godot/modules/gdscript/language_server/gdscript_language_protocol.h

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/*************************************************************************/
/* gdscript_language_protocol.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GDSCRIPT_PROTOCAL_SERVER_H
#define GDSCRIPT_PROTOCAL_SERVER_H
#include "gdscript_text_document.h"
#include "gdscript_workspace.h"
#include "lsp.hpp"
#include "modules/jsonrpc/jsonrpc.h"
#include "modules/websocket/websocket_peer.h"
#include "modules/websocket/websocket_server.h"
class GDScriptLanguageProtocol : public JSONRPC {
GDCLASS(GDScriptLanguageProtocol, JSONRPC)
enum LSPErrorCode {
RequestCancelled = -32800,
ContentModified = -32801,
};
static GDScriptLanguageProtocol *singleton;
HashMap<int, Ref<WebSocketPeer> > clients;
WebSocketServer *server;
int lastest_client_id;
Ref<GDScriptTextDocument> text_document;
Ref<GDScriptWorkspace> workspace;
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void on_data_received(int p_id);
void on_client_connected(int p_id, const String &p_protocal);
void on_client_disconnected(int p_id, bool p_was_clean_close);
String process_message(const String &p_text);
String format_output(const String &p_text);
bool _initialized;
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protected:
static void _bind_methods();
Dictionary initialize(const Dictionary &p_params);
void initialized(const Variant &p_params);
public:
_FORCE_INLINE_ static GDScriptLanguageProtocol *get_singleton() { return singleton; }
_FORCE_INLINE_ Ref<GDScriptWorkspace> get_workspace() { return workspace; }
_FORCE_INLINE_ Ref<GDScriptTextDocument> get_text_document() { return text_document; }
_FORCE_INLINE_ bool is_initialized() const { return _initialized; }
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void poll();
Error start(int p_port);
void stop();
void notify_all_clients(const String &p_method, const Variant &p_params = Variant());
void notify_client(const String &p_method, const Variant &p_params = Variant(), int p_client = -1);
bool is_smart_resolve_enabled() const;
bool is_goto_native_symbols_enabled() const;
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GDScriptLanguageProtocol();
~GDScriptLanguageProtocol();
};
#endif