2017-12-21 02:13:23 +00:00
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/*************************************************************************/
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2019-02-12 21:28:47 +00:00
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/* websocket_multiplayer_peer.h */
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2017-12-21 02:13:23 +00:00
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/*************************************************************************/
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/* This file is part of: */
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2017-12-21 02:47:16 +00:00
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/* GODOT ENGINE */
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/* https://godotengine.org */
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2017-12-21 02:13:23 +00:00
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/*************************************************************************/
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2022-01-03 20:27:34 +00:00
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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2017-12-21 02:13:23 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2019-01-01 11:46:36 +00:00
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2017-12-21 02:13:23 +00:00
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#ifndef WEBSOCKET_MULTIPLAYER_PEER_H
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#define WEBSOCKET_MULTIPLAYER_PEER_H
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2020-11-07 22:33:38 +00:00
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#include "core/error/error_list.h"
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[WebSocket] Refactor websocket module.
This commit is a huge refactor of the websocket module.
The module is really old, and some design choices had to be
re-evaluated.
The WebSocketClient and WebSocketServer classes are now gone, and
WebSocketPeer can act as either client or server.
The WebSocketMultiplayerPeer class is no longer abstract, and implements
the Multiplayer API on top of the lower level WebSocketPeer.
WebSocketPeer is now a "raw" peer, like StreamPeerTCP and StreamPeerTLS,
so it emits no signal, and just needs polling to update its internal
state.
To use it as a client, simply call WebSocketPeer.coonect_to_url, then
frequently poll the peer until STATE_OPEN is reached and then you can
write or read from it, or STATE_CLOSED and then you can check the
disconnect code and reason).
To implement a server instead, a TCPServer must be created, and the
accepted connections needs to be provided to
WebSocketPeer.accept_stream (which will perform the HTTP handshake).
A full example of a WebSocketServer using TLS will be provided in the
demo repository.
2022-09-24 20:44:44 +00:00
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#include "core/io/stream_peer_tls.h"
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#include "core/io/tcp_server.h"
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2020-11-07 22:33:38 +00:00
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#include "core/templates/list.h"
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2022-07-12 21:12:42 +00:00
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#include "scene/main/multiplayer_peer.h"
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2017-12-21 02:13:23 +00:00
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#include "websocket_peer.h"
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2021-07-12 14:11:05 +00:00
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class WebSocketMultiplayerPeer : public MultiplayerPeer {
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GDCLASS(WebSocketMultiplayerPeer, MultiplayerPeer);
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2017-12-21 02:13:23 +00:00
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private:
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2020-02-17 21:06:54 +00:00
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Vector<uint8_t> _make_pkt(uint8_t p_type, int32_t p_from, int32_t p_to, const uint8_t *p_data, uint32_t p_data_size);
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2017-12-21 02:13:23 +00:00
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void _store_pkt(int32_t p_source, int32_t p_dest, const uint8_t *p_data, uint32_t p_data_size);
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Error _server_relay(int32_t p_from, int32_t p_to, const uint8_t *p_buffer, uint32_t p_buffer_size);
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[WebSocket] Refactor websocket module.
This commit is a huge refactor of the websocket module.
The module is really old, and some design choices had to be
re-evaluated.
The WebSocketClient and WebSocketServer classes are now gone, and
WebSocketPeer can act as either client or server.
The WebSocketMultiplayerPeer class is no longer abstract, and implements
the Multiplayer API on top of the lower level WebSocketPeer.
WebSocketPeer is now a "raw" peer, like StreamPeerTCP and StreamPeerTLS,
so it emits no signal, and just needs polling to update its internal
state.
To use it as a client, simply call WebSocketPeer.coonect_to_url, then
frequently poll the peer until STATE_OPEN is reached and then you can
write or read from it, or STATE_CLOSED and then you can check the
disconnect code and reason).
To implement a server instead, a TCPServer must be created, and the
accepted connections needs to be provided to
WebSocketPeer.accept_stream (which will perform the HTTP handshake).
A full example of a WebSocketServer using TLS will be provided in the
demo repository.
2022-09-24 20:44:44 +00:00
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Ref<WebSocketPeer> _create_peer();
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2017-12-21 02:13:23 +00:00
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protected:
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enum {
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SYS_NONE = 0,
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SYS_ADD = 1,
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SYS_DEL = 2,
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SYS_ID = 3,
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2018-11-03 04:46:38 +00:00
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PROTO_SIZE = 9
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2017-12-21 02:13:23 +00:00
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};
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struct Packet {
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2021-02-08 09:57:18 +00:00
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int source = 0;
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int destination = 0;
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uint8_t *data = nullptr;
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uint32_t size = 0;
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2017-12-21 02:13:23 +00:00
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};
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|
[WebSocket] Refactor websocket module.
This commit is a huge refactor of the websocket module.
The module is really old, and some design choices had to be
re-evaluated.
The WebSocketClient and WebSocketServer classes are now gone, and
WebSocketPeer can act as either client or server.
The WebSocketMultiplayerPeer class is no longer abstract, and implements
the Multiplayer API on top of the lower level WebSocketPeer.
WebSocketPeer is now a "raw" peer, like StreamPeerTCP and StreamPeerTLS,
so it emits no signal, and just needs polling to update its internal
state.
To use it as a client, simply call WebSocketPeer.coonect_to_url, then
frequently poll the peer until STATE_OPEN is reached and then you can
write or read from it, or STATE_CLOSED and then you can check the
disconnect code and reason).
To implement a server instead, a TCPServer must be created, and the
accepted connections needs to be provided to
WebSocketPeer.accept_stream (which will perform the HTTP handshake).
A full example of a WebSocketServer using TLS will be provided in the
demo repository.
2022-09-24 20:44:44 +00:00
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struct PendingPeer {
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uint64_t time = 0;
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Ref<StreamPeerTCP> tcp;
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Ref<StreamPeer> connection;
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Ref<WebSocketPeer> ws;
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};
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uint64_t handshake_timeout = 3000;
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Ref<WebSocketPeer> peer_config;
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HashMap<int, PendingPeer> pending_peers;
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Ref<TCPServer> tcp_server;
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bool use_tls = false;
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Ref<X509Certificate> tls_certificate;
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Ref<CryptoKey> tls_key;
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ConnectionStatus connection_status = CONNECTION_DISCONNECTED;
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2017-12-21 02:13:23 +00:00
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|
[WebSocket] Refactor websocket module.
This commit is a huge refactor of the websocket module.
The module is really old, and some design choices had to be
re-evaluated.
The WebSocketClient and WebSocketServer classes are now gone, and
WebSocketPeer can act as either client or server.
The WebSocketMultiplayerPeer class is no longer abstract, and implements
the Multiplayer API on top of the lower level WebSocketPeer.
WebSocketPeer is now a "raw" peer, like StreamPeerTCP and StreamPeerTLS,
so it emits no signal, and just needs polling to update its internal
state.
To use it as a client, simply call WebSocketPeer.coonect_to_url, then
frequently poll the peer until STATE_OPEN is reached and then you can
write or read from it, or STATE_CLOSED and then you can check the
disconnect code and reason).
To implement a server instead, a TCPServer must be created, and the
accepted connections needs to be provided to
WebSocketPeer.accept_stream (which will perform the HTTP handshake).
A full example of a WebSocketServer using TLS will be provided in the
demo repository.
2022-09-24 20:44:44 +00:00
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List<Packet> incoming_packets;
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HashMap<int, Ref<WebSocketPeer>> peers_map;
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Packet current_packet;
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int target_peer = 0;
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int unique_id = 0;
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2017-12-21 02:13:23 +00:00
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static void _bind_methods();
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[WebSocket] Refactor websocket module.
This commit is a huge refactor of the websocket module.
The module is really old, and some design choices had to be
re-evaluated.
The WebSocketClient and WebSocketServer classes are now gone, and
WebSocketPeer can act as either client or server.
The WebSocketMultiplayerPeer class is no longer abstract, and implements
the Multiplayer API on top of the lower level WebSocketPeer.
WebSocketPeer is now a "raw" peer, like StreamPeerTCP and StreamPeerTLS,
so it emits no signal, and just needs polling to update its internal
state.
To use it as a client, simply call WebSocketPeer.coonect_to_url, then
frequently poll the peer until STATE_OPEN is reached and then you can
write or read from it, or STATE_CLOSED and then you can check the
disconnect code and reason).
To implement a server instead, a TCPServer must be created, and the
accepted connections needs to be provided to
WebSocketPeer.accept_stream (which will perform the HTTP handshake).
A full example of a WebSocketServer using TLS will be provided in the
demo repository.
2022-09-24 20:44:44 +00:00
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void _send_ack(Ref<WebSocketPeer> p_peer, int32_t p_peer_id);
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2017-12-21 02:13:23 +00:00
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void _send_sys(Ref<WebSocketPeer> p_peer, uint8_t p_type, int32_t p_peer_id);
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void _send_del(int32_t p_peer_id);
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[WebSocket] Refactor websocket module.
This commit is a huge refactor of the websocket module.
The module is really old, and some design choices had to be
re-evaluated.
The WebSocketClient and WebSocketServer classes are now gone, and
WebSocketPeer can act as either client or server.
The WebSocketMultiplayerPeer class is no longer abstract, and implements
the Multiplayer API on top of the lower level WebSocketPeer.
WebSocketPeer is now a "raw" peer, like StreamPeerTCP and StreamPeerTLS,
so it emits no signal, and just needs polling to update its internal
state.
To use it as a client, simply call WebSocketPeer.coonect_to_url, then
frequently poll the peer until STATE_OPEN is reached and then you can
write or read from it, or STATE_CLOSED and then you can check the
disconnect code and reason).
To implement a server instead, a TCPServer must be created, and the
accepted connections needs to be provided to
WebSocketPeer.accept_stream (which will perform the HTTP handshake).
A full example of a WebSocketServer using TLS will be provided in the
demo repository.
2022-09-24 20:44:44 +00:00
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void _process_multiplayer(Ref<WebSocketPeer> p_peer, uint32_t p_peer_id);
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void _poll_client();
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void _poll_server();
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void _clear();
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2017-12-21 02:13:23 +00:00
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public:
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2021-07-12 14:11:05 +00:00
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/* MultiplayerPeer */
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2020-07-10 10:34:39 +00:00
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void set_target_peer(int p_target_peer) override;
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int get_packet_peer() const override;
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int get_unique_id() const override;
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2017-12-21 02:13:23 +00:00
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[WebSocket] Refactor websocket module.
This commit is a huge refactor of the websocket module.
The module is really old, and some design choices had to be
re-evaluated.
The WebSocketClient and WebSocketServer classes are now gone, and
WebSocketPeer can act as either client or server.
The WebSocketMultiplayerPeer class is no longer abstract, and implements
the Multiplayer API on top of the lower level WebSocketPeer.
WebSocketPeer is now a "raw" peer, like StreamPeerTCP and StreamPeerTLS,
so it emits no signal, and just needs polling to update its internal
state.
To use it as a client, simply call WebSocketPeer.coonect_to_url, then
frequently poll the peer until STATE_OPEN is reached and then you can
write or read from it, or STATE_CLOSED and then you can check the
disconnect code and reason).
To implement a server instead, a TCPServer must be created, and the
accepted connections needs to be provided to
WebSocketPeer.accept_stream (which will perform the HTTP handshake).
A full example of a WebSocketServer using TLS will be provided in the
demo repository.
2022-09-24 20:44:44 +00:00
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virtual int get_max_packet_size() const override;
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virtual bool is_server() const override;
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virtual void poll() override;
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virtual ConnectionStatus get_connection_status() const override;
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2017-12-21 02:13:23 +00:00
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/* PacketPeer */
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2020-07-10 10:34:39 +00:00
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virtual int get_available_packet_count() const override;
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virtual Error get_packet(const uint8_t **r_buffer, int &r_buffer_size) override;
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virtual Error put_packet(const uint8_t *p_buffer, int p_buffer_size) override;
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2017-12-21 02:13:23 +00:00
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/* WebSocketPeer */
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[WebSocket] Refactor websocket module.
This commit is a huge refactor of the websocket module.
The module is really old, and some design choices had to be
re-evaluated.
The WebSocketClient and WebSocketServer classes are now gone, and
WebSocketPeer can act as either client or server.
The WebSocketMultiplayerPeer class is no longer abstract, and implements
the Multiplayer API on top of the lower level WebSocketPeer.
WebSocketPeer is now a "raw" peer, like StreamPeerTCP and StreamPeerTLS,
so it emits no signal, and just needs polling to update its internal
state.
To use it as a client, simply call WebSocketPeer.coonect_to_url, then
frequently poll the peer until STATE_OPEN is reached and then you can
write or read from it, or STATE_CLOSED and then you can check the
disconnect code and reason).
To implement a server instead, a TCPServer must be created, and the
accepted connections needs to be provided to
WebSocketPeer.accept_stream (which will perform the HTTP handshake).
A full example of a WebSocketServer using TLS will be provided in the
demo repository.
2022-09-24 20:44:44 +00:00
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virtual Ref<WebSocketPeer> get_peer(int p_peer_id) const;
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2017-12-21 02:13:23 +00:00
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[WebSocket] Refactor websocket module.
This commit is a huge refactor of the websocket module.
The module is really old, and some design choices had to be
re-evaluated.
The WebSocketClient and WebSocketServer classes are now gone, and
WebSocketPeer can act as either client or server.
The WebSocketMultiplayerPeer class is no longer abstract, and implements
the Multiplayer API on top of the lower level WebSocketPeer.
WebSocketPeer is now a "raw" peer, like StreamPeerTCP and StreamPeerTLS,
so it emits no signal, and just needs polling to update its internal
state.
To use it as a client, simply call WebSocketPeer.coonect_to_url, then
frequently poll the peer until STATE_OPEN is reached and then you can
write or read from it, or STATE_CLOSED and then you can check the
disconnect code and reason).
To implement a server instead, a TCPServer must be created, and the
accepted connections needs to be provided to
WebSocketPeer.accept_stream (which will perform the HTTP handshake).
A full example of a WebSocketServer using TLS will be provided in the
demo repository.
2022-09-24 20:44:44 +00:00
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Error create_client(const String &p_url, bool p_verify_tls, Ref<X509Certificate> p_tls_certificate);
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Error create_server(int p_port, IPAddress p_bind_ip, Ref<CryptoKey> p_tls_key, Ref<X509Certificate> p_tls_certificate);
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void set_supported_protocols(const Vector<String> &p_protocols);
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Vector<String> get_supported_protocols() const;
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void set_handshake_headers(const Vector<String> &p_headers);
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Vector<String> get_handshake_headers() const;
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void set_outbound_buffer_size(int p_buffer_size);
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int get_outbound_buffer_size() const;
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void set_inbound_buffer_size(int p_buffer_size);
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int get_inbound_buffer_size() const;
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float get_handshake_timeout() const;
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void set_handshake_timeout(float p_timeout);
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IPAddress get_peer_address(int p_peer_id) const;
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int get_peer_port(int p_peer_id) const;
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void disconnect_peer(int p_peer_id, int p_code = 1000, String p_reason = "");
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void close();
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void set_max_queued_packets(int p_max_queued_packets);
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int get_max_queued_packets() const;
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2017-12-21 02:13:23 +00:00
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WebSocketMultiplayerPeer();
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~WebSocketMultiplayerPeer();
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};
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#endif // WEBSOCKET_MULTIPLAYER_PEER_H
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