godot/modules/gdscript/language_server/gdscript_language_protocol.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

94 lines
3.9 KiB
C++

/*************************************************************************/
/* gdscript_language_protocol.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. */
/* */
/* 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 GDSCRIPT_PROTOCAL_SERVER_H
#define GDSCRIPT_PROTOCAL_SERVER_H
#include "gdscript_text_document.h"
#include "gdscript_workspace.h"
#include "lsp.hpp"
#include "modules/jsonrpc/jsonrpc.h"
#include "modules/websocket/websocket_peer.h"
#include "modules/websocket/websocket_server.h"
class GDScriptLanguageProtocol : public JSONRPC {
GDCLASS(GDScriptLanguageProtocol, JSONRPC)
enum LSPErrorCode {
RequestCancelled = -32800,
ContentModified = -32801,
};
static GDScriptLanguageProtocol *singleton;
HashMap<int, Ref<WebSocketPeer> > clients;
WebSocketServer *server;
int lastest_client_id;
Ref<GDScriptTextDocument> text_document;
Ref<GDScriptWorkspace> workspace;
void on_data_received(int p_id);
void on_client_connected(int p_id, const String &p_protocal);
void on_client_disconnected(int p_id, bool p_was_clean_close);
String process_message(const String &p_text);
String format_output(const String &p_text);
bool _initialized;
protected:
static void _bind_methods();
Dictionary initialize(const Dictionary &p_params);
void initialized(const Variant &p_params);
public:
_FORCE_INLINE_ static GDScriptLanguageProtocol *get_singleton() { return singleton; }
_FORCE_INLINE_ Ref<GDScriptWorkspace> get_workspace() { return workspace; }
_FORCE_INLINE_ Ref<GDScriptTextDocument> get_text_document() { return text_document; }
_FORCE_INLINE_ bool is_initialized() const { return _initialized; }
void poll();
Error start(int p_port);
void stop();
void notify_all_clients(const String &p_method, const Variant &p_params = Variant());
void notify_client(const String &p_method, const Variant &p_params = Variant(), int p_client = -1);
bool is_smart_resolve_enabled() const;
bool is_goto_native_symbols_enabled() const;
GDScriptLanguageProtocol();
~GDScriptLanguageProtocol();
};
#endif