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/*************************************************************************/
/*  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