godot/core/io/dtls_server.h
Fabio Alessandrelli adba870534 [NET] Refactor TLS configuration.
Use a TLSOptions configuration object which is created via static
functions.

- "TLSOptions.client": uses the standard CA and common name verification.
- "TLSOptions.client_unsafe": uses optional CA verification (i.e. if specified)
- "TLSOptions.server": is the standard server configuration (chain + key)

This will allow us to expand the TLS configuration options to include
e.g. mutual authentication without bloating the classes that uses
StreamPeerTLS and PacketPeerDTLS as underlying peers.
2023-01-28 11:08:02 +01:00

57 lines
2.7 KiB
C++

/**************************************************************************/
/* dtls_server.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
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#ifndef DTLS_SERVER_H
#define DTLS_SERVER_H
#include "core/io/net_socket.h"
#include "core/io/packet_peer_dtls.h"
class DTLSServer : public RefCounted {
GDCLASS(DTLSServer, RefCounted);
protected:
static DTLSServer *(*_create)();
static void _bind_methods();
static bool available;
public:
static bool is_available();
static DTLSServer *create();
virtual Error setup(Ref<TLSOptions> p_options) = 0;
virtual void stop() = 0;
virtual Ref<PacketPeerDTLS> take_connection(Ref<PacketPeerUDP> p_peer) = 0;
DTLSServer() {}
};
#endif // DTLS_SERVER_H