2017-12-21 02:13:23 +00:00
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/*************************************************************************/
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/* emws_peer.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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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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2022-07-23 21:41:51 +00:00
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#ifndef EMWS_PEER_H
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#define EMWS_PEER_H
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2017-12-21 02:13:23 +00:00
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2022-08-28 18:27:45 +00:00
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#ifdef WEB_ENABLED
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2017-12-21 02:13:23 +00:00
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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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2017-12-21 02:13:23 +00:00
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#include "core/io/packet_peer.h"
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2020-11-07 22:33:38 +00:00
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#include "core/templates/ring_buffer.h"
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2017-12-21 02:13:23 +00:00
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#include "emscripten.h"
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2018-11-03 04:46:38 +00:00
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#include "packet_buffer.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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2020-10-23 16:33:20 +00:00
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extern "C" {
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typedef void (*WSOnOpen)(void *p_ref, char *p_protocol);
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typedef void (*WSOnMessage)(void *p_ref, const uint8_t *p_buf, int p_buf_len, int p_is_string);
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typedef void (*WSOnClose)(void *p_ref, int p_code, const char *p_reason, int p_is_clean);
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typedef void (*WSOnError)(void *p_ref);
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extern int godot_js_websocket_create(void *p_ref, const char *p_url, const char *p_proto, WSOnOpen p_on_open, WSOnMessage p_on_message, WSOnError p_on_error, WSOnClose p_on_close);
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extern int godot_js_websocket_send(int p_id, const uint8_t *p_buf, int p_buf_len, int p_raw);
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2021-07-29 20:11:27 +00:00
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extern int godot_js_websocket_buffered_amount(int p_id);
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2020-10-23 16:33:20 +00:00
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extern void godot_js_websocket_close(int p_id, int p_code, const char *p_reason);
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extern void godot_js_websocket_destroy(int p_id);
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}
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2017-12-21 02:13:23 +00:00
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class EMWSPeer : public WebSocketPeer {
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private:
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2021-02-08 09:57:18 +00:00
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int peer_sock = -1;
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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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State ready_state = STATE_CLOSED;
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Vector<uint8_t> packet_buffer;
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PacketBuffer<uint8_t> in_buffer;
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uint8_t was_string = 0;
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int close_code = -1;
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String close_reason;
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String selected_protocol;
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String requested_url;
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static WebSocketPeer *_create() { return memnew(EMWSPeer); }
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static void _esws_on_connect(void *obj, char *proto);
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static void _esws_on_message(void *obj, const uint8_t *p_data, int p_data_size, int p_is_string);
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static void _esws_on_error(void *obj);
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static void _esws_on_close(void *obj, int code, const char *reason, int was_clean);
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void _clear();
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Error _send(const uint8_t *p_buffer, int p_buffer_size, bool p_binary);
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2017-12-21 02:13:23 +00:00
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public:
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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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static void initialize() { WebSocketPeer::_create = EMWSPeer::_create; }
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// PacketPeer
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2022-04-05 10:40:26 +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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[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 { return packet_buffer.size(); };
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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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// WebSocketPeer
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virtual Error send(const uint8_t *p_buffer, int p_buffer_size, WriteMode p_mode) override;
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virtual Error connect_to_url(const String &p_url, bool p_verify_tls = true, Ref<X509Certificate> p_cert = Ref<X509Certificate>()) override;
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virtual Error accept_stream(Ref<StreamPeer> p_stream) override;
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2022-04-05 10:40:26 +00:00
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virtual void close(int p_code = 1000, String p_reason = "") override;
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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 void poll() override;
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virtual State get_ready_state() const override;
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virtual int get_close_code() const override;
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virtual String get_close_reason() const override;
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virtual int get_current_outbound_buffered_amount() const override;
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2022-04-05 10:40:26 +00:00
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virtual IPAddress get_connected_host() const override;
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virtual uint16_t get_connected_port() const override;
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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 String get_selected_protocol() const override;
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virtual String get_requested_url() const override;
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2017-12-21 02:13:23 +00:00
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2022-04-05 10:40:26 +00:00
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virtual bool was_string_packet() const override;
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virtual void set_no_delay(bool p_enabled) override;
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2017-12-21 02:13:23 +00:00
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EMWSPeer();
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~EMWSPeer();
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};
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2022-08-28 18:27:45 +00:00
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#endif // WEB_ENABLED
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2017-12-21 02:13:23 +00:00
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2022-07-23 21:41:51 +00:00
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#endif // EMWS_PEER_H
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