2017-12-21 02:13:23 +00:00
|
|
|
/*************************************************************************/
|
|
|
|
/* websocket_client.cpp */
|
|
|
|
/*************************************************************************/
|
|
|
|
/* This file is part of: */
|
2017-12-21 02:47:16 +00:00
|
|
|
/* GODOT ENGINE */
|
|
|
|
/* https://godotengine.org */
|
2017-12-21 02:13:23 +00:00
|
|
|
/*************************************************************************/
|
2018-03-21 09:07:51 +00:00
|
|
|
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
|
|
|
|
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
|
2017-12-21 02:13:23 +00:00
|
|
|
/* */
|
|
|
|
/* 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 "websocket_client.h"
|
|
|
|
|
|
|
|
GDCINULL(WebSocketClient);
|
|
|
|
|
|
|
|
WebSocketClient::WebSocketClient() {
|
|
|
|
}
|
|
|
|
|
|
|
|
WebSocketClient::~WebSocketClient() {
|
|
|
|
}
|
|
|
|
|
|
|
|
Error WebSocketClient::connect_to_url(String p_url, PoolVector<String> p_protocols, bool gd_mp_api) {
|
|
|
|
_is_multiplayer = gd_mp_api;
|
|
|
|
|
|
|
|
String host = p_url;
|
|
|
|
String path = "/";
|
|
|
|
int p_len = -1;
|
|
|
|
int port = 80;
|
|
|
|
bool ssl = false;
|
|
|
|
if (host.begins_with("wss://")) {
|
|
|
|
ssl = true; // we should implement this
|
|
|
|
host = host.substr(6, host.length() - 6);
|
|
|
|
port = 443;
|
|
|
|
} else {
|
|
|
|
ssl = false;
|
|
|
|
if (host.begins_with("ws://"))
|
|
|
|
host = host.substr(5, host.length() - 5);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Path
|
|
|
|
p_len = host.find("/");
|
|
|
|
if (p_len != -1) {
|
|
|
|
path = host.substr(p_len, host.length() - p_len);
|
|
|
|
host = host.substr(0, p_len);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Port
|
|
|
|
p_len = host.find_last(":");
|
|
|
|
if (p_len != -1 && p_len == host.find(":")) {
|
|
|
|
port = host.substr(p_len, host.length() - p_len).to_int();
|
|
|
|
host = host.substr(0, p_len);
|
|
|
|
}
|
|
|
|
|
|
|
|
return connect_to_host(host, path, port, ssl, p_protocols);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool WebSocketClient::is_server() const {
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WebSocketClient::_on_peer_packet() {
|
|
|
|
|
|
|
|
if (_is_multiplayer) {
|
|
|
|
_process_multiplayer(get_peer(1), 1);
|
|
|
|
} else {
|
|
|
|
emit_signal("data_received");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WebSocketClient::_on_connect(String p_protocol) {
|
|
|
|
|
|
|
|
if (_is_multiplayer) {
|
|
|
|
// need to wait for ID confirmation...
|
|
|
|
} else {
|
|
|
|
emit_signal("connection_established", p_protocol);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WebSocketClient::_on_disconnect() {
|
|
|
|
|
|
|
|
if (_is_multiplayer) {
|
|
|
|
emit_signal("connection_failed");
|
|
|
|
} else {
|
|
|
|
emit_signal("connection_closed");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WebSocketClient::_on_error() {
|
|
|
|
|
|
|
|
if (_is_multiplayer) {
|
|
|
|
emit_signal("connection_failed");
|
|
|
|
} else {
|
|
|
|
emit_signal("connection_error");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WebSocketClient::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("connect_to_url", "url", "protocols", "gd_mp_api"), &WebSocketClient::connect_to_url, DEFVAL(PoolVector<String>()), DEFVAL(false));
|
|
|
|
ClassDB::bind_method(D_METHOD("disconnect_from_host"), &WebSocketClient::disconnect_from_host);
|
|
|
|
|
|
|
|
ADD_SIGNAL(MethodInfo("data_received"));
|
|
|
|
ADD_SIGNAL(MethodInfo("connection_established", PropertyInfo(Variant::STRING, "protocol")));
|
|
|
|
ADD_SIGNAL(MethodInfo("connection_closed"));
|
|
|
|
ADD_SIGNAL(MethodInfo("connection_error"));
|
|
|
|
}
|