That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
106 lines
3.4 KiB
C++
106 lines
3.4 KiB
C++
/*************************************************************************/
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/* ip.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 IP_H
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#define IP_H
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#include "os/os.h"
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#include "io/ip_address.h"
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struct _IP_ResolverPrivate;
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class IP : public Object {
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OBJ_TYPE( IP, Object );
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OBJ_CATEGORY("Networking");
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public:
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enum ResolverStatus {
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RESOLVER_STATUS_NONE,
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RESOLVER_STATUS_WAITING,
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RESOLVER_STATUS_DONE,
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RESOLVER_STATUS_ERROR,
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};
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enum Type {
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TYPE_NONE = 0,
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TYPE_IPV4 = 1,
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TYPE_IPV6 = 2,
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TYPE_ANY = 3,
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};
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enum {
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RESOLVER_MAX_QUERIES = 32,
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RESOLVER_INVALID_ID=-1
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};
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typedef int ResolverID;
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private:
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_IP_ResolverPrivate *resolver;
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protected:
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static IP*singleton;
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static void _bind_methods();
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virtual IP_Address _resolve_hostname(const String& p_hostname, Type p_type = TYPE_ANY)=0;
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Array _get_local_addresses() const;
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static IP* (*_create)();
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public:
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IP_Address resolve_hostname(const String& p_hostname, Type p_type = TYPE_ANY);
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// async resolver hostname
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ResolverID resolve_hostname_queue_item(const String& p_hostname, Type p_type = TYPE_ANY);
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ResolverStatus get_resolve_item_status(ResolverID p_id) const;
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IP_Address get_resolve_item_address(ResolverID p_id) const;
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virtual void get_local_addresses(List<IP_Address> *r_addresses) const=0;
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void erase_resolve_item(ResolverID p_id);
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void clear_cache(const String& p_hostname = "");
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static IP* get_singleton();
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static IP* create();
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IP();
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~IP();
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};
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VARIANT_ENUM_CAST(IP::Type);
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#endif // IP_H
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