818f1eed31
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
92 lines
3.7 KiB
C++
92 lines
3.7 KiB
C++
/*************************************************************************/
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/* wsl_client.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 WSL_CLIENT_H
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#define WSL_CLIENT_H
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#ifndef JAVASCRIPT_ENABLED
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#include "core/error_list.h"
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#include "core/io/stream_peer_ssl.h"
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#include "core/io/stream_peer_tcp.h"
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#include "websocket_client.h"
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#include "wsl_peer.h"
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#include "wslay/wslay.h"
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class WSLClient : public WebSocketClient {
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GDCIIMPL(WSLClient, WebSocketClient);
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private:
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int _in_buf_size;
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int _in_pkt_size;
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int _out_buf_size;
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int _out_pkt_size;
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Ref<WSLPeer> _peer;
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Ref<StreamPeerTCP> _tcp;
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Ref<StreamPeer> _connection;
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CharString _request;
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int _requested;
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uint8_t _resp_buf[WSL_MAX_HEADER_SIZE];
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int _resp_pos;
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String _response;
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String _key;
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String _host;
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uint16_t _port;
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Array _ip_candidates;
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Vector<String> _protocols;
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bool _use_ssl = false;
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IP::ResolverID _resolver_id = IP::RESOLVER_INVALID_ID;
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void _do_handshake();
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bool _verify_headers(String &r_protocol);
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public:
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Error set_buffers(int p_in_buffer, int p_in_packets, int p_out_buffer, int p_out_packets);
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Error connect_to_host(String p_host, String p_path, uint16_t p_port, bool p_ssl, const Vector<String> p_protocol = Vector<String>(), const Vector<String> p_custom_headers = Vector<String>());
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int get_max_packet_size() const;
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Ref<WebSocketPeer> get_peer(int p_peer_id) const;
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void disconnect_from_host(int p_code = 1000, String p_reason = "");
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IP_Address get_connected_host() const;
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uint16_t get_connected_port() const;
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virtual ConnectionStatus get_connection_status() const;
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virtual void poll();
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WSLClient();
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~WSLClient();
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};
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#endif // JAVASCRIPT_ENABLED
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#endif // WSL_CLIENT_H
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