gdscript_language_protocol.h 4.0 KB

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  1. /*************************************************************************/
  2. /* gdscript_language_protocol.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 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 GDSCRIPT_PROTOCAL_SERVER_H
  31. #define GDSCRIPT_PROTOCAL_SERVER_H
  32. #include "gdscript_text_document.h"
  33. #include "gdscript_workspace.h"
  34. #include "lsp.hpp"
  35. #include "modules/jsonrpc/jsonrpc.h"
  36. #include "modules/websocket/websocket_peer.h"
  37. #include "modules/websocket/websocket_server.h"
  38. class GDScriptLanguageProtocol : public JSONRPC {
  39. GDCLASS(GDScriptLanguageProtocol, JSONRPC)
  40. enum LSPErrorCode {
  41. RequestCancelled = -32800,
  42. ContentModified = -32801,
  43. };
  44. static GDScriptLanguageProtocol *singleton;
  45. HashMap<int, Ref<WebSocketPeer> > clients;
  46. WebSocketServer *server;
  47. int lastest_client_id;
  48. Ref<GDScriptTextDocument> text_document;
  49. Ref<GDScriptWorkspace> workspace;
  50. void on_data_received(int p_id);
  51. void on_client_connected(int p_id, const String &p_protocal);
  52. void on_client_disconnected(int p_id, bool p_was_clean_close);
  53. String process_message(const String &p_text);
  54. String format_output(const String &p_text);
  55. bool _initialized;
  56. protected:
  57. static void _bind_methods();
  58. Dictionary initialize(const Dictionary &p_params);
  59. void initialized(const Variant &p_params);
  60. public:
  61. _FORCE_INLINE_ static GDScriptLanguageProtocol *get_singleton() { return singleton; }
  62. _FORCE_INLINE_ Ref<GDScriptWorkspace> get_workspace() { return workspace; }
  63. _FORCE_INLINE_ Ref<GDScriptTextDocument> get_text_document() { return text_document; }
  64. _FORCE_INLINE_ bool is_initialized() const { return _initialized; }
  65. void poll();
  66. Error start(int p_port, const IP_Address &p_bind_ip);
  67. void stop();
  68. void notify_all_clients(const String &p_method, const Variant &p_params = Variant());
  69. void notify_client(const String &p_method, const Variant &p_params = Variant(), int p_client = -1);
  70. bool is_smart_resolve_enabled() const;
  71. bool is_goto_native_symbols_enabled() const;
  72. GDScriptLanguageProtocol();
  73. ~GDScriptLanguageProtocol();
  74. };
  75. #endif