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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.
82 lines
3.9 KiB
C++
82 lines
3.9 KiB
C++
/*************************************************************************/
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/* net_socket.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 NET_SOCKET_H
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#define NET_SOCKET_H
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#include "core/io/ip.h"
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#include "core/reference.h"
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class NetSocket : public Reference {
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protected:
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static NetSocket *(*_create)();
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public:
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static NetSocket *create();
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enum PollType {
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POLL_TYPE_IN,
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POLL_TYPE_OUT,
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POLL_TYPE_IN_OUT
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};
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enum Type {
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TYPE_NONE,
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TYPE_TCP,
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TYPE_UDP,
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};
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virtual Error open(Type p_type, IP::Type &ip_type) = 0;
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virtual void close() = 0;
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virtual Error bind(IP_Address p_addr, uint16_t p_port) = 0;
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virtual Error listen(int p_max_pending) = 0;
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virtual Error connect_to_host(IP_Address p_addr, uint16_t p_port) = 0;
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virtual Error poll(PollType p_type, int timeout) const = 0;
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virtual Error recv(uint8_t *p_buffer, int p_len, int &r_read) = 0;
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virtual Error recvfrom(uint8_t *p_buffer, int p_len, int &r_read, IP_Address &r_ip, uint16_t &r_port) = 0;
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virtual Error send(const uint8_t *p_buffer, int p_len, int &r_sent) = 0;
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virtual Error sendto(const uint8_t *p_buffer, int p_len, int &r_sent, IP_Address p_ip, uint16_t p_port) = 0;
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virtual Ref<NetSocket> accept(IP_Address &r_ip, uint16_t &r_port) = 0;
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virtual bool is_open() const = 0;
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virtual int get_available_bytes() const = 0;
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virtual Error set_broadcasting_enabled(bool p_enabled) = 0; // Returns OK if the socket option has been set successfully.
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virtual void set_blocking_enabled(bool p_enabled) = 0;
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virtual void set_ipv6_only_enabled(bool p_enabled) = 0;
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virtual void set_tcp_no_delay_enabled(bool p_enabled) = 0;
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virtual void set_reuse_address_enabled(bool p_enabled) = 0;
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virtual Error join_multicast_group(const IP_Address &p_multi_address, String p_if_name) = 0;
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virtual Error leave_multicast_group(const IP_Address &p_multi_address, String p_if_name) = 0;
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};
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#endif // NET_SOCKET_H
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