godot/modules/websocket/websocket_multiplayer_peer.h
Fabio Alessandrelli adba870534 [NET] Refactor TLS configuration.
Use a TLSOptions configuration object which is created via static
functions.

- "TLSOptions.client": uses the standard CA and common name verification.
- "TLSOptions.client_unsafe": uses optional CA verification (i.e. if specified)
- "TLSOptions.server": is the standard server configuration (chain + key)

This will allow us to expand the TLS configuration options to include
e.g. mutual authentication without bloating the classes that uses
StreamPeerTLS and PacketPeerDTLS as underlying peers.
2023-01-28 11:08:02 +01:00

145 lines
5.3 KiB
C++

/**************************************************************************/
/* websocket_multiplayer_peer.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
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/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
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/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
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/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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#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