godot/modules/websocket/websocket_server.h

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/*************************************************************************/
/* websocket_server.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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. */
/*************************************************************************/
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#ifndef WEBSOCKET_H
#define WEBSOCKET_H
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#include "core/crypto/crypto.h"
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#include "core/object/ref_counted.h"
#include "websocket_multiplayer_peer.h"
#include "websocket_peer.h"
class WebSocketServer : public WebSocketMultiplayerPeer {
GDCLASS(WebSocketServer, WebSocketMultiplayerPeer);
GDCICLASS(WebSocketServer);
IPAddress bind_ip;
protected:
static void _bind_methods();
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Ref<CryptoKey> private_key;
Ref<X509Certificate> ssl_cert;
Ref<X509Certificate> ca_chain;
uint32_t handshake_timeout = 3000;
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public:
virtual Error listen(int p_port, const Vector<String> p_protocols = Vector<String>(), 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;
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virtual bool is_server() const override;
ConnectionStatus get_connection_status() const override;
virtual IPAddress get_peer_address(int p_peer_id) const = 0;
virtual int get_peer_port(int p_peer_id) const = 0;
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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);
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void _on_close_request(int32_t p_peer_id, int p_code, String p_reason);
IPAddress get_bind_ip() const;
void set_bind_ip(const IPAddress &p_bind_ip);
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Ref<CryptoKey> get_private_key() const;
void set_private_key(Ref<CryptoKey> p_key);
Ref<X509Certificate> get_ssl_certificate() const;
void set_ssl_certificate(Ref<X509Certificate> p_cert);
Ref<X509Certificate> get_ca_chain() const;
void set_ca_chain(Ref<X509Certificate> p_ca_chain);
float get_handshake_timeout() const;
void set_handshake_timeout(float p_timeout);
WebSocketServer();
~WebSocketServer();
};
#endif // WEBSOCKET_H