godot/modules/websocket/editor_debugger_server_websocket.cpp
2020-05-14 21:57:34 +02:00

94 lines
4.2 KiB
C++

/*************************************************************************/
/* editor_debugger_server_websocket.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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. */
/*************************************************************************/
#include "editor_debugger_server_websocket.h"
#include "core/project_settings.h"
#include "editor/editor_settings.h"
#include "modules/websocket/remote_debugger_peer_websocket.h"
void EditorDebuggerServerWebSocket::_peer_connected(int p_id, String _protocol) {
pending_peers.push_back(p_id);
}
void EditorDebuggerServerWebSocket::_peer_disconnected(int p_id, bool p_was_clean) {
if (pending_peers.find(p_id)) {
pending_peers.erase(p_id);
}
}
void EditorDebuggerServerWebSocket::poll() {
server->poll();
}
Error EditorDebuggerServerWebSocket::start() {
int remote_port = (int)EditorSettings::get_singleton()->get("network/debug/remote_port");
Vector<String> protocols;
protocols.push_back("binary"); // compatibility with EMSCRIPTEN TCP-to-WebSocket layer.
return server->listen(remote_port, protocols);
}
void EditorDebuggerServerWebSocket::stop() {
server->stop();
pending_peers.clear();
}
bool EditorDebuggerServerWebSocket::is_active() const {
return server->is_listening();
}
bool EditorDebuggerServerWebSocket::is_connection_available() const {
return pending_peers.size() > 0;
}
Ref<RemoteDebuggerPeer> EditorDebuggerServerWebSocket::take_connection() {
ERR_FAIL_COND_V(!is_connection_available(), Ref<RemoteDebuggerPeer>());
RemoteDebuggerPeer *peer = memnew(RemoteDebuggerPeerWebSocket(server->get_peer(pending_peers[0])));
pending_peers.pop_front();
return peer;
}
EditorDebuggerServerWebSocket::EditorDebuggerServerWebSocket() {
server = Ref<WebSocketServer>(WebSocketServer::create());
int max_pkts = (int)GLOBAL_GET("network/limits/debugger/max_queued_messages");
server->set_buffers(8192, max_pkts, 8192, max_pkts);
server->connect("client_connected", callable_mp(this, &EditorDebuggerServerWebSocket::_peer_connected));
server->connect("client_disconnected", callable_mp(this, &EditorDebuggerServerWebSocket::_peer_disconnected));
}
EditorDebuggerServerWebSocket::~EditorDebuggerServerWebSocket() {
stop();
}
EditorDebuggerServer *EditorDebuggerServerWebSocket::create(const String &p_protocol) {
ERR_FAIL_COND_V(p_protocol != "ws://", nullptr);
return memnew(EditorDebuggerServerWebSocket);
}