godot/core/io/udp_server.h
Fabio Alessandrelli 2c8340bee9 UDPServer and PacketPeerUDP connect_to_host.
UDP sockets can be "connected" to filter packets from a specific source.
In case of a bound socket (e.g. server), a new socket can be created on
the same address/port that will receive all packets that are not
filtered by a more specific socket (e.g. the previously connect socket).

This way, a UDPServer can listen to new packets, and return a new
PacketPeerUDP when receiving one, knowing that is a "new client".
2020-02-25 11:35:47 +01:00

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2.7 KiB
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/*************************************************************************/
/* udp_server.h */
/*************************************************************************/
/* 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. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/*************************************************************************/
#ifndef UDP_SERVER_H
#define UDP_SERVER_H
#include "core/io/net_socket.h"
#include "core/io/packet_peer_udp.h"
class UDPServer : public Reference {
GDCLASS(UDPServer, Reference);
protected:
static void _bind_methods();
int bind_port;
IP_Address bind_address;
Ref<NetSocket> _sock;
public:
Error listen(uint16_t p_port, const IP_Address &p_bind_address = IP_Address("*"));
bool is_listening() const;
bool is_connection_available() const;
Ref<PacketPeerUDP> take_connection();
void stop();
UDPServer();
~UDPServer();
};
#endif // UDP_SERVER_H