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authorMax Hilbrunner <mhilbrunner@users.noreply.github.com>2018-05-12 23:50:26 +0200
committerGitHub <noreply@github.com>2018-05-12 23:50:26 +0200
commitca10cb6eea0f86e0ec2fe24a142006cbc6db21c6 (patch)
tree8d41045ad2cfc1578102a512eba8193e98003832
parent81b1d3c846de263cf843e9e0e9d7c0c0a94f65c8 (diff)
parent0ad07a823cec6de4b1ca1563ec4292c5f8d20198 (diff)
Merge pull request #18823 from Faless/multiplayer_raw
Allow sending raw bytes via the Multiplayer API
-rw-r--r--core/io/multiplayer_api.cpp39
-rw-r--r--core/io/multiplayer_api.h3
-rw-r--r--doc/classes/MultiplayerAPI.xml26
-rw-r--r--doc/classes/NetworkedMultiplayerPeer.xml3
-rw-r--r--doc/classes/Node.xml12
5 files changed, 72 insertions, 11 deletions
diff --git a/core/io/multiplayer_api.cpp b/core/io/multiplayer_api.cpp
index 0ede7e87cb..456d29520f 100644
--- a/core/io/multiplayer_api.cpp
+++ b/core/io/multiplayer_api.cpp
@@ -76,7 +76,7 @@ Ref<NetworkedMultiplayerPeer> MultiplayerAPI::get_network_peer() const {
void MultiplayerAPI::_process_packet(int p_from, const uint8_t *p_packet, int p_packet_len) {
ERR_FAIL_COND(root_node == NULL);
- ERR_FAIL_COND(p_packet_len < 5);
+ ERR_FAIL_COND(p_packet_len < 1);
uint8_t packet_type = p_packet[0];
@@ -123,6 +123,11 @@ void MultiplayerAPI::_process_packet(int p_from, const uint8_t *p_packet, int p_
}
} break;
+
+ case NETWORK_COMMAND_RAW: {
+
+ _process_raw(p_from, p_packet, p_packet_len);
+ } break;
}
}
@@ -259,6 +264,8 @@ void MultiplayerAPI::_process_simplify_path(int p_from, const uint8_t *p_packet,
void MultiplayerAPI::_process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len) {
+ ERR_FAIL_COND(p_packet_len < 2);
+
String paths;
paths.parse_utf8((const char *)&p_packet[1], p_packet_len - 1);
@@ -648,6 +655,34 @@ void MultiplayerAPI::rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const
_send_rpc(p_node, p_peer_id, p_unreliable, true, p_property, &vptr, 1);
}
+Error MultiplayerAPI::send_bytes(PoolVector<uint8_t> p_data, int p_to) {
+
+ ERR_FAIL_COND_V(p_data.size() < 1, ERR_INVALID_DATA);
+ ERR_FAIL_COND_V(!network_peer.is_valid(), ERR_UNCONFIGURED);
+ ERR_FAIL_COND_V(network_peer->get_connection_status() != NetworkedMultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED);
+
+ MAKE_ROOM(p_data.size() + 1);
+ PoolVector<uint8_t>::Read r = p_data.read();
+ packet_cache[0] = NETWORK_COMMAND_RAW;
+ memcpy(&packet_cache[1], &r[0], p_data.size());
+ network_peer->set_target_peer(p_to);
+ return network_peer->put_packet(packet_cache.ptr(), p_data.size() + 1);
+}
+
+void MultiplayerAPI::_process_raw(int p_from, const uint8_t *p_packet, int p_packet_len) {
+
+ ERR_FAIL_COND(p_packet_len < 2);
+
+ PoolVector<uint8_t> out;
+ int len = p_packet_len - 1;
+ out.resize(len);
+ {
+ PoolVector<uint8_t>::Write w = out.write();
+ memcpy(&w[0], &p_packet[1], len);
+ }
+ emit_signal("network_peer_packet", p_from, out);
+}
+
int MultiplayerAPI::get_network_unique_id() const {
ERR_FAIL_COND_V(!network_peer.is_valid(), 0);
@@ -686,6 +721,7 @@ Vector<int> MultiplayerAPI::get_network_connected_peers() const {
void MultiplayerAPI::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_root_node", "node"), &MultiplayerAPI::set_root_node);
+ ClassDB::bind_method(D_METHOD("send_bytes", "bytes", "id"), &MultiplayerAPI::send_bytes, DEFVAL(NetworkedMultiplayerPeer::TARGET_PEER_BROADCAST));
ClassDB::bind_method(D_METHOD("has_network_peer"), &MultiplayerAPI::has_network_peer);
ClassDB::bind_method(D_METHOD("get_network_peer"), &MultiplayerAPI::get_network_peer);
ClassDB::bind_method(D_METHOD("get_network_unique_id"), &MultiplayerAPI::get_network_unique_id);
@@ -708,6 +744,7 @@ void MultiplayerAPI::_bind_methods() {
ADD_SIGNAL(MethodInfo("network_peer_connected", PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("network_peer_disconnected", PropertyInfo(Variant::INT, "id")));
+ ADD_SIGNAL(MethodInfo("network_peer_packet", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::POOL_BYTE_ARRAY, "packet")));
ADD_SIGNAL(MethodInfo("connected_to_server"));
ADD_SIGNAL(MethodInfo("connection_failed"));
ADD_SIGNAL(MethodInfo("server_disconnected"));
diff --git a/core/io/multiplayer_api.h b/core/io/multiplayer_api.h
index cc60890ced..25f445004d 100644
--- a/core/io/multiplayer_api.h
+++ b/core/io/multiplayer_api.h
@@ -43,6 +43,7 @@ protected:
Node *_process_get_node(int p_from, const uint8_t *p_packet, int p_packet_len);
void _process_rpc(Node *p_node, const StringName &p_name, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset);
void _process_rset(Node *p_node, const StringName &p_name, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset);
+ void _process_raw(int p_from, const uint8_t *p_packet, int p_packet_len);
void _send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p_set, const StringName &p_name, const Variant **p_arg, int p_argcount);
bool _send_confirm_path(NodePath p_path, PathSentCache *psc, int p_from);
@@ -53,6 +54,7 @@ public:
NETWORK_COMMAND_REMOTE_SET,
NETWORK_COMMAND_SIMPLIFY_PATH,
NETWORK_COMMAND_CONFIRM_PATH,
+ NETWORK_COMMAND_RAW,
};
void poll();
@@ -60,6 +62,7 @@ public:
void set_root_node(Node *p_node);
void set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_peer);
Ref<NetworkedMultiplayerPeer> get_network_peer() const;
+ Error send_bytes(PoolVector<uint8_t> p_data, int p_to = NetworkedMultiplayerPeer::TARGET_PEER_BROADCAST);
// Called by Node.rpc
void rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount);
diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml
index b2ed712554..f6950d0fbc 100644
--- a/doc/classes/MultiplayerAPI.xml
+++ b/doc/classes/MultiplayerAPI.xml
@@ -61,10 +61,21 @@
</return>
<description>
Method used for polling the MultiplayerAPI.
- You only need to worry about this if you are using [memeber Node.custom_multplayer] override.
+ You only need to worry about this if you are using [member Node.custom_multplayer] override.
SceneTree will poll the default MultiplayerAPI for you.
</description>
</method>
+ <method name="send_bytes">
+ <return type="int" enum="Error">
+ </return>
+ <argument index="0" name="bytes" type="PoolByteArray">
+ </argument>
+ <argument index="1" name="id" type="int" default="0">
+ </argument>
+ <description>
+ Sends the given raw [code]bytes[/code] to a specific peer identified by [code]id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). Default ID is [code]0[/code], i.e. broadcast to all peers.
+ </description>
+ </method>
<method name="set_root_node">
<return type="void">
</return>
@@ -78,7 +89,7 @@
</methods>
<members>
<member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer">
- The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the MultiplayerAPI will become a network server (check with [method is_network_server()]) and will set root node's network mode to master (see NETWORK_MODE_* constants in [Node]), or it will become a regular peer with root node set to slave. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to MultiplayerAPI's signals.
+ The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the MultiplayerAPI will become a network server (check with [method is_network_server]) and will set root node's network mode to master (see NETWORK_MODE_* constants in [Node]), or it will become a regular peer with root node set to slave. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to MultiplayerAPI's signals.
</member>
<member name="refuse_new_network_connections" type="bool" setter="set_refuse_new_network_connections" getter="is_refusing_new_network_connections">
If [code]true[/code] the MultiplayerAPI's [member network_peer] refuses new incoming connections.
@@ -109,9 +120,18 @@
Emitted whenever this MultiplayerAPI's [member network_peer] disconnects from a peer. Clients get notified when other clients disconnect from the same server.
</description>
</signal>
+ <signal name="network_peer_packet">
+ <argument index="0" name="id" type="int">
+ </argument>
+ <argument index="1" name="packet" type="PoolByteArray">
+ </argument>
+ <description>
+ Emitted whenever this MultiplayerAPI's [member network_peer] receive a [code]packet[/code] with custom data (see [method send_bytes]). ID is the peer ID of the peer that sent the packet.
+ </description>
+ </signal>
<signal name="server_disconnected">
<description>
- Emitted whenever this MultiplayerAPI's [member network_peer] disconnected from server. Only emitted on clients.
+ Emitted whenever this MultiplayerAPI's [member network_peer] disconnects from server. Only emitted on clients.
</description>
</signal>
</signals>
diff --git a/doc/classes/NetworkedMultiplayerPeer.xml b/doc/classes/NetworkedMultiplayerPeer.xml
index 71614c5f76..2780334384 100644
--- a/doc/classes/NetworkedMultiplayerPeer.xml
+++ b/doc/classes/NetworkedMultiplayerPeer.xml
@@ -46,7 +46,8 @@
<argument index="0" name="id" type="int">
</argument>
<description>
- The peer to which packets will be sent. Default value: [code]0[/code].
+ Sets the peer to which packets will be sent.
+ The [code]id[/code] can be one of: [code]TARGET_PEER_BROADCAST[/code] to send to all connected peers, [code]TARGET_PEER_SERVER[/code] to send to the peer acting as server, a valid peer ID to send to that specific peer, a negative peer ID to send to all peers except that one. Default: [code]TARGET_PEER_BROADCAST[/code]
</description>
</method>
</methods>
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index c11b8aacaa..05ac6b1c0e 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -586,7 +586,7 @@
<argument index="1" name="method" type="String">
</argument>
<description>
- Sends a [method rpc] to a specific peer identified by [code]peer_id[/code]. Returns an empty [Variant].
+ Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty [Variant].
</description>
</method>
<method name="rpc_unreliable" qualifiers="vararg">
@@ -606,7 +606,7 @@
<argument index="1" name="method" type="String">
</argument>
<description>
- Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] using an unreliable protocol. Returns an empty [Variant].
+ Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] using an unreliable protocol (see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty [Variant].
</description>
</method>
<method name="rset">
@@ -641,7 +641,7 @@
<argument index="2" name="value" type="Variant">
</argument>
<description>
- Remotely changes the property's value on a specific peer identified by [code]peer_id[/code].
+ Remotely changes the property's value on a specific peer identified by [code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]).
</description>
</method>
<method name="rset_unreliable">
@@ -665,7 +665,7 @@
<argument index="2" name="value" type="Variant">
</argument>
<description>
- Remotely changes property's value on a specific peer identified by [code]peer_id[/code] using an unreliable protocol.
+ Remotely changes property's value on a specific peer identified by [code]peer_id[/code] using an unreliable protocol (see [method NetworkedMultiplayerPeer.set_target_peer]).
</description>
</method>
<method name="set_display_folded">
@@ -703,7 +703,7 @@
<argument index="0" name="enable" type="bool">
</argument>
<description>
- Enables or disables internal physics for this node. Internal physics processing happens in isolation from the normal [method]_physics_process[/code] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or physics processing is disabled for scripting ([method set_physics_process]). Only useful for advanced uses to manipulate built-in nodes behaviour.
+ Enables or disables internal physics for this node. Internal physics processing happens in isolation from the normal [method _physics_process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or physics processing is disabled for scripting ([method set_physics_process]). Only useful for advanced uses to manipulate built-in nodes behaviour.
</description>
</method>
<method name="set_process">
@@ -730,7 +730,7 @@
<argument index="0" name="enable" type="bool">
</argument>
<description>
- Enables or disabled internal processing for this node. Internal processing happens in isolation from the normal [method]_process[/code] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting ([method set_process]). Only useful for advanced uses to manipulate built-in nodes behaviour.
+ Enables or disabled internal processing for this node. Internal processing happens in isolation from the normal [method _process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting ([method set_process]). Only useful for advanced uses to manipulate built-in nodes behaviour.
</description>
</method>
<method name="set_process_unhandled_input">