godot/modules/websocket/websocket_multiplayer_peer.h

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/*************************************************************************/
/* websocket_multiplayer_peer.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. */
/*************************************************************************/
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#ifndef WEBSOCKET_MULTIPLAYER_PEER_H
#define WEBSOCKET_MULTIPLAYER_PEER_H
#include "core/error/error_list.h"
#include "core/io/stream_peer_tls.h"
#include "core/io/tcp_server.h"
#include "core/templates/list.h"
#include "scene/main/multiplayer_peer.h"
#include "websocket_peer.h"
class WebSocketMultiplayerPeer : public MultiplayerPeer {
GDCLASS(WebSocketMultiplayerPeer, MultiplayerPeer);
private:
Vector<uint8_t> _make_pkt(uint8_t p_type, int32_t p_from, int32_t p_to, const uint8_t *p_data, uint32_t p_data_size);
void _store_pkt(int32_t p_source, int32_t p_dest, const uint8_t *p_data, uint32_t p_data_size);
Error _server_relay(int32_t p_from, int32_t p_to, const uint8_t *p_buffer, uint32_t p_buffer_size);
Ref<WebSocketPeer> _create_peer();
protected:
enum {
SYS_NONE = 0,
SYS_ADD = 1,
SYS_DEL = 2,
SYS_ID = 3,
PROTO_SIZE = 9
};
struct Packet {
int source = 0;
int destination = 0;
uint8_t *data = nullptr;
uint32_t size = 0;
};
struct PendingPeer {
uint64_t time = 0;
Ref<StreamPeerTCP> tcp;
Ref<StreamPeer> connection;
Ref<WebSocketPeer> ws;
};
uint64_t handshake_timeout = 3000;
Ref<WebSocketPeer> peer_config;
HashMap<int, PendingPeer> pending_peers;
Ref<TCPServer> tcp_server;
bool use_tls = false;
Ref<X509Certificate> tls_certificate;
Ref<CryptoKey> tls_key;
ConnectionStatus connection_status = CONNECTION_DISCONNECTED;
List<Packet> incoming_packets;
HashMap<int, Ref<WebSocketPeer>> peers_map;
Packet current_packet;
int target_peer = 0;
int unique_id = 0;
static void _bind_methods();
void _send_ack(Ref<WebSocketPeer> p_peer, int32_t p_peer_id);
void _send_sys(Ref<WebSocketPeer> p_peer, uint8_t p_type, int32_t p_peer_id);
void _send_del(int32_t p_peer_id);
void _process_multiplayer(Ref<WebSocketPeer> p_peer, uint32_t p_peer_id);
void _poll_client();
void _poll_server();
void _clear();
public:
/* MultiplayerPeer */
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void set_target_peer(int p_target_peer) override;
int get_packet_peer() const override;
int get_unique_id() const override;
virtual int get_max_packet_size() const override;
virtual bool is_server() const override;
virtual void poll() override;
virtual ConnectionStatus get_connection_status() const override;
/* PacketPeer */
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virtual int get_available_packet_count() const override;
virtual Error get_packet(const uint8_t **r_buffer, int &r_buffer_size) override;
virtual Error put_packet(const uint8_t *p_buffer, int p_buffer_size) override;
/* WebSocketPeer */
virtual Ref<WebSocketPeer> get_peer(int p_peer_id) const;
Error create_client(const String &p_url, bool p_verify_tls, Ref<X509Certificate> p_tls_certificate);
Error create_server(int p_port, IPAddress p_bind_ip, Ref<CryptoKey> p_tls_key, Ref<X509Certificate> p_tls_certificate);
void set_supported_protocols(const Vector<String> &p_protocols);
Vector<String> get_supported_protocols() const;
void set_handshake_headers(const Vector<String> &p_headers);
Vector<String> get_handshake_headers() const;
void set_outbound_buffer_size(int p_buffer_size);
int get_outbound_buffer_size() const;
void set_inbound_buffer_size(int p_buffer_size);
int get_inbound_buffer_size() const;
float get_handshake_timeout() const;
void set_handshake_timeout(float p_timeout);
IPAddress 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 = "");
void close();
void set_max_queued_packets(int p_max_queued_packets);
int get_max_queued_packets() const;
WebSocketMultiplayerPeer();
~WebSocketMultiplayerPeer();
};
#endif // WEBSOCKET_MULTIPLAYER_PEER_H