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-rw-r--r--modules/enet/SCsub4
-rw-r--r--modules/enet/doc_classes/NetworkedMultiplayerENet.xml43
-rw-r--r--modules/enet/networked_multiplayer_enet.cpp124
-rw-r--r--modules/enet/networked_multiplayer_enet.h6
4 files changed, 107 insertions, 70 deletions
diff --git a/modules/enet/SCsub b/modules/enet/SCsub
index a57a4b29ea..485c33b1a8 100644
--- a/modules/enet/SCsub
+++ b/modules/enet/SCsub
@@ -21,8 +21,8 @@ if env['builtin_enet']:
]
thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
- env_enet.Append(CPPPATH=[thirdparty_dir])
- env_enet.Append(CPPFLAGS=["-DGODOT_ENET"])
+ env_enet.Prepend(CPPPATH=[thirdparty_dir])
+ env_enet.Append(CPPDEFINES=["GODOT_ENET"])
env_thirdparty = env_enet.Clone()
env_thirdparty.disable_warnings()
diff --git a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml
index c1bec533dd..78a8e94012 100644
--- a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+++ b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="NetworkedMultiplayerENet" inherits="NetworkedMultiplayerPeer" category="Core" version="3.2">
<brief_description>
- PacketPeer implementation using the ENet library.
+ PacketPeer implementation using the [url=http://enet.bespin.org/index.html]ENet[/url] library.
</brief_description>
<description>
A PacketPeer implementation that should be passed to [member SceneTree.network_peer] after being initialized as either a client or server. Events can then be handled by connecting to [SceneTree] signals.
@@ -10,8 +10,6 @@
<link>https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html</link>
<link>http://enet.bespin.org/usergroup0.html</link>
</tutorials>
- <demos>
- </demos>
<methods>
<method name="close_connection">
<return type="void">
@@ -36,7 +34,7 @@
<argument index="4" name="client_port" type="int" default="0">
</argument>
<description>
- Create client that connects to a server at [code]address[/code] using specified [code]port[/code]. The given address needs to be either a fully qualified domain name (e.g. [code]www.example.com[/code]) or an IP address in IPv4 or IPv6 format (e.g. [code]192.168.1.1[/code]). The [code]port[/code] is the port the server is listening on. The [code]in_bandwidth[/code] and [code]out_bandwidth[/code] parameters can be used to limit the incoming and outgoing bandwidth to the given number of bytes per second. The default of 0 means unlimited bandwidth. Note that ENet will strategically drop packets on specific sides of a connection between peers to ensure the peer's bandwidth is not overwhelmed. The bandwidth parameters also determine the window size of a connection which limits the amount of reliable packets that may be in transit at any given time. Returns [code]OK[/code] if a client was created, [code]ERR_ALREADY_IN_USE[/code] if this NetworkedMultiplayerEnet instance already has an open connection (in which case you need to call [method close_connection] first) or [code]ERR_CANT_CREATE[/code] if the client could not be created. If [code]client_port[/code] is specified, the client will also listen to the given port, this is useful in some NAT traversal technique.
+ Create client that connects to a server at [code]address[/code] using specified [code]port[/code]. The given address needs to be either a fully qualified domain name (e.g. [code]"www.example.com"[/code]) or an IP address in IPv4 or IPv6 format (e.g. [code]"192.168.1.1"[/code]). The [code]port[/code] is the port the server is listening on. The [code]in_bandwidth[/code] and [code]out_bandwidth[/code] parameters can be used to limit the incoming and outgoing bandwidth to the given number of bytes per second. The default of 0 means unlimited bandwidth. Note that ENet will strategically drop packets on specific sides of a connection between peers to ensure the peer's bandwidth is not overwhelmed. The bandwidth parameters also determine the window size of a connection which limits the amount of reliable packets that may be in transit at any given time. Returns [constant OK] if a client was created, [constant ERR_ALREADY_IN_USE] if this NetworkedMultiplayerENet instance already has an open connection (in which case you need to call [method close_connection] first) or [constant ERR_CANT_CREATE] if the client could not be created. If [code]client_port[/code] is specified, the client will also listen to the given port; this is useful for some NAT traversal techniques.
</description>
</method>
<method name="create_server">
@@ -51,7 +49,7 @@
<argument index="3" name="out_bandwidth" type="int" default="0">
</argument>
<description>
- Create server that listens to connections via [code]port[/code]. The port needs to be an available, unused port between 0 and 65535. Note that ports below 1024 are privileged and may require elevated permissions depending on the platform. To change the interface the server listens on, use [method set_bind_ip]. The default IP is the wildcard [code]*[/code], which listens on all available interfaces. [code]max_clients[/code] is the maximum number of clients that are allowed at once, any number up to 4096 may be used, although the achievable number of simultaneous clients may be far lower and depends on the application. For additional details on the bandwidth parameters, see [method create_client]. Returns [code]OK[/code] if a server was created, [code]ERR_ALREADY_IN_USE[/code] if this NetworkedMultiplayerEnet instance already has an open connection (in which case you need to call [method close_connection] first) or [code]ERR_CANT_CREATE[/code] if the server could not be created.
+ Create server that listens to connections via [code]port[/code]. The port needs to be an available, unused port between 0 and 65535. Note that ports below 1024 are privileged and may require elevated permissions depending on the platform. To change the interface the server listens on, use [method set_bind_ip]. The default IP is the wildcard [code]"*"[/code], which listens on all available interfaces. [code]max_clients[/code] is the maximum number of clients that are allowed at once, any number up to 4096 may be used, although the achievable number of simultaneous clients may be far lower and depends on the application. For additional details on the bandwidth parameters, see [method create_client]. Returns [constant OK] if a server was created, [constant ERR_ALREADY_IN_USE] if this NetworkedMultiplayerENet instance already has an open connection (in which case you need to call [method close_connection] first) or [constant ERR_CANT_CREATE] if the server could not be created.
</description>
</method>
<method name="disconnect_peer">
@@ -62,7 +60,7 @@
<argument index="1" name="now" type="bool" default="false">
</argument>
<description>
- Disconnect the given peer. If "now" is set to true, the connection will be closed immediately without flushing queued messages.
+ Disconnect the given peer. If "now" is set to [code]true[/code], the connection will be closed immediately without flushing queued messages.
</description>
</method>
<method name="get_last_packet_channel" qualifiers="const">
@@ -103,39 +101,44 @@
<argument index="0" name="ip" type="String">
</argument>
<description>
- The IP used when creating a server. This is set to the wildcard [code]*[/code] by default, which binds to all available interfaces. The given IP needs to be in IPv4 or IPv6 address format, for example: [code]192.168.1.1[/code].
+ The IP used when creating a server. This is set to the wildcard [code]"*"[/code] by default, which binds to all available interfaces. The given IP needs to be in IPv4 or IPv6 address format, for example: [code]"192.168.1.1"[/code].
</description>
</method>
</methods>
<members>
- <member name="always_ordered" type="bool" setter="set_always_ordered" getter="is_always_ordered">
- Always use [code]TRANSFER_MODE_ORDERED[/code] in place of [code]TRANSFER_MODE_UNRELIABLE[/code]. This is the only way to use ordering with the RPC system.
+ <member name="always_ordered" type="bool" setter="set_always_ordered" getter="is_always_ordered" default="false">
+ Enforce ordered packets when using [constant NetworkedMultiplayerPeer.TRANSFER_MODE_UNRELIABLE] (thus behaving similarly to [constant NetworkedMultiplayerPeer.TRANSFER_MODE_UNRELIABLE_ORDERED]). This is the only way to use ordering with the RPC system.
</member>
- <member name="channel_count" type="int" setter="set_channel_count" getter="get_channel_count">
- The number of channels to be used by ENet. Default: [code]3[/code]. Channels are used to separate different kinds of data. In realiable or ordered mode, for example, the packet delivery order is ensured on a per channel basis.
+ <member name="channel_count" type="int" setter="set_channel_count" getter="get_channel_count" default="3">
+ The number of channels to be used by ENet. Channels are used to separate different kinds of data. In reliable or ordered mode, for example, the packet delivery order is ensured on a per channel basis.
</member>
- <member name="compression_mode" type="int" setter="set_compression_mode" getter="get_compression_mode" enum="NetworkedMultiplayerENet.CompressionMode">
- The compression method used for network packets. Default is no compression. These have different tradeoffs of compression speed versus bandwidth, you may need to test which one works best for your use case if you use compression at all.
+ <member name="compression_mode" type="int" setter="set_compression_mode" getter="get_compression_mode" enum="NetworkedMultiplayerENet.CompressionMode" default="0">
+ The compression method used for network packets. These have different tradeoffs of compression speed versus bandwidth, you may need to test which one works best for your use case if you use compression at all.
</member>
- <member name="transfer_channel" type="int" setter="set_transfer_channel" getter="get_transfer_channel">
- Set the default channel to be used to transfer data. By default this value is [code]-1[/code] which means that ENet will only use 2 channels, one for reliable and one for unreliable packets. Channel [code]0[/code] is reserved, and cannot be used. Setting this member to any value between [code]0[/code] and [member channel_count] (excluded) will force ENet to use that channel for sending data.
+ <member name="refuse_new_connections" type="bool" setter="set_refuse_new_connections" getter="is_refusing_new_connections" override="true" default="false" />
+ <member name="server_relay" type="bool" setter="set_server_relay_enabled" getter="is_server_relay_enabled" default="true">
+ Enable or disable the server feature that notifies clients of other peers' connection/disconnection, and relays messages between them. When this option is [code]false[/code], clients won't be automatically notified of other peers and won't be able to send them packets through the server.
</member>
+ <member name="transfer_channel" type="int" setter="set_transfer_channel" getter="get_transfer_channel" default="-1">
+ Set the default channel to be used to transfer data. By default, this value is [code]-1[/code] which means that ENet will only use 2 channels, one for reliable and one for unreliable packets. Channel [code]0[/code] is reserved, and cannot be used. Setting this member to any value between [code]0[/code] and [member channel_count] (excluded) will force ENet to use that channel for sending data.
+ </member>
+ <member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" override="true" enum="NetworkedMultiplayerPeer.TransferMode" default="2" />
</members>
<constants>
<constant name="COMPRESS_NONE" value="0" enum="CompressionMode">
- No compression.
+ No compression. This uses the most bandwidth, but has the upside of requiring the fewest CPU resources.
</constant>
<constant name="COMPRESS_RANGE_CODER" value="1" enum="CompressionMode">
- ENet's buildin range encoding.
+ ENet's built-in range encoding.
</constant>
<constant name="COMPRESS_FASTLZ" value="2" enum="CompressionMode">
- FastLZ compression.
+ [url=http://fastlz.org/]FastLZ[/url] compression. This option uses less CPU resources compared to [constant COMPRESS_ZLIB], at the expense of using more bandwidth.
</constant>
<constant name="COMPRESS_ZLIB" value="3" enum="CompressionMode">
- zlib compression.
+ [url=https://www.zlib.net/]Zlib[/url] compression. This option uses less bandwidth compared to [constant COMPRESS_FASTLZ], at the expense of using more CPU resources.
</constant>
<constant name="COMPRESS_ZSTD" value="4" enum="CompressionMode">
- ZStandard compression.
+ [url=https://facebook.github.io/zstd/]Zstandard[/url] compression.
</constant>
</constants>
</class>
diff --git a/modules/enet/networked_multiplayer_enet.cpp b/modules/enet/networked_multiplayer_enet.cpp
index 000917507a..2f5307d041 100644
--- a/modules/enet/networked_multiplayer_enet.cpp
+++ b/modules/enet/networked_multiplayer_enet.cpp
@@ -80,6 +80,7 @@ Error NetworkedMultiplayerENet::create_server(int p_port, int p_max_clients, int
ERR_FAIL_COND_V(p_out_bandwidth < 0, ERR_INVALID_PARAMETER);
ENetAddress address;
+ memset(&address, 0, sizeof(address));
#ifdef GODOT_ENET
if (bind_ip.is_wildcard()) {
@@ -231,7 +232,7 @@ void NetworkedMultiplayerENet::poll() {
break;
}
- // A client joined with an invalid ID (neagtive values, 0, and 1 are reserved).
+ // A client joined with an invalid ID (negative values, 0, and 1 are reserved).
// Probably trying to exploit us.
if (server && ((int)event.data < 2 || peer_map.has((int)event.data))) {
enet_peer_reset(event.peer);
@@ -254,6 +255,10 @@ void NetworkedMultiplayerENet::poll() {
emit_signal("peer_connected", *new_id);
if (server) {
+ // Do not notify other peers when server_relay is disabled.
+ if (!server_relay)
+ break;
+
// Someone connected, notify all the peers available
for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
@@ -286,31 +291,34 @@ void NetworkedMultiplayerENet::poll() {
if (!server) {
emit_signal("connection_failed");
}
- } else {
+ // Never fully connected.
+ break;
+ }
- if (server) {
- // Someone disconnected, notify everyone else
- for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
+ if (!server) {
- if (E->key() == *id)
- continue;
+ // Client just disconnected from server.
+ emit_signal("server_disconnected");
+ close_connection();
+ return;
+ } else if (server_relay) {
- ENetPacket *packet = enet_packet_create(NULL, 8, ENET_PACKET_FLAG_RELIABLE);
- encode_uint32(SYSMSG_REMOVE_PEER, &packet->data[0]);
- encode_uint32(*id, &packet->data[4]);
- enet_peer_send(E->get(), SYSCH_CONFIG, packet);
- }
- } else {
- emit_signal("server_disconnected");
- close_connection();
- return;
- }
+ // Server just received a client disconnect and is in relay mode, notify everyone else.
+ for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
- emit_signal("peer_disconnected", *id);
- peer_map.erase(*id);
- memdelete(id);
+ if (E->key() == *id)
+ continue;
+
+ ENetPacket *packet = enet_packet_create(NULL, 8, ENET_PACKET_FLAG_RELIABLE);
+ encode_uint32(SYSMSG_REMOVE_PEER, &packet->data[0]);
+ encode_uint32(*id, &packet->data[4]);
+ enet_peer_send(E->get(), SYSCH_CONFIG, packet);
+ }
}
+ emit_signal("peer_disconnected", *id);
+ peer_map.erase(*id);
+ memdelete(id);
} break;
case ENET_EVENT_TYPE_RECEIVE: {
@@ -346,11 +354,10 @@ void NetworkedMultiplayerENet::poll() {
uint32_t *id = (uint32_t *)event.peer->data;
- ERR_CONTINUE(event.packet->dataLength < 12)
+ ERR_CONTINUE(event.packet->dataLength < 8);
uint32_t source = decode_uint32(&event.packet->data[0]);
int target = decode_uint32(&event.packet->data[4]);
- uint32_t flags = decode_uint32(&event.packet->data[8]);
packet.from = source;
packet.channel = event.channelID;
@@ -361,7 +368,13 @@ void NetworkedMultiplayerENet::poll() {
packet.from = *id;
- if (target == 0) {
+ if (target == 1) {
+ // To myself and only myself
+ incoming_packets.push_back(packet);
+ } else if (!server_relay) {
+ // No other destination is allowed when server is not relaying
+ continue;
+ } else if (target == 0) {
// Re-send to everyone but sender :|
incoming_packets.push_back(packet);
@@ -371,7 +384,7 @@ void NetworkedMultiplayerENet::poll() {
if (uint32_t(E->key()) == source) // Do not resend to self
continue;
- ENetPacket *packet2 = enet_packet_create(packet.packet->data, packet.packet->dataLength, flags);
+ ENetPacket *packet2 = enet_packet_create(packet.packet->data, packet.packet->dataLength, packet.packet->flags);
enet_peer_send(E->get(), event.channelID, packet2);
}
@@ -385,7 +398,7 @@ void NetworkedMultiplayerENet::poll() {
if (uint32_t(E->key()) == source || E->key() == -target) // Do not resend to self, also do not send to excluded
continue;
- ENetPacket *packet2 = enet_packet_create(packet.packet->data, packet.packet->dataLength, flags);
+ ENetPacket *packet2 = enet_packet_create(packet.packet->data, packet.packet->dataLength, packet.packet->flags);
enet_peer_send(E->get(), event.channelID, packet2);
}
@@ -398,9 +411,6 @@ void NetworkedMultiplayerENet::poll() {
enet_packet_destroy(packet.packet);
}
- } else if (target == 1) {
- // To myself and only myself
- incoming_packets.push_back(packet);
} else {
// To someone else, specifically
ERR_CONTINUE(!peer_map.has(target));
@@ -440,6 +450,8 @@ void NetworkedMultiplayerENet::close_connection(uint32_t wait_usec) {
for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
if (E->get()) {
enet_peer_disconnect_now(E->get(), unique_id);
+ int *id = (int *)(E->get()->data);
+ memdelete(id);
peers_disconnected = true;
}
}
@@ -455,6 +467,7 @@ void NetworkedMultiplayerENet::close_connection(uint32_t wait_usec) {
enet_host_destroy(host);
active = false;
incoming_packets.clear();
+ peer_map.clear();
unique_id = 1; // Server is 1
connection_status = CONNECTION_DISCONNECTED;
}
@@ -463,7 +476,7 @@ void NetworkedMultiplayerENet::disconnect_peer(int p_peer, bool now) {
ERR_FAIL_COND(!active);
ERR_FAIL_COND(!is_server());
- ERR_FAIL_COND(!peer_map.has(p_peer))
+ ERR_FAIL_COND(!peer_map.has(p_peer));
if (now) {
enet_peer_disconnect_now(peer_map[p_peer], 0);
@@ -471,10 +484,13 @@ void NetworkedMultiplayerENet::disconnect_peer(int p_peer, bool now) {
// enet_peer_disconnect_now doesn't generate ENET_EVENT_TYPE_DISCONNECT,
// notify everyone else, send disconnect signal & remove from peer_map like in poll()
+ int *id = NULL;
for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
- if (E->key() == p_peer)
+ if (E->key() == p_peer) {
+ id = (int *)(E->get()->data);
continue;
+ }
ENetPacket *packet = enet_packet_create(NULL, 8, ENET_PACKET_FLAG_RELIABLE);
encode_uint32(SYSMSG_REMOVE_PEER, &packet->data[0]);
@@ -482,6 +498,9 @@ void NetworkedMultiplayerENet::disconnect_peer(int p_peer, bool now) {
enet_peer_send(E->get(), SYSCH_CONFIG, packet);
}
+ if (id)
+ memdelete(id);
+
emit_signal("peer_disconnected", p_peer);
peer_map.erase(p_peer);
} else {
@@ -503,8 +522,8 @@ Error NetworkedMultiplayerENet::get_packet(const uint8_t **r_buffer, int &r_buff
current_packet = incoming_packets.front()->get();
incoming_packets.pop_front();
- *r_buffer = (const uint8_t *)(&current_packet.packet->data[12]);
- r_buffer_size = current_packet.packet->dataLength - 12;
+ *r_buffer = (const uint8_t *)(&current_packet.packet->data[8]);
+ r_buffer_size = current_packet.packet->dataLength - 8;
return OK;
}
@@ -543,17 +562,13 @@ Error NetworkedMultiplayerENet::put_packet(const uint8_t *p_buffer, int p_buffer
if (target_peer != 0) {
E = peer_map.find(ABS(target_peer));
- if (!E) {
- ERR_EXPLAIN("Invalid Target Peer: " + itos(target_peer));
- ERR_FAIL_V(ERR_INVALID_PARAMETER);
- }
+ ERR_FAIL_COND_V_MSG(!E, ERR_INVALID_PARAMETER, "Invalid target peer '" + itos(target_peer) + "'.");
}
- ENetPacket *packet = enet_packet_create(NULL, p_buffer_size + 12, packet_flags);
+ ENetPacket *packet = enet_packet_create(NULL, p_buffer_size + 8, packet_flags);
encode_uint32(unique_id, &packet->data[0]); // Source ID
encode_uint32(target_peer, &packet->data[4]); // Dest ID
- encode_uint32(packet_flags, &packet->data[8]); // Dest ID
- copymem(&packet->data[12], p_buffer, p_buffer_size);
+ copymem(&packet->data[8], p_buffer, p_buffer_size);
if (server) {
@@ -690,7 +705,9 @@ size_t NetworkedMultiplayerENet::enet_compress(void *context, const ENetBuffer *
case COMPRESS_ZSTD: {
mode = Compression::MODE_ZSTD;
} break;
- default: { ERR_FAIL_V(0); }
+ default: {
+ ERR_FAIL_V(0);
+ }
}
int req_size = Compression::get_max_compressed_buffer_size(ofs, mode);
@@ -727,7 +744,8 @@ size_t NetworkedMultiplayerENet::enet_decompress(void *context, const enet_uint8
ret = Compression::decompress(outData, outLimit, inData, inLimit, Compression::MODE_ZSTD);
} break;
- default: {}
+ default: {
+ }
}
if (ret < 0) {
return 0;
@@ -792,11 +810,7 @@ int NetworkedMultiplayerENet::get_peer_port(int p_peer_id) const {
void NetworkedMultiplayerENet::set_transfer_channel(int p_channel) {
ERR_FAIL_COND(p_channel < -1 || p_channel >= channel_count);
-
- if (p_channel == SYSCH_CONFIG) {
- ERR_EXPLAIN("Channel " + itos(SYSCH_CONFIG) + " is reserved");
- ERR_FAIL();
- }
+ ERR_FAIL_COND_MSG(p_channel == SYSCH_CONFIG, "Channel " + itos(SYSCH_CONFIG) + " is reserved.");
transfer_channel = p_channel;
}
@@ -823,6 +837,16 @@ bool NetworkedMultiplayerENet::is_always_ordered() const {
return always_ordered;
}
+void NetworkedMultiplayerENet::set_server_relay_enabled(bool p_enabled) {
+ ERR_FAIL_COND(active);
+
+ server_relay = p_enabled;
+}
+
+bool NetworkedMultiplayerENet::is_server_relay_enabled() const {
+ return server_relay;
+}
+
void NetworkedMultiplayerENet::_bind_methods() {
ClassDB::bind_method(D_METHOD("create_server", "port", "max_clients", "in_bandwidth", "out_bandwidth"), &NetworkedMultiplayerENet::create_server, DEFVAL(32), DEFVAL(0), DEFVAL(0));
@@ -843,11 +867,14 @@ void NetworkedMultiplayerENet::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_channel_count"), &NetworkedMultiplayerENet::get_channel_count);
ClassDB::bind_method(D_METHOD("set_always_ordered", "ordered"), &NetworkedMultiplayerENet::set_always_ordered);
ClassDB::bind_method(D_METHOD("is_always_ordered"), &NetworkedMultiplayerENet::is_always_ordered);
+ ClassDB::bind_method(D_METHOD("set_server_relay_enabled", "enabled"), &NetworkedMultiplayerENet::set_server_relay_enabled);
+ ClassDB::bind_method(D_METHOD("is_server_relay_enabled"), &NetworkedMultiplayerENet::is_server_relay_enabled);
ADD_PROPERTY(PropertyInfo(Variant::INT, "compression_mode", PROPERTY_HINT_ENUM, "None,Range Coder,FastLZ,ZLib,ZStd"), "set_compression_mode", "get_compression_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "transfer_channel"), "set_transfer_channel", "get_transfer_channel");
ADD_PROPERTY(PropertyInfo(Variant::INT, "channel_count"), "set_channel_count", "get_channel_count");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "always_ordered"), "set_always_ordered", "is_always_ordered");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "server_relay"), "set_server_relay_enabled", "is_server_relay_enabled");
BIND_ENUM_CONSTANT(COMPRESS_NONE);
BIND_ENUM_CONSTANT(COMPRESS_RANGE_CODER);
@@ -861,6 +888,7 @@ NetworkedMultiplayerENet::NetworkedMultiplayerENet() {
active = false;
server = false;
refuse_connections = false;
+ server_relay = true;
unique_id = 0;
target_peer = 0;
current_packet.packet = NULL;
@@ -880,7 +908,9 @@ NetworkedMultiplayerENet::NetworkedMultiplayerENet() {
NetworkedMultiplayerENet::~NetworkedMultiplayerENet() {
- close_connection();
+ if (active) {
+ close_connection();
+ }
}
// Sets IP for ENet to bind when using create_server or create_client
diff --git a/modules/enet/networked_multiplayer_enet.h b/modules/enet/networked_multiplayer_enet.h
index 957d0830cb..1c4c15ae7b 100644
--- a/modules/enet/networked_multiplayer_enet.h
+++ b/modules/enet/networked_multiplayer_enet.h
@@ -38,7 +38,8 @@
class NetworkedMultiplayerENet : public NetworkedMultiplayerPeer {
- GDCLASS(NetworkedMultiplayerENet, NetworkedMultiplayerPeer)
+ GDCLASS(NetworkedMultiplayerENet, NetworkedMultiplayerPeer);
+
public:
enum CompressionMode {
COMPRESS_NONE,
@@ -77,6 +78,7 @@ private:
ENetHost *host;
bool refuse_connections;
+ bool server_relay;
ConnectionStatus connection_status;
@@ -157,6 +159,8 @@ public:
int get_channel_count() const;
void set_always_ordered(bool p_ordered);
bool is_always_ordered() const;
+ void set_server_relay_enabled(bool p_enabled);
+ bool is_server_relay_enabled() const;
NetworkedMultiplayerENet();
~NetworkedMultiplayerENet();