websocket_client.h 3.4 KB

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  1. /*************************************************************************/
  2. /* websocket_client.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef WEBSOCKET_CLIENT_H
  31. #define WEBSOCKET_CLIENT_H
  32. #include "core/error_list.h"
  33. #include "websocket_multiplayer.h"
  34. #include "websocket_peer.h"
  35. class WebSocketClient : public WebSocketMultiplayerPeer {
  36. GDCLASS(WebSocketClient, WebSocketMultiplayerPeer);
  37. GDCICLASS(WebSocketClient);
  38. protected:
  39. Ref<WebSocketPeer> _peer;
  40. bool verify_ssl;
  41. static void _bind_methods();
  42. public:
  43. Error connect_to_url(String p_url, PoolVector<String> p_protocols = PoolVector<String>(), bool gd_mp_api = false);
  44. void set_verify_ssl_enabled(bool p_verify_ssl);
  45. bool is_verify_ssl_enabled() const;
  46. virtual void poll() = 0;
  47. virtual Error connect_to_host(String p_host, String p_path, uint16_t p_port, bool p_ssl, PoolVector<String> p_protocol = PoolVector<String>()) = 0;
  48. virtual void disconnect_from_host(int p_code = 1000, String p_reason = "") = 0;
  49. virtual IP_Address get_connected_host() const = 0;
  50. virtual uint16_t get_connected_port() const = 0;
  51. virtual bool is_server() const;
  52. virtual ConnectionStatus get_connection_status() const = 0;
  53. void _on_peer_packet();
  54. void _on_connect(String p_protocol);
  55. void _on_close_request(int p_code, String p_reason);
  56. void _on_disconnect(bool p_was_clean);
  57. void _on_error();
  58. WebSocketClient();
  59. ~WebSocketClient();
  60. };
  61. #endif // WEBSOCKET_CLIENT_H