1 /**
2 A WebSocket client implementation
3 
4 Copyright:
5 Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.  
6 Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)  
7 Copyright (c) 2017-2018 Godot-D contributors  
8 
9 License: $(LINK2 https://opensource.org/licenses/MIT, MIT License)
10 
11 
12 */
13 module godot.websocketclient;
14 import std.meta : AliasSeq, staticIndexOf;
15 import std.traits : Unqual;
16 import godot.d.meta;
17 import godot.core;
18 import godot.c;
19 import godot.d.bind;
20 import godot.d.reference;
21 import godot.object;
22 import godot.classdb;
23 import godot.websocketmultiplayerpeer;
24 /**
25 A WebSocket client implementation
26 
27 This class implements a WebSocket client compatible with any RFC 6455 complaint WebSocket server.
28 This client can be optionally used as a network peer for the $(D MultiplayerAPI).
29 After starting the client ($(D connectToUrl)), you will need to $(D NetworkedMultiplayerPeer.poll) it at regular intervals (e.g. inside $(D Node._process)).
30 You will received appropriate signals when connecting, disconnecting, or when new data is available.
31 */
32 @GodotBaseClass struct WebSocketClient
33 {
34 	enum string _GODOT_internal_name = "WebSocketClient";
35 public:
36 @nogc nothrow:
37 	union { godot_object _godot_object; WebSocketMultiplayerPeer _GODOT_base; }
38 	alias _GODOT_base this;
39 	alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses);
40 	package(godot) __gshared bool _classBindingInitialized = false;
41 	package(godot) static struct _classBinding
42 	{
43 		__gshared:
44 		@GodotName("connect_to_url") GodotMethod!(GodotError, String, PoolStringArray, bool) connectToUrl;
45 		@GodotName("disconnect_from_host") GodotMethod!(void, long, String) disconnectFromHost;
46 		@GodotName("set_verify_ssl_enabled") GodotMethod!(void, bool) setVerifySslEnabled;
47 		@GodotName("is_verify_ssl_enabled") GodotMethod!(bool) isVerifySslEnabled;
48 	}
49 	bool opEquals(in WebSocketClient other) const { return _godot_object.ptr is other._godot_object.ptr; }
50 	WebSocketClient opAssign(T : typeof(null))(T n) { _godot_object.ptr = null; }
51 	bool opEquals(typeof(null) n) const { return _godot_object.ptr is null; }
52 	mixin baseCasts;
53 	static WebSocketClient _new()
54 	{
55 		static godot_class_constructor constructor;
56 		if(constructor is null) constructor = _godot_api.godot_get_class_constructor("WebSocketClient");
57 		if(constructor is null) return typeof(this).init;
58 		return cast(WebSocketClient)(constructor());
59 	}
60 	@disable new(size_t s);
61 	/**
62 	Connect to the given URL requesting one of the given `protocols` as sub-protocol.
63 	If `true` is passed as `gd_mp_api`, the client will behave like a network peer for the $(D MultiplayerAPI). Note: connections to non Godot servers will not work, and $(D dataReceived) will not be emitted when this option is true.
64 	*/
65 	GodotError connectToUrl(StringArg0)(in StringArg0 url, in PoolStringArray protocols = PoolStringArray.init, in bool gd_mp_api = false)
66 	{
67 		checkClassBinding!(typeof(this))();
68 		return ptrcall!(GodotError)(_classBinding.connectToUrl, _godot_object, url, protocols, gd_mp_api);
69 	}
70 	/**
71 	Disconnect this client from the connected host. See $(D WebSocketPeer.close) for more info.
72 	*/
73 	void disconnectFromHost(StringArg1)(in long code = 1000, in StringArg1 reason = "")
74 	{
75 		checkClassBinding!(typeof(this))();
76 		ptrcall!(void)(_classBinding.disconnectFromHost, _godot_object, code, reason);
77 	}
78 	/**
79 	
80 	*/
81 	void setVerifySslEnabled(in bool enabled)
82 	{
83 		checkClassBinding!(typeof(this))();
84 		ptrcall!(void)(_classBinding.setVerifySslEnabled, _godot_object, enabled);
85 	}
86 	/**
87 	
88 	*/
89 	bool isVerifySslEnabled() const
90 	{
91 		checkClassBinding!(typeof(this))();
92 		return ptrcall!(bool)(_classBinding.isVerifySslEnabled, _godot_object);
93 	}
94 	/**
95 	Enable or disable SSL certificate verification. Note: You must specify the certificates to be used in the project settings for it to work when exported.
96 	*/
97 	@property bool verifySsl()
98 	{
99 		return isVerifySslEnabled();
100 	}
101 	/// ditto
102 	@property void verifySsl(bool v)
103 	{
104 		setVerifySslEnabled(v);
105 	}
106 }