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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
103 lines
3.7 KiB
C++
103 lines
3.7 KiB
C++
/*************************************************************************/
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/* wsl_server.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef WSLSERVER_H
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#define WSLSERVER_H
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#ifndef JAVASCRIPT_ENABLED
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#include "websocket_server.h"
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#include "wsl_peer.h"
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#include "core/io/stream_peer_ssl.h"
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#include "core/io/stream_peer_tcp.h"
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#include "core/io/tcp_server.h"
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#define WSL_SERVER_TIMEOUT 1000
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class WSLServer : public WebSocketServer {
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GDCIIMPL(WSLServer, WebSocketServer);
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private:
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class PendingPeer : public Reference {
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private:
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bool _parse_request(const Vector<String> p_protocols);
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public:
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Ref<StreamPeerTCP> tcp;
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Ref<StreamPeer> connection;
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bool use_ssl;
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int time;
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uint8_t req_buf[WSL_MAX_HEADER_SIZE];
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int req_pos;
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String key;
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String protocol;
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bool has_request;
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CharString response;
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int response_sent;
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PendingPeer();
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Error do_handshake(const Vector<String> p_protocols);
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};
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int _in_buf_size;
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int _in_pkt_size;
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int _out_buf_size;
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int _out_pkt_size;
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List<Ref<PendingPeer> > _pending;
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Ref<TCP_Server> _server;
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Vector<String> _protocols;
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public:
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Error set_buffers(int p_in_buffer, int p_in_packets, int p_out_buffer, int p_out_packets);
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Error listen(int p_port, const Vector<String> p_protocols = Vector<String>(), bool gd_mp_api = false);
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void stop();
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bool is_listening() const;
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int get_max_packet_size() const;
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bool has_peer(int p_id) const;
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Ref<WebSocketPeer> get_peer(int p_id) const;
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IP_Address get_peer_address(int p_peer_id) const;
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int get_peer_port(int p_peer_id) const;
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void disconnect_peer(int p_peer_id, int p_code = 1000, String p_reason = "");
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virtual void poll();
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WSLServer();
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~WSLServer();
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};
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#endif // JAVASCRIPT_ENABLED
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#endif // WSLSERVER_H
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