godot/modules/websocket/wsl_server.h
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

101 lines
3.6 KiB
C++

/*************************************************************************/
/* wsl_server.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef WSLSERVER_H
#define WSLSERVER_H
#ifndef JAVASCRIPT_ENABLED
#include "websocket_server.h"
#include "wsl_peer.h"
#include "core/io/stream_peer_tcp.h"
#include "core/io/tcp_server.h"
#define WSL_SERVER_TIMEOUT 1000
class WSLServer : public WebSocketServer {
GDCIIMPL(WSLServer, WebSocketServer);
private:
class PendingPeer : public Reference {
private:
bool _parse_request(String &r_key);
public:
Ref<StreamPeer> connection;
int time;
String request;
String key;
bool has_request;
CharString response;
int response_sent;
PendingPeer() {
time = 0;
has_request = false;
response_sent = 0;
}
Error do_handshake();
};
int _in_buf_size;
int _in_pkt_size;
int _out_buf_size;
int _out_pkt_size;
List<Ref<PendingPeer> > _pending;
Ref<TCP_Server> _server;
public:
Error set_buffers(int p_in_buffer, int p_in_packets, int p_out_buffer, int p_out_packets);
Error listen(int p_port, PoolVector<String> p_protocols = PoolVector<String>(), bool gd_mp_api = false);
void stop();
bool is_listening() const;
int get_max_packet_size() const;
bool has_peer(int p_id) const;
Ref<WebSocketPeer> get_peer(int p_id) const;
IP_Address get_peer_address(int p_peer_id) const;
int get_peer_port(int p_peer_id) const;
void disconnect_peer(int p_peer_id, int p_code = 1000, String p_reason = "");
virtual void poll();
WSLServer();
~WSLServer();
};
#endif // JAVASCRIPT_ENABLED
#endif // WSLSERVER_H