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/*************************************************************************/
/*  wsl_server.h                                                         */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2019 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 WSLSERVER_H
#define WSLSERVER_H

#ifndef JAVASCRIPT_ENABLED

#include "websocket_server.h"
#include "wsl_peer.h"

#include "core/io/stream_peer_tcp.h"
#include "core/io/tcp_server.h"

#define WSL_SERVER_TIMEOUT 1000

class WSLServer : public WebSocketServer {

	GDCIIMPL(WSLServer, WebSocketServer);

private:
	class PendingPeer : public Reference {

	private:
		bool _parse_request(String &r_key);

	public:
		Ref<StreamPeer> connection;

		int time;
		uint8_t req_buf[WSL_MAX_HEADER_SIZE];
		int req_pos;
		String key;
		bool has_request;
		CharString response;
		int response_sent;

		PendingPeer();

		Error do_handshake();
	};

	int _in_buf_size;
	int _in_pkt_size;
	int _out_buf_size;
	int _out_pkt_size;

	List<Ref<PendingPeer> > _pending;
	Ref<TCP_Server> _server;

public:
	Error set_buffers(int p_in_buffer, int p_in_packets, int p_out_buffer, int p_out_packets);
	Error listen(int p_port, PoolVector<String> p_protocols = PoolVector<String>(), bool gd_mp_api = false);
	void stop();
	bool is_listening() const;
	int get_max_packet_size() const;
	bool has_peer(int p_id) const;
	Ref<WebSocketPeer> get_peer(int p_id) const;
	IP_Address get_peer_address(int p_peer_id) const;
	int get_peer_port(int p_peer_id) const;
	void disconnect_peer(int p_peer_id, int p_code = 1000, String p_reason = "");
	virtual void poll();

	WSLServer();
	~WSLServer();
};

#endif // JAVASCRIPT_ENABLED

#endif // WSLSERVER_H