#ifndef WEBSOCKET_H #define WEBSOCKET_H /*************************************************************************/ /* websocket_server.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 "core/crypto/crypto.h" #include "core/object/reference.h" #include "websocket_multiplayer_peer.h" #include "websocket_peer.h" class WebSocketServer : public WebSocketMultiplayerPeer { GDCLASS(WebSocketServer, WebSocketMultiplayerPeer); GDCICLASS(WebSocketServer); IP_Address bind_ip; protected: static void _bind_methods(); Ref private_key; Ref ssl_cert; Ref ca_chain; uint32_t handshake_timeout = 3000; public: virtual void poll() = 0; virtual void set_extra_headers(const Vector &p_headers) = 0; virtual Error listen(int p_port, const Vector p_protocols = Vector(), bool gd_mp_api = false) = 0; virtual void stop() = 0; virtual bool is_listening() const = 0; virtual bool has_peer(int p_id) const = 0; virtual Ref get_peer(int p_id) const = 0; virtual bool is_server() const; ConnectionStatus get_connection_status() const; virtual IP_Address get_peer_address(int p_peer_id) const = 0; virtual int get_peer_port(int p_peer_id) const = 0; virtual void disconnect_peer(int p_peer_id, int p_code = 1000, String p_reason = "") = 0; void _on_peer_packet(int32_t p_peer_id); void _on_connect(int32_t p_peer_id, String p_protocol); void _on_disconnect(int32_t p_peer_id, bool p_was_clean); void _on_close_request(int32_t p_peer_id, int p_code, String p_reason); IP_Address get_bind_ip() const; void set_bind_ip(const IP_Address &p_bind_ip); Ref get_private_key() const; void set_private_key(Ref p_key); Ref get_ssl_certificate() const; void set_ssl_certificate(Ref p_cert); Ref get_ca_chain() const; void set_ca_chain(Ref p_ca_chain); float get_handshake_timeout() const; void set_handshake_timeout(float p_timeout); virtual Error set_buffers(int p_in_buffer, int p_in_packets, int p_out_buffer, int p_out_packets) = 0; WebSocketServer(); ~WebSocketServer(); }; #endif // WEBSOCKET_H