818f1eed31
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
94 lines
4.2 KiB
C++
94 lines
4.2 KiB
C++
/*************************************************************************/
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/* websocket_server.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef WEBSOCKET_SERVER_H
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#define WEBSOCKET_SERVER_H
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#include "core/crypto/crypto.h"
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#include "core/reference.h"
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#include "websocket_multiplayer_peer.h"
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#include "websocket_peer.h"
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class WebSocketServer : public WebSocketMultiplayerPeer {
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GDCLASS(WebSocketServer, WebSocketMultiplayerPeer);
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GDCICLASS(WebSocketServer);
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IP_Address bind_ip;
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protected:
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static void _bind_methods();
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Ref<CryptoKey> private_key;
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Ref<X509Certificate> ssl_cert;
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Ref<X509Certificate> ca_chain;
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uint32_t handshake_timeout = 3000;
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public:
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virtual void poll() = 0;
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virtual void set_extra_headers(const Vector<String> &p_headers) = 0;
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virtual Error listen(int p_port, const Vector<String> p_protocols = Vector<String>(), bool gd_mp_api = false) = 0;
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virtual void stop() = 0;
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virtual bool is_listening() const = 0;
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virtual bool has_peer(int p_id) const = 0;
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virtual Ref<WebSocketPeer> get_peer(int p_id) const = 0;
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virtual bool is_server() const;
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ConnectionStatus get_connection_status() const;
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virtual IP_Address get_peer_address(int p_peer_id) const = 0;
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virtual int get_peer_port(int p_peer_id) const = 0;
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virtual void disconnect_peer(int p_peer_id, int p_code = 1000, String p_reason = "") = 0;
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void _on_peer_packet(int32_t p_peer_id);
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void _on_connect(int32_t p_peer_id, String p_protocol);
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void _on_disconnect(int32_t p_peer_id, bool p_was_clean);
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void _on_close_request(int32_t p_peer_id, int p_code, String p_reason);
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IP_Address get_bind_ip() const;
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void set_bind_ip(const IP_Address &p_bind_ip);
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Ref<CryptoKey> get_private_key() const;
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void set_private_key(Ref<CryptoKey> p_key);
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Ref<X509Certificate> get_ssl_certificate() const;
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void set_ssl_certificate(Ref<X509Certificate> p_cert);
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Ref<X509Certificate> get_ca_chain() const;
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void set_ca_chain(Ref<X509Certificate> p_ca_chain);
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float get_handshake_timeout() const;
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void set_handshake_timeout(float p_timeout);
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virtual Error set_buffers(int p_in_buffer, int p_in_packets, int p_out_buffer, int p_out_packets) = 0;
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WebSocketServer();
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~WebSocketServer();
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};
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#endif // WEBSOCKET_SERVER_H
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