2023-01-05 13:25:55 +01:00
/**************************************************************************/
/* wsl_peer.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
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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: */
/* */
/* 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. */
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/* 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. */
/**************************************************************************/
2019-06-24 15:46:24 +02:00
2022-08-28 20:27:45 +02:00
# ifndef WEB_ENABLED
2019-06-24 15:46:24 +02:00
# include "wsl_peer.h"
[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 22:44:44 +02:00
# include "wsl_peer.h"
2019-06-24 15:46:24 +02:00
[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 22:44:44 +02:00
# include "core/io/stream_peer_tls.h"
2019-06-24 15:46:24 +02:00
[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 22:44:44 +02:00
CryptoCore : : RandomGenerator * WSLPeer : : _static_rng = nullptr ;
void WSLPeer : : initialize ( ) {
WebSocketPeer : : _create = WSLPeer : : _create ;
_static_rng = memnew ( CryptoCore : : RandomGenerator ) ;
_static_rng - > init ( ) ;
}
void WSLPeer : : deinitialize ( ) {
if ( _static_rng ) {
memdelete ( _static_rng ) ;
_static_rng = nullptr ;
2019-06-24 15:46:24 +02:00
}
}
[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 22:44:44 +02:00
///
/// Resolver
///
void WSLPeer : : Resolver : : start ( const String & p_host , int p_port ) {
stop ( ) ;
port = p_port ;
if ( p_host . is_valid_ip_address ( ) ) {
ip_candidates . push_back ( IPAddress ( p_host ) ) ;
} else {
// Queue hostname for resolution.
resolver_id = IP : : get_singleton ( ) - > resolve_hostname_queue_item ( p_host ) ;
ERR_FAIL_COND ( resolver_id = = IP : : RESOLVER_INVALID_ID ) ;
// Check if it was found in cache.
IP : : ResolverStatus ip_status = IP : : get_singleton ( ) - > get_resolve_item_status ( resolver_id ) ;
if ( ip_status = = IP : : RESOLVER_STATUS_DONE ) {
ip_candidates = IP : : get_singleton ( ) - > get_resolve_item_addresses ( resolver_id ) ;
IP : : get_singleton ( ) - > erase_resolve_item ( resolver_id ) ;
resolver_id = IP : : RESOLVER_INVALID_ID ;
}
}
2019-06-24 15:46:24 +02:00
}
[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 22:44:44 +02:00
void WSLPeer : : Resolver : : stop ( ) {
if ( resolver_id ! = IP : : RESOLVER_INVALID_ID ) {
IP : : get_singleton ( ) - > erase_resolve_item ( resolver_id ) ;
resolver_id = IP : : RESOLVER_INVALID_ID ;
}
port = 0 ;
}
void WSLPeer : : Resolver : : try_next_candidate ( Ref < StreamPeerTCP > & p_tcp ) {
// Check if we still need resolving.
if ( resolver_id ! = IP : : RESOLVER_INVALID_ID ) {
IP : : ResolverStatus ip_status = IP : : get_singleton ( ) - > get_resolve_item_status ( resolver_id ) ;
if ( ip_status = = IP : : RESOLVER_STATUS_WAITING ) {
return ;
}
if ( ip_status = = IP : : RESOLVER_STATUS_DONE ) {
ip_candidates = IP : : get_singleton ( ) - > get_resolve_item_addresses ( resolver_id ) ;
}
IP : : get_singleton ( ) - > erase_resolve_item ( resolver_id ) ;
resolver_id = IP : : RESOLVER_INVALID_ID ;
2020-05-14 16:41:43 +02:00
}
[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 22:44:44 +02:00
// Try the current candidate if we have one.
if ( p_tcp - > get_status ( ) ! = StreamPeerTCP : : STATUS_NONE ) {
p_tcp - > poll ( ) ;
StreamPeerTCP : : Status status = p_tcp - > get_status ( ) ;
if ( status = = StreamPeerTCP : : STATUS_CONNECTED ) {
p_tcp - > set_no_delay ( true ) ;
ip_candidates . clear ( ) ;
return ;
2022-10-13 14:24:54 +02:00
} else if ( status = = StreamPeerTCP : : STATUS_CONNECTING ) {
return ; // Keep connecting.
[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 22:44:44 +02:00
} else {
p_tcp - > disconnect_from_host ( ) ;
}
}
// Keep trying next candidate.
while ( ip_candidates . size ( ) ) {
Error err = p_tcp - > connect_to_host ( ip_candidates . pop_front ( ) , port ) ;
if ( err = = OK ) {
return ;
} else {
p_tcp - > disconnect_from_host ( ) ;
}
}
}
///
/// Server functions
///
Error WSLPeer : : accept_stream ( Ref < StreamPeer > p_stream ) {
ERR_FAIL_COND_V ( wsl_ctx | | tcp . is_valid ( ) , ERR_ALREADY_IN_USE ) ;
ERR_FAIL_COND_V ( p_stream . is_null ( ) , ERR_INVALID_PARAMETER ) ;
_clear ( ) ;
if ( p_stream - > is_class_ptr ( StreamPeerTCP : : get_class_ptr_static ( ) ) ) {
tcp = p_stream ;
connection = p_stream ;
use_tls = false ;
} else if ( p_stream - > is_class_ptr ( StreamPeerTLS : : get_class_ptr_static ( ) ) ) {
Ref < StreamPeer > base_stream = static_cast < Ref < StreamPeerTLS > > ( p_stream ) - > get_stream ( ) ;
ERR_FAIL_COND_V ( base_stream . is_null ( ) | | ! base_stream - > is_class_ptr ( StreamPeerTCP : : get_class_ptr_static ( ) ) , ERR_INVALID_PARAMETER ) ;
tcp = static_cast < Ref < StreamPeerTCP > > ( base_stream ) ;
connection = p_stream ;
use_tls = true ;
}
ERR_FAIL_COND_V ( connection . is_null ( ) | | tcp . is_null ( ) , ERR_INVALID_PARAMETER ) ;
is_server = true ;
ready_state = STATE_CONNECTING ;
handshake_buffer - > resize ( WSL_MAX_HEADER_SIZE ) ;
handshake_buffer - > seek ( 0 ) ;
return OK ;
}
bool WSLPeer : : _parse_client_request ( ) {
Vector < String > psa = String ( ( const char * ) handshake_buffer - > get_data_array ( ) . ptr ( ) , handshake_buffer - > get_position ( ) - 4 ) . split ( " \r \n " ) ;
int len = psa . size ( ) ;
ERR_FAIL_COND_V_MSG ( len < 4 , false , " Not enough response headers, got: " + itos ( len ) + " , expected >= 4. " ) ;
Vector < String > req = psa [ 0 ] . split ( " " , false ) ;
ERR_FAIL_COND_V_MSG ( req . size ( ) < 2 , false , " Invalid protocol or status code. " ) ;
// Wrong protocol
ERR_FAIL_COND_V_MSG ( req [ 0 ] ! = " GET " | | req [ 2 ] ! = " HTTP/1.1 " , false , " Invalid method or HTTP version. " ) ;
HashMap < String , String > headers ;
for ( int i = 1 ; i < len ; i + + ) {
Vector < String > header = psa [ i ] . split ( " : " , false , 1 ) ;
ERR_FAIL_COND_V_MSG ( header . size ( ) ! = 2 , false , " Invalid header -> " + psa [ i ] ) ;
String name = header [ 0 ] . to_lower ( ) ;
String value = header [ 1 ] . strip_edges ( ) ;
if ( headers . has ( name ) ) {
headers [ name ] + = " , " + value ;
} else {
headers [ name ] = value ;
}
}
requested_host = headers . has ( " host " ) ? headers . get ( " host " ) : " " ;
requested_url = ( use_tls ? " wss:// " : " ws:// " ) + requested_host + req [ 1 ] ;
# define WSL_CHECK(NAME, VALUE) \
ERR_FAIL_COND_V_MSG ( ! headers . has ( NAME ) | | headers [ NAME ] . to_lower ( ) ! = VALUE , false , \
" Missing or invalid header ' " + String ( NAME ) + " '. Expected value ' " + VALUE + " '. " ) ;
# define WSL_CHECK_EX(NAME) \
ERR_FAIL_COND_V_MSG ( ! headers . has ( NAME ) , false , " Missing header ' " + String ( NAME ) + " '. " ) ;
WSL_CHECK ( " upgrade " , " websocket " ) ;
WSL_CHECK ( " sec-websocket-version " , " 13 " ) ;
WSL_CHECK_EX ( " sec-websocket-key " ) ;
WSL_CHECK_EX ( " connection " ) ;
# undef WSL_CHECK_EX
# undef WSL_CHECK
session_key = headers [ " sec-websocket-key " ] ;
if ( headers . has ( " sec-websocket-protocol " ) ) {
Vector < String > protos = headers [ " sec-websocket-protocol " ] . split ( " , " ) ;
for ( int i = 0 ; i < protos . size ( ) ; i + + ) {
String proto = protos [ i ] . strip_edges ( ) ;
// Check if we have the given protocol
for ( int j = 0 ; j < supported_protocols . size ( ) ; j + + ) {
if ( proto ! = supported_protocols [ j ] ) {
continue ;
}
selected_protocol = proto ;
break ;
}
// Found a protocol
if ( ! selected_protocol . is_empty ( ) ) {
break ;
}
}
if ( selected_protocol . is_empty ( ) ) { // Invalid protocol(s) requested
return false ;
}
} else if ( supported_protocols . size ( ) > 0 ) { // No protocol requested, but we need one
return false ;
}
return true ;
}
Error WSLPeer : : _do_server_handshake ( ) {
if ( use_tls ) {
Ref < StreamPeerTLS > tls = static_cast < Ref < StreamPeerTLS > > ( connection ) ;
if ( tls . is_null ( ) ) {
ERR_FAIL_V_MSG ( ERR_BUG , " Couldn't get StreamPeerTLS for WebSocket handshake. " ) ;
close ( - 1 ) ;
return FAILED ;
}
tls - > poll ( ) ;
if ( tls - > get_status ( ) = = StreamPeerTLS : : STATUS_HANDSHAKING ) {
return OK ; // Pending handshake
} else if ( tls - > get_status ( ) ! = StreamPeerTLS : : STATUS_CONNECTED ) {
print_verbose ( vformat ( " WebSocket SSL connection error during handshake (StreamPeerTLS status code %d). " , tls - > get_status ( ) ) ) ;
close ( - 1 ) ;
return FAILED ;
}
}
if ( pending_request ) {
int read = 0 ;
while ( true ) {
ERR_FAIL_COND_V_MSG ( handshake_buffer - > get_available_bytes ( ) < 1 , ERR_OUT_OF_MEMORY , " WebSocket response headers are too big. " ) ;
int pos = handshake_buffer - > get_position ( ) ;
uint8_t byte ;
Error err = connection - > get_partial_data ( & byte , 1 , read ) ;
if ( err ! = OK ) { // Got an error
print_verbose ( vformat ( " WebSocket error while getting partial data (StreamPeer error code %d). " , err ) ) ;
close ( - 1 ) ;
return FAILED ;
} else if ( read ! = 1 ) { // Busy, wait next poll
return OK ;
}
handshake_buffer - > put_u8 ( byte ) ;
const char * r = ( const char * ) handshake_buffer - > get_data_array ( ) . ptr ( ) ;
int l = pos ;
if ( l > 3 & & r [ l ] = = ' \n ' & & r [ l - 1 ] = = ' \r ' & & r [ l - 2 ] = = ' \n ' & & r [ l - 3 ] = = ' \r ' ) {
if ( ! _parse_client_request ( ) ) {
close ( - 1 ) ;
return FAILED ;
}
String s = " HTTP/1.1 101 Switching Protocols \r \n " ;
s + = " Upgrade: websocket \r \n " ;
s + = " Connection: Upgrade \r \n " ;
s + = " Sec-WebSocket-Accept: " + _compute_key_response ( session_key ) + " \r \n " ;
if ( ! selected_protocol . is_empty ( ) ) {
s + = " Sec-WebSocket-Protocol: " + selected_protocol + " \r \n " ;
}
for ( int i = 0 ; i < handshake_headers . size ( ) ; i + + ) {
s + = handshake_headers [ i ] + " \r \n " ;
}
s + = " \r \n " ;
CharString cs = s . utf8 ( ) ;
handshake_buffer - > clear ( ) ;
handshake_buffer - > put_data ( ( const uint8_t * ) cs . get_data ( ) , cs . length ( ) ) ;
handshake_buffer - > seek ( 0 ) ;
pending_request = false ;
break ;
}
}
}
if ( pending_request ) { // Still pending.
return OK ;
}
int left = handshake_buffer - > get_available_bytes ( ) ;
if ( left ) {
Vector < uint8_t > data = handshake_buffer - > get_data_array ( ) ;
int pos = handshake_buffer - > get_position ( ) ;
int sent = 0 ;
Error err = connection - > put_partial_data ( data . ptr ( ) + pos , left , sent ) ;
if ( err ! = OK ) {
print_verbose ( vformat ( " WebSocket error while putting partial data (StreamPeer error code %d). " , err ) ) ;
close ( - 1 ) ;
return err ;
}
handshake_buffer - > seek ( pos + sent ) ;
left - = sent ;
if ( left = = 0 ) {
resolver . stop ( ) ;
// Response sent, initialize wslay context.
wslay_event_context_server_init ( & wsl_ctx , & _wsl_callbacks , this ) ;
wslay_event_config_set_max_recv_msg_length ( wsl_ctx , inbound_buffer_size ) ;
in_buffer . resize ( nearest_shift ( inbound_buffer_size ) , max_queued_packets ) ;
packet_buffer . resize ( inbound_buffer_size ) ;
ready_state = STATE_OPEN ;
}
}
return OK ;
}
///
/// Client functions
///
void WSLPeer : : _do_client_handshake ( ) {
ERR_FAIL_COND ( tcp . is_null ( ) ) ;
// Try to connect to candidates.
if ( resolver . has_more_candidates ( ) ) {
resolver . try_next_candidate ( tcp ) ;
if ( resolver . has_more_candidates ( ) ) {
return ; // Still pending.
}
}
tcp - > poll ( ) ;
2022-10-17 12:52:09 +02:00
if ( tcp - > get_status ( ) = = StreamPeerTCP : : STATUS_CONNECTING ) {
return ; // Keep connecting.
} else if ( tcp - > get_status ( ) ! = StreamPeerTCP : : STATUS_CONNECTED ) {
[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 22:44:44 +02:00
close ( - 1 ) ; // Failed to connect.
2019-06-24 15:46:24 +02:00
return ;
}
[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 22:44:44 +02:00
if ( use_tls ) {
Ref < StreamPeerTLS > tls ;
if ( connection = = tcp ) {
// Start SSL handshake
tls = Ref < StreamPeerTLS > ( StreamPeerTLS : : create ( ) ) ;
ERR_FAIL_COND_MSG ( tls . is_null ( ) , " SSL is not available in this build. " ) ;
tls - > set_blocking_handshake_enabled ( false ) ;
if ( tls - > connect_to_stream ( tcp , verify_tls , requested_host , tls_cert ) ! = OK ) {
close ( - 1 ) ;
return ; // Error.
}
connection = tls ;
} else {
tls = static_cast < Ref < StreamPeerTLS > > ( connection ) ;
ERR_FAIL_COND ( tls . is_null ( ) ) ;
tls - > poll ( ) ;
}
if ( tls - > get_status ( ) = = StreamPeerTLS : : STATUS_HANDSHAKING ) {
return ; // Need more polling.
} else if ( tls - > get_status ( ) ! = StreamPeerTLS : : STATUS_CONNECTED ) {
close ( - 1 ) ;
return ; // Error.
}
}
// Do websocket handshake.
if ( pending_request ) {
int left = handshake_buffer - > get_available_bytes ( ) ;
int pos = handshake_buffer - > get_position ( ) ;
const Vector < uint8_t > data = handshake_buffer - > get_data_array ( ) ;
int sent = 0 ;
Error err = connection - > put_partial_data ( data . ptr ( ) + pos , left , sent ) ;
// Sending handshake failed
if ( err ! = OK ) {
close ( - 1 ) ;
return ; // Error.
}
handshake_buffer - > seek ( pos + sent ) ;
if ( handshake_buffer - > get_available_bytes ( ) = = 0 ) {
pending_request = false ;
handshake_buffer - > clear ( ) ;
handshake_buffer - > resize ( WSL_MAX_HEADER_SIZE ) ;
handshake_buffer - > seek ( 0 ) ;
}
} else {
int read = 0 ;
while ( true ) {
int left = handshake_buffer - > get_available_bytes ( ) ;
int pos = handshake_buffer - > get_position ( ) ;
if ( left = = 0 ) {
// Header is too big
close ( - 1 ) ;
ERR_FAIL_MSG ( " Response headers too big. " ) ;
return ;
}
uint8_t byte ;
Error err = connection - > get_partial_data ( & byte , 1 , read ) ;
if ( err ! = OK ) {
// Got some error.
close ( - 1 ) ;
return ;
} else if ( read ! = 1 ) {
// Busy, wait next poll.
break ;
}
handshake_buffer - > put_u8 ( byte ) ;
// Check "\r\n\r\n" header terminator
const char * r = ( const char * ) handshake_buffer - > get_data_array ( ) . ptr ( ) ;
int l = pos ;
if ( l > 3 & & r [ l ] = = ' \n ' & & r [ l - 1 ] = = ' \r ' & & r [ l - 2 ] = = ' \n ' & & r [ l - 3 ] = = ' \r ' ) {
// Response is over, verify headers and initialize wslay context/
if ( ! _verify_server_response ( ) ) {
close ( - 1 ) ;
ERR_FAIL_MSG ( " Invalid response headers. " ) ;
return ;
}
wslay_event_context_client_init ( & wsl_ctx , & _wsl_callbacks , this ) ;
wslay_event_config_set_max_recv_msg_length ( wsl_ctx , inbound_buffer_size ) ;
in_buffer . resize ( nearest_shift ( inbound_buffer_size ) , max_queued_packets ) ;
packet_buffer . resize ( inbound_buffer_size ) ;
ready_state = STATE_OPEN ;
break ;
}
}
}
2019-06-24 15:46:24 +02:00
}
[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 22:44:44 +02:00
bool WSLPeer : : _verify_server_response ( ) {
Vector < String > psa = String ( ( const char * ) handshake_buffer - > get_data_array ( ) . ptr ( ) , handshake_buffer - > get_position ( ) - 4 ) . split ( " \r \n " ) ;
int len = psa . size ( ) ;
ERR_FAIL_COND_V_MSG ( len < 4 , false , " Not enough response headers. Got: " + itos ( len ) + " , expected >= 4. " ) ;
Vector < String > req = psa [ 0 ] . split ( " " , false ) ;
ERR_FAIL_COND_V_MSG ( req . size ( ) < 2 , false , " Invalid protocol or status code. Got ' " + psa [ 0 ] + " ', expected 'HTTP/1.1 101'. " ) ;
// Wrong protocol
ERR_FAIL_COND_V_MSG ( req [ 0 ] ! = " HTTP/1.1 " , false , " Invalid protocol. Got: ' " + req [ 0 ] + " ', expected 'HTTP/1.1'. " ) ;
ERR_FAIL_COND_V_MSG ( req [ 1 ] ! = " 101 " , false , " Invalid status code. Got: ' " + req [ 1 ] + " ', expected '101'. " ) ;
HashMap < String , String > headers ;
for ( int i = 1 ; i < len ; i + + ) {
Vector < String > header = psa [ i ] . split ( " : " , false , 1 ) ;
ERR_FAIL_COND_V_MSG ( header . size ( ) ! = 2 , false , " Invalid header -> " + psa [ i ] + " . " ) ;
String name = header [ 0 ] . to_lower ( ) ;
String value = header [ 1 ] . strip_edges ( ) ;
if ( headers . has ( name ) ) {
headers [ name ] + = " , " + value ;
} else {
headers [ name ] = value ;
}
2019-06-24 15:46:24 +02:00
}
[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 22:44:44 +02:00
# define WSL_CHECK(NAME, VALUE) \
ERR_FAIL_COND_V_MSG ( ! headers . has ( NAME ) | | headers [ NAME ] . to_lower ( ) ! = VALUE , false , \
" Missing or invalid header ' " + String ( NAME ) + " '. Expected value ' " + VALUE + " '. " ) ;
# define WSL_CHECK_NC(NAME, VALUE) \
ERR_FAIL_COND_V_MSG ( ! headers . has ( NAME ) | | headers [ NAME ] ! = VALUE , false , \
" Missing or invalid header ' " + String ( NAME ) + " '. Expected value ' " + VALUE + " '. " ) ;
WSL_CHECK ( " connection " , " upgrade " ) ;
WSL_CHECK ( " upgrade " , " websocket " ) ;
WSL_CHECK_NC ( " sec-websocket-accept " , _compute_key_response ( session_key ) ) ;
# undef WSL_CHECK_NC
# undef WSL_CHECK
if ( supported_protocols . size ( ) = = 0 ) {
// We didn't request a custom protocol
ERR_FAIL_COND_V_MSG ( headers . has ( " sec-websocket-protocol " ) , false , " Received unrequested sub-protocol -> " + headers [ " sec-websocket-protocol " ] ) ;
} else {
// We requested at least one custom protocol but didn't receive one
ERR_FAIL_COND_V_MSG ( ! headers . has ( " sec-websocket-protocol " ) , false , " Requested sub-protocol(s) but received none. " ) ;
// Check received sub-protocol was one of those requested.
selected_protocol = headers [ " sec-websocket-protocol " ] ;
bool valid = false ;
for ( int i = 0 ; i < supported_protocols . size ( ) ; i + + ) {
if ( supported_protocols [ i ] ! = selected_protocol ) {
continue ;
}
valid = true ;
break ;
}
if ( ! valid ) {
ERR_FAIL_V_MSG ( false , " Received unrequested sub-protocol -> " + selected_protocol ) ;
return false ;
}
}
return true ;
}
Error WSLPeer : : connect_to_url ( const String & p_url , bool p_verify_tls , Ref < X509Certificate > p_cert ) {
ERR_FAIL_COND_V ( wsl_ctx | | tcp . is_valid ( ) , ERR_ALREADY_IN_USE ) ;
ERR_FAIL_COND_V ( p_url . is_empty ( ) , ERR_INVALID_PARAMETER ) ;
_clear ( ) ;
String host ;
String path ;
String scheme ;
int port = 0 ;
Error err = p_url . parse_url ( scheme , host , port , path ) ;
ERR_FAIL_COND_V_MSG ( err ! = OK , err , " Invalid URL: " + p_url ) ;
if ( scheme . is_empty ( ) ) {
scheme = " ws:// " ;
}
ERR_FAIL_COND_V_MSG ( scheme ! = " ws:// " & & scheme ! = " wss:// " , ERR_INVALID_PARAMETER , vformat ( " Invalid protocol: \" %s \" (must be either \" ws:// \" or \" wss:// \" ). " , scheme ) ) ;
use_tls = false ;
if ( scheme = = " wss:// " ) {
use_tls = true ;
}
if ( port = = 0 ) {
port = use_tls ? 443 : 80 ;
}
if ( path . is_empty ( ) ) {
path = " / " ;
}
requested_url = p_url ;
requested_host = host ;
verify_tls = p_verify_tls ;
tls_cert = p_cert ;
tcp . instantiate ( ) ;
resolver . start ( host , port ) ;
resolver . try_next_candidate ( tcp ) ;
2022-10-17 12:52:09 +02:00
if ( tcp - > get_status ( ) ! = StreamPeerTCP : : STATUS_CONNECTING & & tcp - > get_status ( ) ! = StreamPeerTCP : : STATUS_CONNECTED & & ! resolver . has_more_candidates ( ) ) {
[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 22:44:44 +02:00
_clear ( ) ;
return FAILED ;
}
connection = tcp ;
// Prepare handshake request.
session_key = _generate_key ( ) ;
String request = " GET " + path + " HTTP/1.1 \r \n " ;
String port_string ;
if ( ( port ! = 80 & & ! use_tls ) | | ( port ! = 443 & & use_tls ) ) {
port_string = " : " + itos ( port ) ;
}
request + = " Host: " + host + port_string + " \r \n " ;
request + = " Upgrade: websocket \r \n " ;
request + = " Connection: Upgrade \r \n " ;
request + = " Sec-WebSocket-Key: " + session_key + " \r \n " ;
request + = " Sec-WebSocket-Version: 13 \r \n " ;
if ( supported_protocols . size ( ) > 0 ) {
request + = " Sec-WebSocket-Protocol: " ;
for ( int i = 0 ; i < supported_protocols . size ( ) ; i + + ) {
if ( i ! = 0 ) {
request + = " , " ;
}
request + = supported_protocols [ i ] ;
}
request + = " \r \n " ;
2019-06-24 15:46:24 +02:00
}
[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 22:44:44 +02:00
for ( int i = 0 ; i < handshake_headers . size ( ) ; i + + ) {
request + = handshake_headers [ i ] + " \r \n " ;
}
request + = " \r \n " ;
CharString cs = request . utf8 ( ) ;
handshake_buffer - > put_data ( ( const uint8_t * ) cs . get_data ( ) , cs . length ( ) ) ;
handshake_buffer - > seek ( 0 ) ;
ready_state = STATE_CONNECTING ;
is_server = false ;
return OK ;
2019-06-24 15:46:24 +02:00
}
[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 22:44:44 +02:00
///
/// Callback functions.
///
ssize_t WSLPeer : : _wsl_recv_callback ( wslay_event_context_ptr ctx , uint8_t * data , size_t len , int flags , void * user_data ) {
WSLPeer * peer = ( WSLPeer * ) user_data ;
Ref < StreamPeer > conn = peer - > connection ;
if ( conn . is_null ( ) ) {
2019-06-24 15:46:24 +02:00
wslay_event_set_error ( ctx , WSLAY_ERR_CALLBACK_FAILURE ) ;
return - 1 ;
}
int read = 0 ;
Error err = conn - > get_partial_data ( data , len , read ) ;
if ( err ! = OK ) {
print_verbose ( " Websocket get data error: " + itos ( err ) + " , read (should be 0!): " + itos ( read ) ) ;
wslay_event_set_error ( ctx , WSLAY_ERR_CALLBACK_FAILURE ) ;
return - 1 ;
}
if ( read = = 0 ) {
wslay_event_set_error ( ctx , WSLAY_ERR_WOULDBLOCK ) ;
return - 1 ;
}
return read ;
}
[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 22:44:44 +02:00
ssize_t WSLPeer : : _wsl_send_callback ( wslay_event_context_ptr ctx , const uint8_t * data , size_t len , int flags , void * user_data ) {
WSLPeer * peer = ( WSLPeer * ) user_data ;
Ref < StreamPeer > conn = peer - > connection ;
if ( conn . is_null ( ) ) {
2019-06-24 15:46:24 +02:00
wslay_event_set_error ( ctx , WSLAY_ERR_CALLBACK_FAILURE ) ;
return - 1 ;
}
int sent = 0 ;
Error err = conn - > put_partial_data ( data , len , sent ) ;
if ( err ! = OK ) {
wslay_event_set_error ( ctx , WSLAY_ERR_CALLBACK_FAILURE ) ;
return - 1 ;
}
if ( sent = = 0 ) {
wslay_event_set_error ( ctx , WSLAY_ERR_WOULDBLOCK ) ;
return - 1 ;
}
return sent ;
}
[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 22:44:44 +02:00
int WSLPeer : : _wsl_genmask_callback ( wslay_event_context_ptr ctx , uint8_t * buf , size_t len , void * user_data ) {
ERR_FAIL_COND_V ( ! _static_rng , WSLAY_ERR_CALLBACK_FAILURE ) ;
Error err = _static_rng - > get_random_bytes ( buf , len ) ;
ERR_FAIL_COND_V ( err ! = OK , WSLAY_ERR_CALLBACK_FAILURE ) ;
2019-06-24 15:46:24 +02:00
return 0 ;
}
[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 22:44:44 +02:00
void WSLPeer : : _wsl_msg_recv_callback ( wslay_event_context_ptr ctx , const struct wslay_event_on_msg_recv_arg * arg , void * user_data ) {
WSLPeer * peer = ( WSLPeer * ) user_data ;
uint8_t op = arg - > opcode ;
if ( op = = WSLAY_CONNECTION_CLOSE ) {
// Close request or confirmation.
peer - > close_code = arg - > status_code ;
size_t len = arg - > msg_length ;
peer - > close_reason = " " ;
if ( len > 2 /* first 2 bytes = close code */ ) {
peer - > close_reason . parse_utf8 ( ( char * ) arg - > msg + 2 , len - 2 ) ;
}
if ( peer - > ready_state = = STATE_OPEN ) {
peer - > ready_state = STATE_CLOSING ;
}
2019-06-24 15:46:24 +02:00
return ;
}
[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 22:44:44 +02:00
if ( peer - > ready_state = = STATE_CLOSING ) {
2019-06-24 15:46:24 +02:00
return ;
2020-05-14 16:41:43 +02:00
}
2019-06-24 15:46:24 +02:00
[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 22:44:44 +02:00
if ( op = = WSLAY_TEXT_FRAME | | op = = WSLAY_BINARY_FRAME ) {
// Message.
uint8_t is_string = arg - > opcode = = WSLAY_TEXT_FRAME ? 1 : 0 ;
peer - > in_buffer . write_packet ( arg - > msg , arg - > msg_length , & is_string ) ;
2019-06-24 15:46:24 +02:00
}
[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 22:44:44 +02:00
// Ping or pong.
2019-06-24 15:46:24 +02:00
}
[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 22:44:44 +02:00
wslay_event_callbacks WSLPeer : : _wsl_callbacks = {
_wsl_recv_callback ,
_wsl_send_callback ,
_wsl_genmask_callback ,
2020-04-02 01:20:12 +02:00
nullptr , /* on_frame_recv_start_callback */
nullptr , /* on_frame_recv_callback */
nullptr , /* on_frame_recv_end_callback */
[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 22:44:44 +02:00
_wsl_msg_recv_callback
2019-06-24 15:46:24 +02:00
} ;
[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 22:44:44 +02:00
String WSLPeer : : _generate_key ( ) {
// Random key
Vector < uint8_t > bkey ;
int len = 16 ; // 16 bytes, as per RFC
bkey . resize ( len ) ;
_wsl_genmask_callback ( nullptr , bkey . ptrw ( ) , len , nullptr ) ;
return CryptoCore : : b64_encode_str ( bkey . ptrw ( ) , len ) ;
2019-06-24 15:46:24 +02:00
}
[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 22:44:44 +02:00
String WSLPeer : : _compute_key_response ( String p_key ) {
String key = p_key + " 258EAFA5-E914-47DA-95CA-C5AB0DC85B11 " ; // Magic UUID as per RFC
Vector < uint8_t > sha = key . sha1_buffer ( ) ;
return CryptoCore : : b64_encode_str ( sha . ptr ( ) , sha . size ( ) ) ;
2019-06-24 15:46:24 +02:00
}
void WSLPeer : : poll ( ) {
[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 22:44:44 +02:00
// Nothing to do.
if ( ready_state = = STATE_CLOSED ) {
2019-06-24 15:46:24 +02:00
return ;
2020-05-14 16:41:43 +02:00
}
2019-06-24 15:46:24 +02:00
[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 22:44:44 +02:00
if ( ready_state = = STATE_CONNECTING ) {
if ( is_server ) {
_do_server_handshake ( ) ;
} else {
_do_client_handshake ( ) ;
}
}
if ( ready_state = = STATE_OPEN | | ready_state = = STATE_CLOSING ) {
ERR_FAIL_COND ( ! wsl_ctx ) ;
int err = 0 ;
if ( ( err = wslay_event_recv ( wsl_ctx ) ) ! = 0 | | ( err = wslay_event_send ( wsl_ctx ) ) ! = 0 ) {
// Error close.
print_verbose ( " Websocket (wslay) poll error: " + itos ( err ) ) ;
wslay_event_context_free ( wsl_ctx ) ;
wsl_ctx = nullptr ;
close ( - 1 ) ;
return ;
}
if ( wslay_event_get_close_sent ( wsl_ctx ) & & wslay_event_get_close_received ( wsl_ctx ) ) {
// Clean close.
wslay_event_context_free ( wsl_ctx ) ;
wsl_ctx = nullptr ;
close ( - 1 ) ;
return ;
}
2019-06-24 15:46:24 +02:00
}
}
[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 22:44:44 +02:00
Error WSLPeer : : _send ( const uint8_t * p_buffer , int p_buffer_size , wslay_opcode p_opcode ) {
ERR_FAIL_COND_V ( ready_state ! = STATE_OPEN , FAILED ) ;
ERR_FAIL_COND_V ( wslay_event_get_queued_msg_count ( wsl_ctx ) > = ( uint32_t ) max_queued_packets , ERR_OUT_OF_MEMORY ) ;
ERR_FAIL_COND_V ( outbound_buffer_size > 0 & & ( wslay_event_get_queued_msg_length ( wsl_ctx ) + p_buffer_size > ( uint32_t ) outbound_buffer_size ) , ERR_OUT_OF_MEMORY ) ;
2019-06-24 15:46:24 +02:00
2021-10-28 10:47:44 +02:00
struct wslay_event_msg msg ;
[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 22:44:44 +02:00
msg . opcode = p_opcode ;
2019-06-24 15:46:24 +02:00
msg . msg = p_buffer ;
msg . msg_length = p_buffer_size ;
2021-10-28 10:47:44 +02:00
// Queue & send message.
[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 22:44:44 +02:00
if ( wslay_event_queue_msg ( wsl_ctx , & msg ) ! = 0 | | wslay_event_send ( wsl_ctx ) ! = 0 ) {
close ( - 1 ) ;
2020-01-24 14:50:53 +01:00
return FAILED ;
}
2019-06-24 15:46:24 +02:00
return OK ;
}
[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 22:44:44 +02:00
Error WSLPeer : : send ( const uint8_t * p_buffer , int p_buffer_size , WriteMode p_mode ) {
wslay_opcode opcode = p_mode = = WRITE_MODE_TEXT ? WSLAY_TEXT_FRAME : WSLAY_BINARY_FRAME ;
return _send ( p_buffer , p_buffer_size , opcode ) ;
}
Error WSLPeer : : put_packet ( const uint8_t * p_buffer , int p_buffer_size ) {
return _send ( p_buffer , p_buffer_size , WSLAY_BINARY_FRAME ) ;
}
2019-06-24 15:46:24 +02:00
Error WSLPeer : : get_packet ( const uint8_t * * r_buffer , int & r_buffer_size ) {
r_buffer_size = 0 ;
[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 22:44:44 +02:00
ERR_FAIL_COND_V ( ready_state ! = STATE_OPEN , FAILED ) ;
2019-06-24 15:46:24 +02:00
[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 22:44:44 +02:00
if ( in_buffer . packets_left ( ) = = 0 ) {
2019-06-24 15:46:24 +02:00
return ERR_UNAVAILABLE ;
2020-05-14 16:41:43 +02:00
}
2019-06-24 15:46:24 +02:00
int read = 0 ;
[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 22:44:44 +02:00
uint8_t * rw = packet_buffer . ptrw ( ) ;
in_buffer . read_packet ( rw , packet_buffer . size ( ) , & was_string , read ) ;
2019-06-24 15:46:24 +02:00
2020-02-17 22:06:54 +01:00
* r_buffer = rw ;
2019-06-24 15:46:24 +02:00
r_buffer_size = read ;
return OK ;
}
int WSLPeer : : get_available_packet_count ( ) const {
[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 22:44:44 +02:00
if ( ready_state ! = STATE_OPEN ) {
2019-06-24 15:46:24 +02:00
return 0 ;
2020-05-14 16:41:43 +02:00
}
2019-06-24 15:46:24 +02:00
[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 22:44:44 +02:00
return in_buffer . packets_left ( ) ;
2019-06-24 15:46:24 +02:00
}
2021-07-29 22:11:27 +02:00
int WSLPeer : : get_current_outbound_buffered_amount ( ) const {
[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 22:44:44 +02:00
if ( ready_state ! = STATE_OPEN ) {
return 0 ;
}
2019-06-24 15:46:24 +02:00
[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 22:44:44 +02:00
return wslay_event_get_queued_msg_length ( wsl_ctx ) ;
2019-06-24 15:46:24 +02:00
}
void WSLPeer : : close ( int p_code , String p_reason ) {
[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 22:44:44 +02:00
if ( p_code < 0 ) {
// Force immediate close.
ready_state = STATE_CLOSED ;
}
if ( ready_state = = STATE_OPEN & & ! wslay_event_get_close_sent ( wsl_ctx ) ) {
2019-06-24 15:46:24 +02:00
CharString cs = p_reason . utf8 ( ) ;
[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 22:44:44 +02:00
wslay_event_queue_close ( wsl_ctx , p_code , ( uint8_t * ) cs . ptr ( ) , cs . length ( ) ) ;
wslay_event_send ( wsl_ctx ) ;
ready_state = STATE_CLOSING ;
} else if ( ready_state = = STATE_CONNECTING | | ready_state = = STATE_CLOSED ) {
ready_state = STATE_CLOSED ;
connection . unref ( ) ;
if ( tcp . is_valid ( ) ) {
tcp - > disconnect_from_host ( ) ;
tcp . unref ( ) ;
}
2019-06-24 15:46:24 +02:00
}
[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 22:44:44 +02:00
in_buffer . clear ( ) ;
packet_buffer . resize ( 0 ) ;
2019-06-24 15:46:24 +02:00
}
2021-05-06 02:48:18 +02:00
IPAddress WSLPeer : : get_connected_host ( ) const {
[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 22:44:44 +02:00
ERR_FAIL_COND_V ( tcp . is_null ( ) , IPAddress ( ) ) ;
return tcp - > get_connected_host ( ) ;
2019-06-24 15:46:24 +02:00
}
uint16_t WSLPeer : : get_connected_port ( ) const {
[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 22:44:44 +02:00
ERR_FAIL_COND_V ( tcp . is_null ( ) , 0 ) ;
return tcp - > get_connected_port ( ) ;
}
String WSLPeer : : get_selected_protocol ( ) const {
return selected_protocol ;
}
2019-06-24 15:46:24 +02:00
[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.
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String WSLPeer : : get_requested_url ( ) const {
return requested_url ;
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}
2020-01-28 14:06:28 +01:00
void WSLPeer : : set_no_delay ( bool p_enabled ) {
[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 22:44:44 +02:00
ERR_FAIL_COND ( tcp . is_null ( ) ) ;
tcp - > set_no_delay ( p_enabled ) ;
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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 22:44:44 +02:00
void WSLPeer : : _clear ( ) {
// Connection info.
ready_state = STATE_CLOSED ;
is_server = false ;
connection . unref ( ) ;
if ( tcp . is_valid ( ) ) {
tcp - > disconnect_from_host ( ) ;
tcp . unref ( ) ;
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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 22:44:44 +02:00
if ( wsl_ctx ) {
wslay_event_context_free ( wsl_ctx ) ;
wsl_ctx = nullptr ;
}
resolver . stop ( ) ;
requested_url . clear ( ) ;
requested_host . clear ( ) ;
pending_request = true ;
handshake_buffer - > clear ( ) ;
selected_protocol . clear ( ) ;
session_key . clear ( ) ;
// Pending packets info.
was_string = 0 ;
in_buffer . clear ( ) ;
packet_buffer . clear ( ) ;
// Close code info.
close_code = - 1 ;
close_reason . clear ( ) ;
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}
WSLPeer : : WSLPeer ( ) {
[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 22:44:44 +02:00
handshake_buffer . instantiate ( ) ;
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}
WSLPeer : : ~ WSLPeer ( ) {
[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 22:44:44 +02:00
close ( - 1 ) ;
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}
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# endif // WEB_ENABLED