godot/core/io/dtls_server.cpp
Fabio Alessandrelli adba870534 [NET] Refactor TLS configuration.
Use a TLSOptions configuration object which is created via static
functions.

- "TLSOptions.client": uses the standard CA and common name verification.
- "TLSOptions.client_unsafe": uses optional CA verification (i.e. if specified)
- "TLSOptions.server": is the standard server configuration (chain + key)

This will allow us to expand the TLS configuration options to include
e.g. mutual authentication without bloating the classes that uses
StreamPeerTLS and PacketPeerDTLS as underlying peers.
2023-01-28 11:08:02 +01:00

54 lines
2.7 KiB
C++

/**************************************************************************/
/* dtls_server.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
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#include "dtls_server.h"
#include "core/config/project_settings.h"
#include "core/io/file_access.h"
DTLSServer *(*DTLSServer::_create)() = nullptr;
bool DTLSServer::available = false;
DTLSServer *DTLSServer::create() {
if (_create) {
return _create();
}
return nullptr;
}
bool DTLSServer::is_available() {
return available;
}
void DTLSServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("setup", "server_options"), &DTLSServer::setup);
ClassDB::bind_method(D_METHOD("take_connection", "udp_peer"), &DTLSServer::take_connection);
}