2017-12-21 02:13:23 +00:00
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/*************************************************************************/
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/* websocket_client.h */
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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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2017-12-21 02:47:16 +00:00
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 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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#ifndef WEBSOCKET_CLIENT_H
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#define WEBSOCKET_CLIENT_H
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#include "core/error_list.h"
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#include "websocket_multiplayer.h"
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#include "websocket_peer.h"
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class WebSocketClient : public WebSocketMultiplayerPeer {
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GDCLASS(WebSocketClient, WebSocketMultiplayerPeer);
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GDCICLASS(WebSocketClient);
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protected:
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Ref<WebSocketPeer> _peer;
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static void _bind_methods();
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public:
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Error connect_to_url(String p_url, PoolVector<String> p_protocols = PoolVector<String>(), bool gd_mp_api = false);
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virtual void poll() = 0;
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virtual Error connect_to_host(String p_host, String p_path, uint16_t p_port, bool p_ssl, PoolVector<String> p_protocol = PoolVector<String>()) = 0;
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virtual void disconnect_from_host() = 0;
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virtual IP_Address get_connected_host() const = 0;
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virtual uint16_t get_connected_port() const = 0;
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virtual bool is_server() const;
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virtual ConnectionStatus get_connection_status() const = 0;
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void _on_peer_packet();
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void _on_connect(String p_protocol);
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void _on_disconnect();
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void _on_error();
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WebSocketClient();
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~WebSocketClient();
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};
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#endif // WEBSOCKET_CLIENT_H
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