/*************************************************************************/ /* websocket_server.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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/reference.h" #include "websocket_multiplayer.h" #include "websocket_peer.h" class WebSocketServer : public WebSocketMultiplayerPeer { GDCLASS(WebSocketServer, WebSocketMultiplayerPeer); GDCICLASS(WebSocketServer); protected: static void _bind_methods(); public: virtual void poll() = 0; virtual Error listen(int p_port, PoolVector<String> p_protocols = PoolVector<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) = 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); WebSocketServer(); ~WebSocketServer(); }; #endif // WEBSOCKET_H