocketDescription, SocketProtocol, this);
if (MacSock)
{
// disable the SIGPIPE exception
int bAllow = 1;
setsockopt(Socket, SOL_SOCKET, SO_NOSIGPIPE, &bAllow, sizeof(bAllow));
}
return MacSock;
}
bool FSocketSubsystemMac::GetLocalAdapterAddresses(TArray<TSharedPtr<FInternetAddr>>& OutAddresses)
{
ifaddrs* Interfaces = NULL;
int InterfaceQueryRet = getifaddrs(&Interfaces);
UE_LOG(LogSockets, Verbose, TEXT("Querying net interfaces returned: %d"), InterfaceQueryRet);
const bool bDisableIPv6 = CVarDisableIPv6.GetValueOnAnyThread() == 1;
if (InterfaceQueryRet == 0)
{
// Loop through linked list of interfaces
for (ifaddrs* Travel = Interfaces; Travel != NULL; Travel = Travel->ifa_next)
{
// Skip over empty data sets.
if (Travel->ifa_addr == NULL)
{
continue;
}
uint16 AddrFamily = Travel->ifa_addr->sa_family;
// Find any up and non-loopback addresses
if ((Travel->ifa_flags & IFF_UP) != 0 &&
(Travel->ifa_flags & IFF_LOOPBACK) == 0 &&
(AddrFamily == AF_INET || (!bDisableIPv6 && AddrFamily == AF_INET6)))
{
TSharedRef<FInternetAddrBSD> NewAddress = MakeShareable(new FInternetAddrBSD(this));
NewAddress->SetIp(*((sockaddr_storage*)Travel->ifa_addr));
uint32 AddressInterface = ntohl(if_nametoindex(Travel->ifa_name));
NewAddress->SetScopeId(AddressInterface);
OutAddresses.Add(NewAddress);
UE_LOG(LogSockets, Verbose, TEXT("Added address %s on interface %d"), *(NewAddress->ToString(false)), AddressInterface);
}
}
freeifaddrs(Interfaces);
}
else
{
UE_LOG(LogSockets, Warning, TEXT("getifaddrs returned result %d"), InterfaceQueryRet);
return false;
}
return (OutAddresses.Num() > 0);
}