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Add websocket module.
Webassembly is client-only for obvious reasons. Other platforms support both client and server using libwebsockets.
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modules/websocket/websocket_client.cpp
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123
modules/websocket/websocket_client.cpp
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/*************************************************************************/
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/* websocket_client.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT WEBSOCKET MODULE */
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/* https://github.com/LudiDorici/godot-websocket */
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/*************************************************************************/
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/* Copyright (c) 2017 Ludi Dorici, di Alessandrelli Fabio */
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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 "websocket_client.h"
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GDCINULL(WebSocketClient);
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WebSocketClient::WebSocketClient() {
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}
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WebSocketClient::~WebSocketClient() {
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}
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Error WebSocketClient::connect_to_url(String p_url, PoolVector<String> p_protocols, bool gd_mp_api) {
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_is_multiplayer = gd_mp_api;
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String host = p_url;
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String path = "/";
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int p_len = -1;
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int port = 80;
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bool ssl = false;
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if (host.begins_with("wss://")) {
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ssl = true; // we should implement this
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host = host.substr(6, host.length() - 6);
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port = 443;
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} else {
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ssl = false;
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if (host.begins_with("ws://"))
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host = host.substr(5, host.length() - 5);
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}
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// Path
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p_len = host.find("/");
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if (p_len != -1) {
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path = host.substr(p_len, host.length() - p_len);
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host = host.substr(0, p_len);
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}
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// Port
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p_len = host.find_last(":");
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if (p_len != -1 && p_len == host.find(":")) {
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port = host.substr(p_len, host.length() - p_len).to_int();
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host = host.substr(0, p_len);
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}
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return connect_to_host(host, path, port, ssl, p_protocols);
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}
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bool WebSocketClient::is_server() const {
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return false;
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}
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void WebSocketClient::_on_peer_packet() {
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if (_is_multiplayer) {
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_process_multiplayer(get_peer(1), 1);
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} else {
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emit_signal("data_received");
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}
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}
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void WebSocketClient::_on_connect(String p_protocol) {
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if (_is_multiplayer) {
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// need to wait for ID confirmation...
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} else {
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emit_signal("connection_established", p_protocol);
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}
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}
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void WebSocketClient::_on_disconnect() {
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if (_is_multiplayer) {
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emit_signal("connection_failed");
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} else {
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emit_signal("connection_closed");
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}
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}
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void WebSocketClient::_on_error() {
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if (_is_multiplayer) {
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emit_signal("connection_failed");
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} else {
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emit_signal("connection_error");
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}
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}
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void WebSocketClient::_bind_methods() {
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ClassDB::bind_method(D_METHOD("connect_to_url", "url", "protocols", "gd_mp_api"), &WebSocketClient::connect_to_url, DEFVAL(PoolVector<String>()), DEFVAL(false));
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ClassDB::bind_method(D_METHOD("disconnect_from_host"), &WebSocketClient::disconnect_from_host);
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ADD_SIGNAL(MethodInfo("data_received"));
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ADD_SIGNAL(MethodInfo("connection_established", PropertyInfo(Variant::STRING, "protocol")));
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ADD_SIGNAL(MethodInfo("connection_closed"));
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ADD_SIGNAL(MethodInfo("connection_error"));
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}
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