godot/modules/websocket/websocket_server.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

86 lines
3.9 KiB
C++

/*************************************************************************/
/* websocket_server.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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_H
#define WEBSOCKET_H
#include "core/crypto/crypto.h"
#include "core/reference.h"
#include "websocket_multiplayer_peer.h"
#include "websocket_peer.h"
class WebSocketServer : public WebSocketMultiplayerPeer {
GDCLASS(WebSocketServer, WebSocketMultiplayerPeer);
GDCICLASS(WebSocketServer);
protected:
static void _bind_methods();
Ref<CryptoKey> private_key;
Ref<X509Certificate> ssl_cert;
Ref<X509Certificate> ca_chain;
public:
virtual void poll() = 0;
virtual Error listen(int p_port, const Vector<String> p_protocols = Vector<String>(), bool gd_mp_api = false) = 0;
virtual void stop() = 0;
virtual bool is_listening() const = 0;
virtual bool has_peer(int p_id) const = 0;
virtual Ref<WebSocketPeer> get_peer(int p_id) const = 0;
virtual bool is_server() const;
ConnectionStatus get_connection_status() const;
virtual IP_Address get_peer_address(int p_peer_id) const = 0;
virtual int get_peer_port(int p_peer_id) const = 0;
virtual void disconnect_peer(int p_peer_id, int p_code = 1000, String p_reason = "") = 0;
void _on_peer_packet(int32_t p_peer_id);
void _on_connect(int32_t p_peer_id, String p_protocol);
void _on_disconnect(int32_t p_peer_id, bool p_was_clean);
void _on_close_request(int32_t p_peer_id, int p_code, String p_reason);
Ref<CryptoKey> get_private_key() const;
void set_private_key(Ref<CryptoKey> p_key);
Ref<X509Certificate> get_ssl_certificate() const;
void set_ssl_certificate(Ref<X509Certificate> p_cert);
Ref<X509Certificate> get_ca_chain() const;
void set_ca_chain(Ref<X509Certificate> p_ca_chain);
virtual Error set_buffers(int p_in_buffer, int p_in_packets, int p_out_buffer, int p_out_packets) = 0;
WebSocketServer();
~WebSocketServer();
};
#endif // WEBSOCKET_H