godot/modules/websocket/websocket_server.h
Fabio Alessandrelli 63f6b29f51
[Net] Add WebSocketServer handshake_timeout property.
Allows customization of the maximum time a client is allowed to stay in
the the "pending" state (i.e. awaiting HTTP handshake).

This used to be 1 second by before, the new default is 3 seconds.

(cherry picked from commit 458437edef)
2021-06-29 14:02:23 +02:00

94 lines
4.1 KiB
C++

/*************************************************************************/
/* 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). */
/* */
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/* 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: */
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/* The above copyright notice and this permission notice shall be */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#ifndef WEBSOCKET_H
#define WEBSOCKET_H
#include "core/crypto/crypto.h"
#include "core/reference.h"
#include "websocket_multiplayer_peer.h"
#include "websocket_peer.h"
class WebSocketServer : public WebSocketMultiplayerPeer {
GDCLASS(WebSocketServer, WebSocketMultiplayerPeer);
GDCICLASS(WebSocketServer);
IP_Address bind_ip;
protected:
static void _bind_methods();
Ref<CryptoKey> private_key;
Ref<X509Certificate> ssl_cert;
Ref<X509Certificate> ca_chain;
uint32_t handshake_timeout = 3000;
public:
virtual void poll() = 0;
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;
virtual Ref<WebSocketPeer> get_peer(int p_id) const = 0;
virtual bool is_server() const;
ConnectionStatus get_connection_status() const;
virtual IP_Address get_peer_address(int p_peer_id) const = 0;
virtual int get_peer_port(int p_peer_id) const = 0;
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);
void _on_close_request(int32_t p_peer_id, int p_code, String p_reason);
IP_Address get_bind_ip() const;
void set_bind_ip(const IP_Address &p_bind_ip);
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);
virtual Error set_buffers(int p_in_buffer, int p_in_packets, int p_out_buffer, int p_out_packets) = 0;
WebSocketServer();
~WebSocketServer();
};
#endif // WEBSOCKET_H