/*************************************************************************/ /* multiplayer_api.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef MULTIPLAYER_PROTOCOL_H #define MULTIPLAYER_PROTOCOL_H #include "core/io/networked_multiplayer_peer.h" #include "core/reference.h" class MultiplayerAPI : public Reference { GDCLASS(MultiplayerAPI, Reference); private: //path sent caches struct PathSentCache { Map confirmed_peers; int id; }; //path get caches struct PathGetCache { struct NodeInfo { NodePath path; ObjectID instance; }; Map nodes; }; Ref network_peer; int rpc_sender_id; Set connected_peers; HashMap path_send_cache; Map path_get_cache; int last_send_cache_id; Vector packet_cache; Node *root_node; protected: static void _bind_methods(); void _process_packet(int p_from, const uint8_t *p_packet, int p_packet_len); void _process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len); void _process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len); 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); public: enum NetworkCommands { NETWORK_COMMAND_REMOTE_CALL, NETWORK_COMMAND_REMOTE_SET, NETWORK_COMMAND_SIMPLIFY_PATH, NETWORK_COMMAND_CONFIRM_PATH, NETWORK_COMMAND_RAW, }; void poll(); void clear(); void set_root_node(Node *p_node); void set_network_peer(const Ref &p_peer); Ref get_network_peer() const; Error send_bytes(PoolVector 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); // Called by Node.rset void rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value); void _add_peer(int p_id); void _del_peer(int p_id); void _connected_to_server(); void _connection_failed(); void _server_disconnected(); bool has_network_peer() const { return network_peer.is_valid(); } Vector get_network_connected_peers() const; int get_rpc_sender_id() const { return rpc_sender_id; } int get_network_unique_id() const; bool is_network_server() const; void set_refuse_new_network_connections(bool p_refuse); bool is_refusing_new_network_connections() const; MultiplayerAPI(); ~MultiplayerAPI(); }; #endif // MULTIPLAYER_PROTOCOL_H