// // Copyright (c) 2008-2020 the Urho3D project. // // 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 "../../Container/List.h" #include "../../Core/Mutex.h" #include "../../Core/Object.h" #include "WSConnection.h" #include "WSHandler.h" namespace Urho3D { class Network; class WorkItem; /// Server state enum WSServerState { WSS_STOPPED, WSS_RUNNING }; /// Websocket server handler class WSServer: public WSHandler, public Object { URHO3D_OBJECT(WSServer, Object); public: /// Construct. explicit WSServer(Context* context); /// Destruct. ~WSServer(); /// Start whe Websockets server int StartServer(unsigned short port, unsigned int maxConnections); /// Stop the Websockets server void StopServer(); /// Run the update loop to send/fetch all the buffered messages void Update(float timestep); /// New client connection to the server established, add it to the queue void AddPendingConnection(lws* ws); /// Client connection lost, add it to the queue void AddClosedConnection(lws* ws); /// Mark client for disconnection void MarkForDisconnect(const WSConnection& ws); /// Check if connection should be closed bool IsMarkedForDisconnect(lws* ws); /// Remove close connection void RemoveDisconnected(lws* ws); /// Set the server state void SetState(WSServerState state); /// Get maximum number of connections allowed unsigned short GetMaxConnections() { return maxConnections_; }; private: /// Handle work item finished event void HandleWorkItemFinished(StringHash eventType, VariantMap& eventData); /// Work item which runs the WS service loop SharedPtr serviceWorkItem_; /// Pending connections queue that should be processed inside the engine List pendingConnections_; /// Connections that should be closed in the next service loop List pendingDisconnects_; /// Close connections queue that should be cleared up from the engine List closedConnections; /// Current state of the server WSServerState currentState_; /// Next state of the server that will be handled in the next update loop WSServerState nextState_; /// Max allowed connections to the server unsigned int maxConnections_; }; }