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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.
124 lines
4.3 KiB
C++
124 lines
4.3 KiB
C++
/*************************************************************************/
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/* wsl_peer.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 WSLPEER_H
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#define WSLPEER_H
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#ifndef JAVASCRIPT_ENABLED
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#include "core/error_list.h"
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#include "core/io/packet_peer.h"
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#include "core/io/stream_peer_tcp.h"
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#include "core/ring_buffer.h"
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#include "packet_buffer.h"
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#include "websocket_peer.h"
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#include "wslay/wslay.h"
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#define WSL_MAX_HEADER_SIZE 4096
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class WSLPeer : public WebSocketPeer {
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GDCIIMPL(WSLPeer, WebSocketPeer);
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public:
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struct PeerData {
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bool polling;
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bool destroy;
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bool valid;
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bool is_server;
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bool closing;
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void *obj;
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void *peer;
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Ref<StreamPeer> conn;
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Ref<StreamPeerTCP> tcp;
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int id;
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wslay_event_context_ptr ctx;
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PeerData() {
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polling = false;
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destroy = false;
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valid = false;
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is_server = false;
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id = 1;
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ctx = NULL;
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obj = NULL;
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closing = false;
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peer = NULL;
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}
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};
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static String compute_key_response(String p_key);
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static String generate_key();
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private:
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static bool _wsl_poll(struct PeerData *p_data);
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static void _wsl_destroy(struct PeerData **p_data);
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struct PeerData *_data;
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uint8_t _is_string;
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// Our packet info is just a boolean (is_string), using uint8_t for it.
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PacketBuffer<uint8_t> _in_buffer;
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PoolVector<uint8_t> _packet_buffer;
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WriteMode write_mode;
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public:
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int close_code;
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String close_reason;
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void poll(); // Used by client and server.
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virtual int get_available_packet_count() const;
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virtual Error get_packet(const uint8_t **r_buffer, int &r_buffer_size);
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virtual Error put_packet(const uint8_t *p_buffer, int p_buffer_size);
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virtual int get_max_packet_size() const { return _packet_buffer.size(); };
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virtual void close_now();
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virtual void close(int p_code = 1000, String p_reason = "");
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virtual bool is_connected_to_host() const;
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virtual IP_Address get_connected_host() const;
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virtual uint16_t get_connected_port() const;
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virtual WriteMode get_write_mode() const;
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virtual void set_write_mode(WriteMode p_mode);
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virtual bool was_string_packet() const;
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void make_context(PeerData *p_data, unsigned int p_in_buf_size, unsigned int p_in_pkt_size, unsigned int p_out_buf_size, unsigned int p_out_pkt_size);
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Error parse_message(const wslay_event_on_msg_recv_arg *arg);
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void invalidate();
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WSLPeer();
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~WSLPeer();
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};
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#endif // JAVASCRIPT_ENABLED
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#endif // LSWPEER_H
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