godot/modules/websocket/editor_debugger_server_websocket.h
2021-08-29 18:03:12 +02:00

62 lines
3 KiB
C++

/*************************************************************************/
/* editor_debugger_server_websocket.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 EDITOR_DEBUGGER_SERVER_WEBSOCKET_H
#define EDITOR_DEBUGGER_SERVER_WEBSOCKET_H
#include "editor/debugger/editor_debugger_server.h"
#include "modules/websocket/websocket_server.h"
class EditorDebuggerServerWebSocket : public EditorDebuggerServer {
GDCLASS(EditorDebuggerServerWebSocket, EditorDebuggerServer);
private:
Ref<WebSocketServer> server;
List<int> pending_peers;
public:
static EditorDebuggerServer *create(const String &p_protocol);
void _peer_connected(int p_peer, String p_protocol);
void _peer_disconnected(int p_peer, bool p_was_clean);
void poll() override;
Error start(const String &p_uri) override;
void stop() override;
bool is_active() const override;
bool is_connection_available() const override;
Ref<RemoteDebuggerPeer> take_connection() override;
EditorDebuggerServerWebSocket();
~EditorDebuggerServerWebSocket();
};
#endif // EDITOR_DEBUGGER_SERVER_WEBSOCKET_H