godot/modules/websocket/register_types.cpp
Fabio Alessandrelli 9e303ef71c WebSocket module now uses wslay library.
Both client and server are supported on native builds (as usual).

SSL server is still not supported, but will soon be possible with this
new library.

The API stays the same, we just need to work out potential issues due to
this big library switch.
2019-07-04 15:03:04 +02:00

83 lines
3.6 KiB
C++

/*************************************************************************/
/* register_types.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "register_types.h"
#include "core/error_macros.h"
#include "core/project_settings.h"
#ifdef JAVASCRIPT_ENABLED
#include "emscripten.h"
#include "emws_client.h"
#include "emws_peer.h"
#include "emws_server.h"
#else
#include "lws_client.h"
#include "lws_peer.h"
#include "lws_server.h"
#include "wsl_client.h"
#include "wsl_server.h"
#endif
void register_websocket_types() {
#define _SET_HINT(NAME, _VAL_, _MAX_) \
GLOBAL_DEF(NAME, _VAL_); \
ProjectSettings::get_singleton()->set_custom_property_info(NAME, PropertyInfo(Variant::INT, NAME, PROPERTY_HINT_RANGE, "2," #_MAX_ ",1,or_greater"));
// Client buffers project settings
_SET_HINT(WSC_IN_BUF, 64, 4096);
_SET_HINT(WSC_IN_PKT, 1024, 16384);
_SET_HINT(WSC_OUT_BUF, 64, 4096);
_SET_HINT(WSC_OUT_PKT, 1024, 16384);
// Server buffers project settings
_SET_HINT(WSS_IN_BUF, 64, 4096);
_SET_HINT(WSS_IN_PKT, 1024, 16384);
_SET_HINT(WSS_OUT_BUF, 64, 4096);
_SET_HINT(WSS_OUT_PKT, 1024, 16384);
#ifdef JAVASCRIPT_ENABLED
EMWSPeer::make_default();
EMWSClient::make_default();
EMWSServer::make_default();
#else
LWSPeer::make_default();
LWSClient::make_default();
LWSServer::make_default();
WSLClient::make_default();
WSLServer::make_default();
#endif
ClassDB::register_virtual_class<WebSocketMultiplayerPeer>();
ClassDB::register_custom_instance_class<WebSocketServer>();
ClassDB::register_custom_instance_class<WebSocketClient>();
ClassDB::register_custom_instance_class<WebSocketPeer>();
}
void unregister_websocket_types() {}