websocket_server.cpp 4.6 KB

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  1. /*************************************************************************/
  2. /* websocket_server.cpp */
  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. #include "websocket_server.h"
  31. GDCINULL(WebSocketServer);
  32. WebSocketServer::WebSocketServer() {
  33. _peer_id = 1;
  34. }
  35. WebSocketServer::~WebSocketServer() {
  36. }
  37. void WebSocketServer::_bind_methods() {
  38. ClassDB::bind_method(D_METHOD("is_listening"), &WebSocketServer::is_listening);
  39. ClassDB::bind_method(D_METHOD("listen", "port", "protocols", "gd_mp_api"), &WebSocketServer::listen, DEFVAL(PoolVector<String>()), DEFVAL(false));
  40. ClassDB::bind_method(D_METHOD("stop"), &WebSocketServer::stop);
  41. ClassDB::bind_method(D_METHOD("has_peer", "id"), &WebSocketServer::has_peer);
  42. ClassDB::bind_method(D_METHOD("get_peer_address", "id"), &WebSocketServer::get_peer_address);
  43. ClassDB::bind_method(D_METHOD("get_peer_port", "id"), &WebSocketServer::get_peer_port);
  44. ClassDB::bind_method(D_METHOD("disconnect_peer", "id", "code", "reason"), &WebSocketServer::disconnect_peer, DEFVAL(1000), DEFVAL(""));
  45. ADD_SIGNAL(MethodInfo("client_close_request", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::INT, "code"), PropertyInfo(Variant::STRING, "reason")));
  46. ADD_SIGNAL(MethodInfo("client_disconnected", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::BOOL, "was_clean_close")));
  47. ADD_SIGNAL(MethodInfo("client_connected", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::STRING, "protocol")));
  48. ADD_SIGNAL(MethodInfo("data_received", PropertyInfo(Variant::INT, "id")));
  49. }
  50. NetworkedMultiplayerPeer::ConnectionStatus WebSocketServer::get_connection_status() const {
  51. if (is_listening())
  52. return CONNECTION_CONNECTED;
  53. return CONNECTION_DISCONNECTED;
  54. };
  55. bool WebSocketServer::is_server() const {
  56. return true;
  57. }
  58. void WebSocketServer::_on_peer_packet(int32_t p_peer_id) {
  59. if (_is_multiplayer) {
  60. _process_multiplayer(get_peer(p_peer_id), p_peer_id);
  61. } else {
  62. emit_signal("data_received", p_peer_id);
  63. }
  64. }
  65. void WebSocketServer::_on_connect(int32_t p_peer_id, String p_protocol) {
  66. if (_is_multiplayer) {
  67. // Send add to clients
  68. _send_add(p_peer_id);
  69. emit_signal("peer_connected", p_peer_id);
  70. } else {
  71. emit_signal("client_connected", p_peer_id, p_protocol);
  72. }
  73. }
  74. void WebSocketServer::_on_disconnect(int32_t p_peer_id, bool p_was_clean) {
  75. if (_is_multiplayer) {
  76. // Send delete to clients
  77. _send_del(p_peer_id);
  78. emit_signal("peer_disconnected", p_peer_id);
  79. } else {
  80. emit_signal("client_disconnected", p_peer_id, p_was_clean);
  81. }
  82. }
  83. void WebSocketServer::_on_close_request(int32_t p_peer_id, int p_code, String p_reason) {
  84. emit_signal("client_close_request", p_peer_id, p_code, p_reason);
  85. }