godot/modules/websocket/websocket_client.h
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00

76 lines
3.6 KiB
C++

/*************************************************************************/
/* websocket_client.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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_CLIENT_H
#define WEBSOCKET_CLIENT_H
#include "core/crypto/crypto.h"
#include "core/error/error_list.h"
#include "websocket_multiplayer_peer.h"
#include "websocket_peer.h"
class WebSocketClient : public WebSocketMultiplayerPeer {
GDCLASS(WebSocketClient, WebSocketMultiplayerPeer);
GDCICLASS(WebSocketClient);
protected:
Ref<WebSocketPeer> _peer;
bool verify_ssl = true;
Ref<X509Certificate> ssl_cert;
static void _bind_methods();
public:
Error connect_to_url(String p_url, const Vector<String> p_protocols = Vector<String>(), bool gd_mp_api = false, const Vector<String> p_custom_headers = Vector<String>());
void set_verify_ssl_enabled(bool p_verify_ssl);
bool is_verify_ssl_enabled() const;
Ref<X509Certificate> get_trusted_ssl_certificate() const;
void set_trusted_ssl_certificate(Ref<X509Certificate> p_cert);
virtual Error connect_to_host(String p_host, String p_path, uint16_t p_port, bool p_ssl, const Vector<String> p_protocol = Vector<String>(), const Vector<String> p_custom_headers = Vector<String>()) = 0;
virtual void disconnect_from_host(int p_code = 1000, String p_reason = "") = 0;
virtual IPAddress get_connected_host() const = 0;
virtual uint16_t get_connected_port() const = 0;
virtual bool is_server() const override;
void _on_peer_packet();
void _on_connect(String p_protocol);
void _on_close_request(int p_code, String p_reason);
void _on_disconnect(bool p_was_clean);
void _on_error();
WebSocketClient();
~WebSocketClient();
};
#endif // WEBSOCKET_CLIENT_H