godot/modules/websocket/websocket_server.cpp
Fabio Alessandrelli 6b9ec810c6 Implement get_peer_[address|port] in ENet/WSServer
Also implement get_connected_host and get_connected_port in WebSocketPeer
(not supported in HTML5 due to browser limitation).
Add shorthand disconnect_peer(id) for get_peer(id)->close() like in ENet to
WebSocketServer.
2018-04-12 12:30:51 +02:00

98 lines
4.2 KiB
C++

/*************************************************************************/
/* websocket_server.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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.*/
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/*************************************************************************/
#include "websocket_server.h"
GDCINULL(WebSocketServer);
WebSocketServer::WebSocketServer() {
_peer_id = 1;
}
WebSocketServer::~WebSocketServer() {
}
void WebSocketServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("is_listening"), &WebSocketServer::is_listening);
ClassDB::bind_method(D_METHOD("listen", "port", "protocols", "gd_mp_api"), &WebSocketServer::listen, DEFVAL(PoolVector<String>()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("stop"), &WebSocketServer::stop);
ClassDB::bind_method(D_METHOD("has_peer", "id"), &WebSocketServer::has_peer);
ClassDB::bind_method(D_METHOD("get_peer_address"), &WebSocketServer::get_peer_address);
ClassDB::bind_method(D_METHOD("get_peer_port"), &WebSocketServer::get_peer_port);
ClassDB::bind_method(D_METHOD("disconnect_peer"), &WebSocketServer::disconnect_peer);
ADD_SIGNAL(MethodInfo("client_disconnected", PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("client_connected", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::STRING, "protocol")));
ADD_SIGNAL(MethodInfo("data_received", PropertyInfo(Variant::INT, "id")));
}
NetworkedMultiplayerPeer::ConnectionStatus WebSocketServer::get_connection_status() const {
if (is_listening())
return CONNECTION_CONNECTED;
return CONNECTION_DISCONNECTED;
};
bool WebSocketServer::is_server() const {
return true;
}
void WebSocketServer::_on_peer_packet(int32_t p_peer_id) {
if (_is_multiplayer) {
_process_multiplayer(get_peer(p_peer_id), p_peer_id);
} else {
emit_signal("data_received", p_peer_id);
}
}
void WebSocketServer::_on_connect(int32_t p_peer_id, String p_protocol) {
if (_is_multiplayer) {
// Send add to clients
_send_add(p_peer_id);
emit_signal("peer_connected", p_peer_id);
} else {
emit_signal("client_connected", p_peer_id, p_protocol);
}
}
void WebSocketServer::_on_disconnect(int32_t p_peer_id) {
if (_is_multiplayer) {
// Send delete to clients
_send_del(p_peer_id);
emit_signal("peer_disconnected", p_peer_id);
} else {
emit_signal("client_disconnected", p_peer_id);
}
}