godot/modules/websocket/websocket_client.cpp

125 lines
4.3 KiB
C++

/*************************************************************************/
/* websocket_client.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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. */
/*************************************************************************/
#include "websocket_client.h"
GDCINULL(WebSocketClient);
WebSocketClient::WebSocketClient() {
}
WebSocketClient::~WebSocketClient() {
}
Error WebSocketClient::connect_to_url(String p_url, PoolVector<String> p_protocols, bool gd_mp_api) {
_is_multiplayer = gd_mp_api;
String host = p_url;
String path = "/";
int p_len = -1;
int port = 80;
bool ssl = false;
if (host.begins_with("wss://")) {
ssl = true; // we should implement this
host = host.substr(6, host.length() - 6);
port = 443;
} else {
ssl = false;
if (host.begins_with("ws://"))
host = host.substr(5, host.length() - 5);
}
// Path
p_len = host.find("/");
if (p_len != -1) {
path = host.substr(p_len, host.length() - p_len);
host = host.substr(0, p_len);
}
// Port
p_len = host.find_last(":");
if (p_len != -1 && p_len == host.find(":")) {
port = host.substr(p_len, host.length() - p_len).to_int();
host = host.substr(0, p_len);
}
return connect_to_host(host, path, port, ssl, p_protocols);
}
bool WebSocketClient::is_server() const {
return false;
}
void WebSocketClient::_on_peer_packet() {
if (_is_multiplayer) {
_process_multiplayer(get_peer(1), 1);
} else {
emit_signal("data_received");
}
}
void WebSocketClient::_on_connect(String p_protocol) {
if (_is_multiplayer) {
// need to wait for ID confirmation...
} else {
emit_signal("connection_established", p_protocol);
}
}
void WebSocketClient::_on_disconnect() {
if (_is_multiplayer) {
emit_signal("connection_failed");
} else {
emit_signal("connection_closed");
}
}
void WebSocketClient::_on_error() {
if (_is_multiplayer) {
emit_signal("connection_failed");
} else {
emit_signal("connection_error");
}
}
void WebSocketClient::_bind_methods() {
ClassDB::bind_method(D_METHOD("connect_to_url", "url", "protocols", "gd_mp_api"), &WebSocketClient::connect_to_url, DEFVAL(PoolVector<String>()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("disconnect_from_host"), &WebSocketClient::disconnect_from_host);
ADD_SIGNAL(MethodInfo("data_received"));
ADD_SIGNAL(MethodInfo("connection_established", PropertyInfo(Variant::STRING, "protocol")));
ADD_SIGNAL(MethodInfo("connection_closed"));
ADD_SIGNAL(MethodInfo("connection_error"));
}