1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
|
/*************************************************************************/
/* 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
|