/*************************************************************************/
/*  websocket_client.cpp                                                 */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
/*                                                                       */
/* 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,  */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#include "websocket_client.h"

GDCINULL(WebSocketClient);

WebSocketClient::WebSocketClient() {

	verify_ssl = true;
}

WebSocketClient::~WebSocketClient() {
}

Error WebSocketClient::connect_to_url(String p_url, PoolVector<String> p_protocols, bool gd_mp_api) {
	_is_multiplayer = gd_mp_api;

	String host = p_url;
	String path = "/";
	int p_len = -1;
	int port = 80;
	bool ssl = false;
	if (host.begins_with("wss://")) {
		ssl = true; // we should implement this
		host = host.substr(6, host.length() - 6);
		port = 443;
	} else {
		ssl = false;
		if (host.begins_with("ws://"))
			host = host.substr(5, host.length() - 5);
	}

	// Path
	p_len = host.find("/");
	if (p_len != -1) {
		path = host.substr(p_len, host.length() - p_len);
		host = host.substr(0, p_len);
	}

	// Port
	p_len = host.find_last(":");
	if (p_len != -1 && p_len == host.find(":")) {
		port = host.substr(p_len, host.length() - p_len).to_int();
		host = host.substr(0, p_len);
	}

	return connect_to_host(host, path, port, ssl, p_protocols);
}

void WebSocketClient::set_verify_ssl_enabled(bool p_verify_ssl) {

	verify_ssl = p_verify_ssl;
}

bool WebSocketClient::is_verify_ssl_enabled() const {

	return verify_ssl;
}

bool WebSocketClient::is_server() const {

	return false;
}

void WebSocketClient::_on_peer_packet() {

	if (_is_multiplayer) {
		_process_multiplayer(get_peer(1), 1);
	} else {
		emit_signal("data_received");
	}
}

void WebSocketClient::_on_connect(String p_protocol) {

	if (_is_multiplayer) {
		// need to wait for ID confirmation...
	} else {
		emit_signal("connection_established", p_protocol);
	}
}

void WebSocketClient::_on_close_request(int p_code, String p_reason) {

	emit_signal("server_close_request", p_code, p_reason);
}

void WebSocketClient::_on_disconnect(bool p_was_clean) {

	if (_is_multiplayer) {
		emit_signal("connection_failed");
	} else {
		emit_signal("connection_closed", p_was_clean);
	}
}

void WebSocketClient::_on_error() {

	if (_is_multiplayer) {
		emit_signal("connection_failed");
	} else {
		emit_signal("connection_error");
	}
}

void WebSocketClient::_bind_methods() {
	ClassDB::bind_method(D_METHOD("connect_to_url", "url", "protocols", "gd_mp_api"), &WebSocketClient::connect_to_url, DEFVAL(PoolVector<String>()), DEFVAL(false));
	ClassDB::bind_method(D_METHOD("disconnect_from_host", "code", "reason"), &WebSocketClient::disconnect_from_host, DEFVAL(1000), DEFVAL(""));
	ClassDB::bind_method(D_METHOD("set_verify_ssl_enabled", "enabled"), &WebSocketClient::set_verify_ssl_enabled);
	ClassDB::bind_method(D_METHOD("is_verify_ssl_enabled"), &WebSocketClient::is_verify_ssl_enabled);

	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "verify_ssl", PROPERTY_HINT_NONE, "", 0), "set_verify_ssl_enabled", "is_verify_ssl_enabled");

	ADD_SIGNAL(MethodInfo("data_received"));
	ADD_SIGNAL(MethodInfo("connection_established", PropertyInfo(Variant::STRING, "protocol")));
	ADD_SIGNAL(MethodInfo("server_close_request", PropertyInfo(Variant::INT, "code"), PropertyInfo(Variant::STRING, "reason")));
	ADD_SIGNAL(MethodInfo("connection_closed", PropertyInfo(Variant::BOOL, "was_clean_close")));
	ADD_SIGNAL(MethodInfo("connection_error"));
}
