/**************************************************************************/ /* websocket_multiplayer_peer.h */ /**************************************************************************/ /* 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. */ /* */ /* 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 WEBSOCKET_MULTIPLAYER_PEER_H #define WEBSOCKET_MULTIPLAYER_PEER_H #include "core/error/error_list.h" #include "core/io/stream_peer_tls.h" #include "core/io/tcp_server.h" #include "core/templates/list.h" #include "scene/main/multiplayer_peer.h" #include "websocket_peer.h" class WebSocketMultiplayerPeer : public MultiplayerPeer { GDCLASS(WebSocketMultiplayerPeer, MultiplayerPeer); private: Ref<WebSocketPeer> _create_peer(); protected: enum { SYS_NONE = 0, SYS_ADD = 1, SYS_DEL = 2, SYS_ID = 3, PROTO_SIZE = 9 }; struct Packet { int source = 0; uint8_t *data = nullptr; uint32_t size = 0; }; struct PendingPeer { uint64_t time = 0; Ref<StreamPeerTCP> tcp; Ref<StreamPeer> connection; Ref<WebSocketPeer> ws; }; uint64_t handshake_timeout = 3000; Ref<WebSocketPeer> peer_config; HashMap<int, PendingPeer> pending_peers; Ref<TCPServer> tcp_server; Ref<TLSOptions> tls_server_options; ConnectionStatus connection_status = CONNECTION_DISCONNECTED; List<Packet> incoming_packets; HashMap<int, Ref<WebSocketPeer>> peers_map; Packet current_packet; int target_peer = 0; int unique_id = 0; static void _bind_methods(); void _poll_client(); void _poll_server(); void _clear(); public: /* MultiplayerPeer */ virtual void set_target_peer(int p_target_peer) override; virtual int get_packet_peer() const override; virtual int get_packet_channel() const override { return 0; } virtual TransferMode get_packet_mode() const override { return TRANSFER_MODE_RELIABLE; } virtual int get_unique_id() const override; virtual bool is_server_relay_supported() const override { return true; } virtual int get_max_packet_size() const override; virtual bool is_server() const override; virtual void poll() override; virtual void close() override; virtual void disconnect_peer(int p_peer_id, bool p_force = false) override; virtual ConnectionStatus get_connection_status() const override; /* PacketPeer */ virtual int get_available_packet_count() const override; virtual Error get_packet(const uint8_t **r_buffer, int &r_buffer_size) override; virtual Error put_packet(const uint8_t *p_buffer, int p_buffer_size) override; /* WebSocketPeer */ virtual Ref<WebSocketPeer> get_peer(int p_peer_id) const; Error create_client(const String &p_url, Ref<TLSOptions> p_options); Error create_server(int p_port, IPAddress p_bind_ip, Ref<TLSOptions> p_options); void set_supported_protocols(const Vector<String> &p_protocols); Vector<String> get_supported_protocols() const; void set_handshake_headers(const Vector<String> &p_headers); Vector<String> get_handshake_headers() const; void set_outbound_buffer_size(int p_buffer_size); int get_outbound_buffer_size() const; void set_inbound_buffer_size(int p_buffer_size); int get_inbound_buffer_size() const; float get_handshake_timeout() const; void set_handshake_timeout(float p_timeout); IPAddress get_peer_address(int p_peer_id) const; int get_peer_port(int p_peer_id) const; void set_max_queued_packets(int p_max_queued_packets); int get_max_queued_packets() const; WebSocketMultiplayerPeer(); ~WebSocketMultiplayerPeer(); }; #endif // WEBSOCKET_MULTIPLAYER_PEER_H