Files
Websocket-Extension/websocket/src/websocket.h
Björn Ritzl efe9115413 Use the Emscripten websocket library instead of POSIX socket emulation (#33)
* Switched to direct javascript websockets

* Skip the null termination on text messages when pushing

* Moved Emscripten callbacks and some other PR improvements

* STATE_CONNECT -> STATE_CREATE

* Changed disconnect logic

* Review feedback
2021-02-18 22:13:53 +01:00

195 lines
6.3 KiB
C++

#pragma once
#if defined(_WIN32)
#include <WinSock2.h>
#endif
// include the Defold SDK
#include <dmsdk/sdk.h>
#if !defined(__EMSCRIPTEN__)
#define HAVE_WSLAY 1
#endif
#if defined(HAVE_WSLAY)
#include <wslay/wslay.h>
#endif
#if defined(__EMSCRIPTEN__)
#include "emscripten/websocket.h"
#endif
#include <dmsdk/dlib/connection_pool.h>
#include <dmsdk/dlib/socket.h>
#include <dmsdk/dlib/dns.h>
#include <dmsdk/dlib/uri.h>
#include <dmsdk/dlib/array.h>
namespace dmCrypt
{
void HashSha1(const uint8_t* buf, uint32_t buflen, uint8_t* digest);
bool Base64Encode(const uint8_t* src, uint32_t src_len, uint8_t* dst, uint32_t* dst_len);
bool Base64Decode(const uint8_t* src, uint32_t src_len, uint8_t* dst, uint32_t* dst_len);
}
namespace dmWebsocket
{
// Maximum time to wait for a socket
static const int SOCKET_WAIT_TIMEOUT = 4*1000;
enum State
{
STATE_CREATE,
STATE_CONNECTING,
STATE_HANDSHAKE_WRITE,
STATE_HANDSHAKE_READ,
STATE_CONNECTED,
STATE_DISCONNECTING,
STATE_DISCONNECTED,
};
enum Result
{
RESULT_OK,
RESULT_ERROR,
RESULT_FAIL_WSLAY_INIT,
RESULT_NOT_CONNECTED,
RESULT_HANDSHAKE_FAILED,
RESULT_WOULDBLOCK,
};
enum Event
{
EVENT_CONNECTED,
EVENT_DISCONNECTED,
EVENT_MESSAGE,
EVENT_ERROR,
};
enum MessageType
{
MESSAGE_TYPE_NORMAL = 0,
MESSAGE_TYPE_CLOSE = 1,
};
enum DataType
{
DATA_TYPE_BINARY = 0,
DATA_TYPE_TEXT = 1,
};
struct Message
{
uint32_t m_Length:30;
uint32_t m_Type:2;
};
struct HttpHeader
{
const char* m_Key;
const char* m_Value;
HttpHeader(const char* key, const char* value);
~HttpHeader();
};
struct HandshakeResponse
{
int m_HttpMajor;
int m_HttpMinor;
int m_ResponseStatusCode;
int m_BodyOffset;
dmArray<HttpHeader*> m_Headers;
~HandshakeResponse();
HttpHeader* GetHeader(const char* header);
};
struct WebsocketConnection
{
dmScript::LuaCallbackInfo* m_Callback;
#if defined(HAVE_WSLAY)
wslay_event_context_ptr m_Ctx;
#endif
#if defined(__EMSCRIPTEN__)
EMSCRIPTEN_WEBSOCKET_T m_WS;
#endif
dmURI::Parts m_Url;
dmConnectionPool::HConnection m_Connection;
dmSocket::Socket m_Socket;
dmSSLSocket::Socket m_SSLSocket;
dmArray<Message> m_Messages; // lengths of the messages in the data buffer
uint64_t m_ConnectTimeout;
uint8_t m_Key[16];
const char* m_Protocol;
const char* m_CustomHeaders;
State m_State;
char* m_Buffer;
int m_BufferSize;
uint32_t m_BufferCapacity;
Result m_Status;
uint8_t m_SSL:1;
uint8_t m_HasHandshakeData:1;
uint8_t :7;
HandshakeResponse* m_HandshakeResponse;
};
// Set error message
#ifdef __GNUC__
Result SetStatus(WebsocketConnection* conn, Result status, const char* fmt, ...) __attribute__ ((format (printf, 3, 4)));
#else
Result SetStatus(WebsocketConnection* conn, Result status, const char* fmt, ...);
#endif
// Set socket state
void SetState(WebsocketConnection* conn, State state);
// Communication
dmSocket::Result Send(WebsocketConnection* conn, const char* buffer, int length, int* out_sent_bytes);
dmSocket::Result Receive(WebsocketConnection* conn, void* buffer, int length, int* received_bytes);
dmSocket::Result WaitForSocket(WebsocketConnection* conn, dmSocket::SelectorKind kind, int timeout);
// Handshake
Result SendClientHandshake(WebsocketConnection* conn);
Result ReceiveHeaders(WebsocketConnection* conn);
Result VerifyHeaders(WebsocketConnection* conn);
// Callback to Lua
void HandleCallback(WebsocketConnection* conn, int event, int msg_offset, int msg_length);
// Messages
Result PushMessage(WebsocketConnection* conn, MessageType type, int length, const uint8_t* msg);
#if defined(HAVE_WSLAY)
// Wslay callbacks
int WSL_Init(wslay_event_context_ptr* ctx, ssize_t buffer_size, void* userctx);
void WSL_Exit(wslay_event_context_ptr ctx);
int WSL_Close(wslay_event_context_ptr ctx);
int WSL_Poll(wslay_event_context_ptr ctx);
ssize_t WSL_RecvCallback(wslay_event_context_ptr ctx, uint8_t *buf, size_t len, int flags, void *user_data);
ssize_t WSL_SendCallback(wslay_event_context_ptr ctx, const uint8_t *data, size_t len, int flags, void *user_data);
void WSL_OnMsgRecvCallback(wslay_event_context_ptr ctx, const struct wslay_event_on_msg_recv_arg *arg, void *user_data);
int WSL_GenmaskCallback(wslay_event_context_ptr ctx, uint8_t *buf, size_t len, void *user_data);
const char* WSL_ResultToString(int err);
#endif
#if defined(__EMSCRIPTEN__)
EM_BOOL Emscripten_WebSocketOnOpen(int eventType, const EmscriptenWebSocketOpenEvent *websocketEvent, void *userData);
EM_BOOL Emscripten_WebSocketOnError(int eventType, const EmscriptenWebSocketErrorEvent *websocketEvent, void *userData);
EM_BOOL Emscripten_WebSocketOnClose(int eventType, const EmscriptenWebSocketCloseEvent *websocketEvent, void *userData);
EM_BOOL Emscripten_WebSocketOnMessage(int eventType, const EmscriptenWebSocketMessageEvent *websocketEvent, void *userData);
#endif
// Random numbers (PCG)
typedef struct { uint64_t state; uint64_t inc; } pcg32_random_t;
void pcg32_srandom_r(pcg32_random_t* rng, uint64_t initstate, uint64_t initseq);
uint32_t pcg32_random_r(pcg32_random_t* rng);
// If level <= dmWebSocket::g_DebugWebSocket, then it outputs the message
#ifdef __GNUC__
void DebugLog(int level, const char* fmt, ...) __attribute__ ((format (printf, 2, 3)));
#else
void DebugLog(int level, const char* fmt, ...);
#endif
void DebugPrint(int level, const char* msg, const void* _bytes, uint32_t num_bytes);
}