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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.
81 lines
3.8 KiB
C++
81 lines
3.8 KiB
C++
/*************************************************************************/
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/* websocket_client.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 WEBSOCKET_CLIENT_H
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#define WEBSOCKET_CLIENT_H
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#include "core/crypto/crypto.h"
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#include "core/error_list.h"
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#include "websocket_multiplayer_peer.h"
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#include "websocket_peer.h"
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class WebSocketClient : public WebSocketMultiplayerPeer {
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GDCLASS(WebSocketClient, WebSocketMultiplayerPeer);
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GDCICLASS(WebSocketClient);
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protected:
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Ref<WebSocketPeer> _peer;
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bool verify_ssl;
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Ref<X509Certificate> ssl_cert;
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static void _bind_methods();
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public:
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Error connect_to_url(String p_url, const Vector<String> p_protocols = Vector<String>(), bool gd_mp_api = false, const Vector<String> p_custom_headers = Vector<String>());
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void set_verify_ssl_enabled(bool p_verify_ssl);
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bool is_verify_ssl_enabled() const;
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Ref<X509Certificate> get_trusted_ssl_certificate() const;
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void set_trusted_ssl_certificate(Ref<X509Certificate> p_cert);
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virtual void poll() = 0;
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virtual Error connect_to_host(String p_host, String p_path, uint16_t p_port, bool p_ssl, const Vector<String> p_protocol = Vector<String>(), const Vector<String> p_custom_headers = Vector<String>()) = 0;
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virtual void disconnect_from_host(int p_code = 1000, String p_reason = "") = 0;
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virtual IP_Address get_connected_host() const = 0;
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virtual uint16_t get_connected_port() const = 0;
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virtual bool is_server() const;
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virtual ConnectionStatus get_connection_status() const = 0;
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void _on_peer_packet();
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void _on_connect(String p_protocol);
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void _on_close_request(int p_code, String p_reason);
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void _on_disconnect(bool p_was_clean);
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void _on_error();
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virtual Error set_buffers(int p_in_buffer, int p_in_packets, int p_out_buffer, int p_out_packets) = 0;
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WebSocketClient();
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~WebSocketClient();
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};
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#endif // WEBSOCKET_CLIENT_H
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