godot/modules/websocket/wsl_client.h
Rémi Verschelde a627cdafc5
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00

92 lines
3.6 KiB
C++

/*************************************************************************/
/* wsl_client.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#ifndef WSLCLIENT_H
#define WSLCLIENT_H
#ifndef JAVASCRIPT_ENABLED
#include "core/error_list.h"
#include "core/io/stream_peer_ssl.h"
#include "core/io/stream_peer_tcp.h"
#include "websocket_client.h"
#include "wsl_peer.h"
#include "wslay/wslay.h"
class WSLClient : public WebSocketClient {
GDCIIMPL(WSLClient, WebSocketClient);
private:
int _in_buf_size;
int _in_pkt_size;
int _out_buf_size;
int _out_pkt_size;
Ref<WSLPeer> _peer;
Ref<StreamPeerTCP> _tcp;
Ref<StreamPeer> _connection;
CharString _request;
int _requested;
uint8_t _resp_buf[WSL_MAX_HEADER_SIZE];
int _resp_pos;
String _response;
String _key;
String _host;
int _port;
Array ip_candidates;
Vector<String> _protocols;
bool _use_ssl;
void _do_handshake();
bool _verify_headers(String &r_protocol);
public:
Error set_buffers(int p_in_buffer, int p_in_packets, int p_out_buffer, int p_out_packets);
Error connect_to_host(String p_host, String p_path, uint16_t p_port, bool p_ssl, const Vector<String> p_protocol = Vector<String>(), const Vector<String> p_custom_headers = Vector<String>());
int get_max_packet_size() const;
Ref<WebSocketPeer> get_peer(int p_peer_id) const;
void disconnect_from_host(int p_code = 1000, String p_reason = "");
IP_Address get_connected_host() const;
uint16_t get_connected_port() const;
virtual ConnectionStatus get_connection_status() const;
virtual void poll();
WSLClient();
~WSLClient();
};
#endif // JAVASCRIPT_ENABLED
#endif // WSLCLIENT_H