virtualx-engine/core/io/ip.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

104 lines
3.5 KiB
C++

/*************************************************************************/
/* ip.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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 IP_H
#define IP_H
#include "os/os.h"
#include "io/ip_address.h"
struct _IP_ResolverPrivate;
class IP : public Object {
OBJ_TYPE( IP, Object );
OBJ_CATEGORY("Networking");
public:
enum ResolverStatus {
RESOLVER_STATUS_NONE,
RESOLVER_STATUS_WAITING,
RESOLVER_STATUS_DONE,
RESOLVER_STATUS_ERROR,
};
enum AddressType {
ADDRESS_IPV4 = 1,
ADDRESS_IPV6 = 2,
ADDRESS_ANY = 3,
};
enum {
RESOLVER_MAX_QUERIES = 32,
RESOLVER_INVALID_ID=-1
};
typedef int ResolverID;
private:
_IP_ResolverPrivate *resolver;
protected:
static IP*singleton;
static void _bind_methods();
virtual IP_Address _resolve_hostname(const String& p_hostname, IP_Address::AddrType p_type = IP_Address::TYPE_ANY)=0;
Array _get_local_addresses() const;
static IP* (*_create)();
public:
IP_Address resolve_hostname(const String& p_hostname, IP_Address::AddrType p_type = IP_Address::TYPE_ANY);
// async resolver hostname
ResolverID resolve_hostname_queue_item(const String& p_hostname, IP_Address::AddrType p_type = IP_Address::TYPE_ANY);
ResolverStatus get_resolve_item_status(ResolverID p_id) const;
IP_Address get_resolve_item_address(ResolverID p_id) const;
virtual void get_local_addresses(List<IP_Address> *r_addresses) const=0;
void erase_resolve_item(ResolverID p_id);
void clear_cache(const String& p_hostname = "");
static IP* get_singleton();
static IP* create();
IP();
~IP();
};
#endif // IP_H