Commit graph

13 commits

Author SHA1 Message Date
Fabio Alessandrelli
a8950f98dd [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.
2022-10-11 15:52:30 +02:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Jordan Schidlowsky
de02cf44ae Websocket peer outbound buffer fixes. Expose outbound buffered amount. 2021-07-31 19:48:31 -06:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Fabio Alessandrelli
a48d0b5eef Disable Nagle's algorithm for WebSocket TCP.
This should greatly decrease latency for the most common use cases.
A new function WebSocketPeer::set_no_delay will allow to configure it if
so desired.
2020-01-28 14:10:46 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde
d1f3b622f0 Fix missing/malformed license headers 2019-01-01 12:46:36 +01:00
Fabio Alessandrelli
5d91e87c64 Implement WebSocket close notify. 2018-09-24 01:50:37 +02:00
Fabio Alessandrelli
6b9ec810c6 Implement get_peer_[address|port] in ENet/WSServer
Also implement get_connected_host and get_connected_port in WebSocketPeer
(not supported in HTML5 due to browser limitation).
Add shorthand disconnect_peer(id) for get_peer(id)->close() like in ENet to
WebSocketServer.
2018-04-12 12:30:51 +02:00
Poommetee Ketson
ff070de986 s/2017/2018/g for gles2, websocket, linux appdata 2018-03-21 16:07:51 +07:00
Fabio Alessandrelli
658d71c3b9 Relicense module to the wondeful Godot community! 2018-02-06 14:10:13 +01:00
Fabio Alessandrelli
6a644d3ee1 Add websocket module.
Webassembly is client-only for obvious reasons.
Other platforms support both client and server using libwebsockets.
2018-02-06 14:10:13 +01:00