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https://github.com/godotengine/godot
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40d60ca6ae
Register module during core initialization so the remote debugger can properly handle the "wss://" protocol.
90 lines
3.6 KiB
C++
90 lines
3.6 KiB
C++
/*************************************************************************/
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/* register_types.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "register_types.h"
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#include "core/config/project_settings.h"
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#include "core/debugger/engine_debugger.h"
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#include "core/error/error_macros.h"
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#include "websocket_multiplayer_peer.h"
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#include "websocket_peer.h"
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#include "remote_debugger_peer_websocket.h"
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#ifdef WEB_ENABLED
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#include "emws_peer.h"
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#else
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#include "wsl_peer.h"
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#endif
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#ifdef TOOLS_ENABLED
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#include "editor/debugger/editor_debugger_server.h"
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#include "editor/editor_debugger_server_websocket.h"
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#include "editor/editor_node.h"
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#endif
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#ifdef TOOLS_ENABLED
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static void _editor_init_callback() {
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EditorDebuggerServer::register_protocol_handler("ws://", EditorDebuggerServerWebSocket::create);
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}
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#endif
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void initialize_websocket_module(ModuleInitializationLevel p_level) {
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if (p_level == MODULE_INITIALIZATION_LEVEL_CORE) {
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#ifdef WEB_ENABLED
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EMWSPeer::initialize();
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#else
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WSLPeer::initialize();
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#endif
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GDREGISTER_CLASS(WebSocketMultiplayerPeer);
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ClassDB::register_custom_instance_class<WebSocketPeer>();
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EngineDebugger::register_uri_handler("ws://", RemoteDebuggerPeerWebSocket::create);
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EngineDebugger::register_uri_handler("wss://", RemoteDebuggerPeerWebSocket::create);
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}
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#ifdef TOOLS_ENABLED
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if (p_level == MODULE_INITIALIZATION_LEVEL_EDITOR) {
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EditorNode::add_init_callback(&_editor_init_callback);
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}
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#endif
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}
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void uninitialize_websocket_module(ModuleInitializationLevel p_level) {
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if (p_level != MODULE_INITIALIZATION_LEVEL_CORE) {
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return;
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}
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#ifndef WEB_ENABLED
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WSLPeer::deinitialize();
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#endif
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}
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