/*************************************************************************/ /* multiplayer_api.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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_API_H #define MULTIPLAYER_API_H #include "core/io/multiplayer_peer.h" #include "core/io/resource_uid.h" #include "core/object/ref_counted.h" class MultiplayerReplicator; class MultiplayerAPI : public RefCounted { GDCLASS(MultiplayerAPI, RefCounted); public: enum RPCMode { RPC_MODE_DISABLED, // No rpc for this method, calls to this will be blocked (default) RPC_MODE_ANY, // Any peer can call this rpc() RPC_MODE_AUTHORITY, // Only the node's network authority (server by default) can call this rpc() }; struct RPCConfig { StringName name; RPCMode rpc_mode = RPC_MODE_DISABLED; bool sync = false; MultiplayerPeer::TransferMode transfer_mode = MultiplayerPeer::TRANSFER_MODE_RELIABLE; int channel = 0; bool operator==(RPCConfig const &p_other) const { return name == p_other.name; } }; struct SortRPCConfig { StringName::AlphCompare compare; bool operator()(const RPCConfig &p_a, const RPCConfig &p_b) const { return compare(p_a.name, p_b.name); } }; enum NetworkCommands { NETWORK_COMMAND_REMOTE_CALL = 0, NETWORK_COMMAND_SIMPLIFY_PATH, NETWORK_COMMAND_CONFIRM_PATH, NETWORK_COMMAND_RAW, NETWORK_COMMAND_SPAWN, NETWORK_COMMAND_DESPAWN, NETWORK_COMMAND_SYNC, // This is the max we can have. We should optmize simplify/confirm, possibly spawn/despawn. }; enum NetworkNodeIdCompression { NETWORK_NODE_ID_COMPRESSION_8 = 0, NETWORK_NODE_ID_COMPRESSION_16, NETWORK_NODE_ID_COMPRESSION_32, }; enum NetworkNameIdCompression { NETWORK_NAME_ID_COMPRESSION_8 = 0, NETWORK_NAME_ID_COMPRESSION_16, }; enum { NODE_ID_COMPRESSION_SHIFT = 3, NAME_ID_COMPRESSION_SHIFT = 5, BYTE_ONLY_OR_NO_ARGS_SHIFT = 6, }; 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 = 0; Set connected_peers; HashMap path_send_cache; Map path_get_cache; int last_send_cache_id; Vector packet_cache; Node *root_node = nullptr; bool allow_object_decoding = false; MultiplayerReplicator *replicator = nullptr; 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, uint32_t p_node_target, int p_packet_len); void _process_rpc(Node *p_node, const uint16_t p_rpc_method_id, 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, uint16_t p_rpc_id, const RPCConfig &p_config, const StringName &p_name, const Variant **p_arg, int p_argcount); bool _send_confirm_path(Node *p_node, NodePath p_path, PathSentCache *psc, int p_target); public: void poll(); void clear(); void set_root_node(Node *p_node); Node *get_root_node(); void set_network_peer(const Ref &p_peer); Ref get_network_peer() const; Error send_bytes(Vector p_data, int p_to = MultiplayerPeer::TARGET_PEER_BROADCAST, MultiplayerPeer::TransferMode p_mode = MultiplayerPeer::TRANSFER_MODE_RELIABLE, int p_channel = 0); Error encode_and_compress_variant(const Variant &p_variant, uint8_t *p_buffer, int &r_len); Error decode_and_decompress_variant(Variant &r_variant, const uint8_t *p_buffer, int p_len, int *r_len); // 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._notification void scene_enter_exit_notify(const String &p_scene, Node *p_node, bool p_enter); // Called by replicator bool send_confirm_path(Node *p_node, NodePath p_path, int p_target, int &p_id); Node *get_cached_node(int p_from, uint32_t p_node_id); 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; void set_allow_object_decoding(bool p_enable); bool is_object_decoding_allowed() const; MultiplayerReplicator *get_replicator() const; MultiplayerAPI(); ~MultiplayerAPI(); }; VARIANT_ENUM_CAST(MultiplayerAPI::RPCMode); #endif // MULTIPLAYER_API_H