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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_server.cpp
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93
modules/websocket/websocket_server.cpp
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/*************************************************************************/
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/* websocket_server.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_server.h"
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GDCINULL(WebSocketServer);
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WebSocketServer::WebSocketServer() {
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_peer_id = 1;
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}
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WebSocketServer::~WebSocketServer() {
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}
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void WebSocketServer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("is_listening"), &WebSocketServer::is_listening);
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ClassDB::bind_method(D_METHOD("listen", "port", "protocols", "gd_mp_api"), &WebSocketServer::listen, DEFVAL(PoolVector<String>()), DEFVAL(false));
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ClassDB::bind_method(D_METHOD("stop"), &WebSocketServer::stop);
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ClassDB::bind_method(D_METHOD("has_peer", "id"), &WebSocketServer::has_peer);
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ADD_SIGNAL(MethodInfo("client_disconnected", PropertyInfo(Variant::INT, "id")));
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ADD_SIGNAL(MethodInfo("client_connected", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::STRING, "protocol")));
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ADD_SIGNAL(MethodInfo("data_received", PropertyInfo(Variant::INT, "id")));
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}
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NetworkedMultiplayerPeer::ConnectionStatus WebSocketServer::get_connection_status() const {
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if (is_listening())
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return CONNECTION_CONNECTED;
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return CONNECTION_DISCONNECTED;
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};
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bool WebSocketServer::is_server() const {
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return true;
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}
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void WebSocketServer::_on_peer_packet(int32_t p_peer_id) {
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if (_is_multiplayer) {
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_process_multiplayer(get_peer(p_peer_id), p_peer_id);
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} else {
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emit_signal("data_received", p_peer_id);
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}
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}
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void WebSocketServer::_on_connect(int32_t p_peer_id, String p_protocol) {
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if (_is_multiplayer) {
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// Send add to clients
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_send_add(p_peer_id);
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emit_signal("peer_connected", p_peer_id);
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} else {
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emit_signal("client_connected", p_peer_id, p_protocol);
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}
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}
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void WebSocketServer::_on_disconnect(int32_t p_peer_id) {
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if (_is_multiplayer) {
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// Send delete to clients
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_send_del(p_peer_id);
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emit_signal("peer_disconnected", p_peer_id);
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} else {
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emit_signal("client_disconnected", p_peer_id);
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}
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}
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