/**************************************************************************/ /* socket_server.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #pragma once #include "core/io/net_socket.h" #include "core/io/stream_peer_socket.h" class SocketServer : public RefCounted { GDCLASS(SocketServer, RefCounted); protected: enum { MAX_PENDING_CONNECTIONS = 8, }; Ref _sock; static void _bind_methods(); Error _listen(const NetSocket::Address &p_addr); template Ref _take_connection() { Ref conn; if (!is_connection_available()) { return conn; } Ref ns; NetSocket::Address addr; ns = _sock->accept(addr); if (ns.is_null()) { return conn; } conn.instantiate(); conn->accept_socket(ns, addr); return conn; } public: bool is_listening() const; bool is_connection_available() const; virtual Ref take_socket_connection() = 0; void stop(); // Stop listening SocketServer(); ~SocketServer(); };