/*************************************************************************/ /* networked_multiplayer_enet.cpp */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "networked_multiplayer_enet.h" #include "core/io/ip.h" #include "core/io/marshalls.h" #include "core/os/os.h" void NetworkedMultiplayerENet::set_transfer_mode(TransferMode p_mode) { transfer_mode = p_mode; } NetworkedMultiplayerPeer::TransferMode NetworkedMultiplayerENet::get_transfer_mode() const { return transfer_mode; } void NetworkedMultiplayerENet::set_target_peer(int p_peer) { target_peer = p_peer; } int NetworkedMultiplayerENet::get_packet_peer() const { ERR_FAIL_COND_V_MSG(!active, 1, "The multiplayer instance isn't currently active."); ERR_FAIL_COND_V(incoming_packets.size() == 0, 1); return incoming_packets.front()->get().from; } int NetworkedMultiplayerENet::get_packet_channel() const { ERR_FAIL_COND_V_MSG(!active, -1, "The multiplayer instance isn't currently active."); ERR_FAIL_COND_V(incoming_packets.size() == 0, -1); return incoming_packets.front()->get().channel; } int NetworkedMultiplayerENet::get_last_packet_channel() const { ERR_FAIL_COND_V_MSG(!active, -1, "The multiplayer instance isn't currently active."); ERR_FAIL_COND_V(!current_packet.packet, -1); return current_packet.channel; } Error NetworkedMultiplayerENet::create_server(int p_port, int p_max_clients, int p_in_bandwidth, int p_out_bandwidth) { ERR_FAIL_COND_V_MSG(active, ERR_ALREADY_IN_USE, "The multiplayer instance is already active."); ERR_FAIL_COND_V_MSG(p_port < 0 || p_port > 65535, ERR_INVALID_PARAMETER, "The port number must be set between 0 and 65535 (inclusive)."); ERR_FAIL_COND_V_MSG(p_max_clients < 1 || p_max_clients > 4095, ERR_INVALID_PARAMETER, "The number of clients must be set between 1 and 4095 (inclusive)."); ERR_FAIL_COND_V_MSG(p_in_bandwidth < 0, ERR_INVALID_PARAMETER, "The incoming bandwidth limit must be greater than or equal to 0 (0 disables the limit)."); ERR_FAIL_COND_V_MSG(p_out_bandwidth < 0, ERR_INVALID_PARAMETER, "The outgoing bandwidth limit must be greater than or equal to 0 (0 disables the limit)."); ERR_FAIL_COND_V(dtls_enabled && (dtls_key.is_null() || dtls_cert.is_null()), ERR_INVALID_PARAMETER); ENetAddress address; memset(&address, 0, sizeof(address)); #ifdef GODOT_ENET if (bind_ip.is_wildcard()) { address.wildcard = 1; } else { enet_address_set_ip(&address, bind_ip.get_ipv6(), 16); } #else if (bind_ip.is_wildcard()) { address.host = 0; } else { ERR_FAIL_COND_V(!bind_ip.is_ipv4(), ERR_INVALID_PARAMETER); address.host = *(uint32_t *)bind_ip.get_ipv4(); } #endif address.port = p_port; host = enet_host_create(&address /* the address to bind the server host to */, p_max_clients /* allow up to 32 clients and/or outgoing connections */, channel_count /* allow up to channel_count to be used */, p_in_bandwidth /* limit incoming bandwidth if > 0 */, p_out_bandwidth /* limit outgoing bandwidth if > 0 */); ERR_FAIL_COND_V_MSG(!host, ERR_CANT_CREATE, "Couldn't create an ENet multiplayer server."); #ifdef GODOT_ENET if (dtls_enabled) { enet_host_dtls_server_setup(host, dtls_key.ptr(), dtls_cert.ptr()); } enet_host_refuse_new_connections(host, refuse_connections); #endif _setup_compressor(); active = true; server = true; refuse_connections = false; unique_id = 1; connection_status = CONNECTION_CONNECTED; return OK; } Error NetworkedMultiplayerENet::create_client(const String &p_address, int p_port, int p_in_bandwidth, int p_out_bandwidth, int p_client_port) { ERR_FAIL_COND_V_MSG(active, ERR_ALREADY_IN_USE, "The multiplayer instance is already active."); ERR_FAIL_COND_V_MSG(p_port < 0 || p_port > 65535, ERR_INVALID_PARAMETER, "The server port number must be set between 0 and 65535 (inclusive)."); ERR_FAIL_COND_V_MSG(p_client_port < 0 || p_client_port > 65535, ERR_INVALID_PARAMETER, "The client port number must be set between 0 and 65535 (inclusive)."); ERR_FAIL_COND_V_MSG(p_in_bandwidth < 0, ERR_INVALID_PARAMETER, "The incoming bandwidth limit must be greater than or equal to 0 (0 disables the limit)."); ERR_FAIL_COND_V_MSG(p_out_bandwidth < 0, ERR_INVALID_PARAMETER, "The outgoing bandwidth limit must be greater than or equal to 0 (0 disables the limit)."); if (p_client_port != 0) { ENetAddress c_client; #ifdef GODOT_ENET if (bind_ip.is_wildcard()) { c_client.wildcard = 1; } else { enet_address_set_ip(&c_client, bind_ip.get_ipv6(), 16); } #else if (bind_ip.is_wildcard()) { c_client.host = 0; } else { ERR_FAIL_COND_V_MSG(!bind_ip.is_ipv4(), ERR_INVALID_PARAMETER, "Wildcard IP addresses are only permitted in IPv4, not IPv6."); c_client.host = *(uint32_t *)bind_ip.get_ipv4(); } #endif c_client.port = p_client_port; host = enet_host_create(&c_client /* create a client host */, 1 /* only allow 1 outgoing connection */, channel_count /* allow up to channel_count to be used */, p_in_bandwidth /* limit incoming bandwidth if > 0 */, p_out_bandwidth /* limit outgoing bandwidth if > 0 */); } else { host = enet_host_create(nullptr /* create a client host */, 1 /* only allow 1 outgoing connection */, channel_count /* allow up to channel_count to be used */, p_in_bandwidth /* limit incoming bandwidth if > 0 */, p_out_bandwidth /* limit outgoing bandwidth if > 0 */); } ERR_FAIL_COND_V_MSG(!host, ERR_CANT_CREATE, "Couldn't create the ENet client host."); #ifdef GODOT_ENET if (dtls_enabled) { enet_host_dtls_client_setup(host, dtls_cert.ptr(), dtls_verify, p_address.utf8().get_data()); } enet_host_refuse_new_connections(host, refuse_connections); #endif _setup_compressor(); IP_Address ip; if (p_address.is_valid_ip_address()) { ip = p_address; } else { #ifdef GODOT_ENET ip = IP::get_singleton()->resolve_hostname(p_address); #else ip = IP::get_singleton()->resolve_hostname(p_address, IP::TYPE_IPV4); #endif ERR_FAIL_COND_V_MSG(!ip.is_valid(), ERR_CANT_RESOLVE, "Couldn't resolve the server IP address or domain name."); } ENetAddress address; #ifdef GODOT_ENET enet_address_set_ip(&address, ip.get_ipv6(), 16); #else ERR_FAIL_COND_V_MSG(!ip.is_ipv4(), ERR_INVALID_PARAMETER, "Connecting to an IPv6 server isn't supported when using vanilla ENet. Recompile Godot with the bundled ENet library."); address.host = *(uint32_t *)ip.get_ipv4(); #endif address.port = p_port; unique_id = _gen_unique_id(); // Initiate connection, allocating enough channels ENetPeer *peer = enet_host_connect(host, &address, channel_count, unique_id); if (peer == nullptr) { enet_host_destroy(host); ERR_FAIL_COND_V_MSG(!peer, ERR_CANT_CREATE, "Couldn't connect to the ENet multiplayer server."); } // Technically safe to ignore the peer or anything else. connection_status = CONNECTION_CONNECTING; active = true; server = false; refuse_connections = false; return OK; } void NetworkedMultiplayerENet::poll() { ERR_FAIL_COND_MSG(!active, "The multiplayer instance isn't currently active."); _pop_current_packet(); ENetEvent event; /* Keep servicing until there are no available events left in queue. */ while (true) { if (!host || !active) { // Might have been disconnected while emitting a notification return; } int ret = enet_host_service(host, &event, 0); if (ret < 0) { // Error, do something? break; } else if (ret == 0) { break; } switch (event.type) { case ENET_EVENT_TYPE_CONNECT: { // Store any relevant client information here. if (server && refuse_connections) { enet_peer_reset(event.peer); break; } // 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); ERR_CONTINUE(true); } int *new_id = memnew(int); *new_id = event.data; if (*new_id == 0) { // Data zero is sent by server (enet won't let you configure this). Server is always 1. *new_id = 1; } event.peer->data = new_id; peer_map[*new_id] = event.peer; connection_status = CONNECTION_CONNECTED; // If connecting, this means it connected to something! 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::Element *E = peer_map.front(); E; E = E->next()) { if (E->key() == *new_id) { continue; } // Send existing peers to new peer ENetPacket *packet = enet_packet_create(nullptr, 8, ENET_PACKET_FLAG_RELIABLE); encode_uint32(SYSMSG_ADD_PEER, &packet->data[0]); encode_uint32(E->key(), &packet->data[4]); enet_peer_send(event.peer, SYSCH_CONFIG, packet); // Send the new peer to existing peers packet = enet_packet_create(nullptr, 8, ENET_PACKET_FLAG_RELIABLE); encode_uint32(SYSMSG_ADD_PEER, &packet->data[0]); encode_uint32(*new_id, &packet->data[4]); enet_peer_send(E->get(), SYSCH_CONFIG, packet); } } else { emit_signal("connection_succeeded"); } } break; case ENET_EVENT_TYPE_DISCONNECT: { // Reset the peer's client information. int *id = (int *)event.peer->data; if (!id) { if (!server) { emit_signal("connection_failed"); } // Never fully connected. break; } if (!server) { // Client just disconnected from server. emit_signal("server_disconnected"); close_connection(); return; } else if (server_relay) { // Server just received a client disconnect and is in relay mode, notify everyone else. for (Map::Element *E = peer_map.front(); E; E = E->next()) { if (E->key() == *id) { continue; } ENetPacket *packet = enet_packet_create(nullptr, 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: { if (event.channelID == SYSCH_CONFIG) { // Some config message ERR_CONTINUE(event.packet->dataLength < 8); // Only server can send config messages ERR_CONTINUE(server); int msg = decode_uint32(&event.packet->data[0]); int id = decode_uint32(&event.packet->data[4]); switch (msg) { case SYSMSG_ADD_PEER: { peer_map[id] = nullptr; emit_signal("peer_connected", id); } break; case SYSMSG_REMOVE_PEER: { peer_map.erase(id); emit_signal("peer_disconnected", id); } break; } enet_packet_destroy(event.packet); } else if (event.channelID < channel_count) { Packet packet; packet.packet = event.packet; uint32_t *id = (uint32_t *)event.peer->data; ERR_CONTINUE(event.packet->dataLength < 8); uint32_t source = decode_uint32(&event.packet->data[0]); int target = decode_uint32(&event.packet->data[4]); packet.from = source; packet.channel = event.channelID; if (server) { // Someone is cheating and trying to fake the source! ERR_CONTINUE(source != *id); packet.from = *id; 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); // And make copies for sending for (Map::Element *E = peer_map.front(); E; E = E->next()) { if (uint32_t(E->key()) == source) { // Do not resend to self continue; } ENetPacket *packet2 = enet_packet_create(packet.packet->data, packet.packet->dataLength, packet.packet->flags); enet_peer_send(E->get(), event.channelID, packet2); } } else if (target < 0) { // To all but one // And make copies for sending for (Map::Element *E = peer_map.front(); E; E = E->next()) { 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, packet.packet->flags); enet_peer_send(E->get(), event.channelID, packet2); } if (-target != 1) { // Server is not excluded incoming_packets.push_back(packet); } else { // Server is excluded, erase packet enet_packet_destroy(packet.packet); } } else { // To someone else, specifically ERR_CONTINUE(!peer_map.has(target)); enet_peer_send(peer_map[target], event.channelID, packet.packet); } } else { incoming_packets.push_back(packet); } // Destroy packet later } else { ERR_CONTINUE(true); } } break; case ENET_EVENT_TYPE_NONE: { // Do nothing } break; } } } bool NetworkedMultiplayerENet::is_server() const { ERR_FAIL_COND_V_MSG(!active, false, "The multiplayer instance isn't currently active."); return server; } void NetworkedMultiplayerENet::close_connection(uint32_t wait_usec) { ERR_FAIL_COND_MSG(!active, "The multiplayer instance isn't currently active."); _pop_current_packet(); bool peers_disconnected = false; for (Map::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; } } if (peers_disconnected) { enet_host_flush(host); if (wait_usec > 0) { OS::get_singleton()->delay_usec(wait_usec); // Wait for disconnection packets to send } } enet_host_destroy(host); active = false; incoming_packets.clear(); peer_map.clear(); unique_id = 1; // Server is 1 connection_status = CONNECTION_DISCONNECTED; } void NetworkedMultiplayerENet::disconnect_peer(int p_peer, bool now) { ERR_FAIL_COND_MSG(!active, "The multiplayer instance isn't currently active."); ERR_FAIL_COND_MSG(!is_server(), "Can't disconnect a peer when not acting as a server."); ERR_FAIL_COND_MSG(!peer_map.has(p_peer), vformat("Peer ID %d not found in the list of peers.", p_peer)); if (now) { int *id = (int *)peer_map[p_peer]->data; enet_peer_disconnect_now(peer_map[p_peer], 0); // enet_peer_disconnect_now doesn't generate ENET_EVENT_TYPE_DISCONNECT, // notify everyone else, send disconnect signal & remove from peer_map like in poll() if (server_relay) { for (Map::Element *E = peer_map.front(); E; E = E->next()) { if (E->key() == p_peer) { continue; } ENetPacket *packet = enet_packet_create(nullptr, 8, ENET_PACKET_FLAG_RELIABLE); encode_uint32(SYSMSG_REMOVE_PEER, &packet->data[0]); encode_uint32(p_peer, &packet->data[4]); enet_peer_send(E->get(), SYSCH_CONFIG, packet); } } if (id) { memdelete(id); } emit_signal("peer_disconnected", p_peer); peer_map.erase(p_peer); } else { enet_peer_disconnect_later(peer_map[p_peer], 0); } } int NetworkedMultiplayerENet::get_available_packet_count() const { return incoming_packets.size(); } Error NetworkedMultiplayerENet::get_packet(const uint8_t **r_buffer, int &r_buffer_size) { ERR_FAIL_COND_V_MSG(incoming_packets.size() == 0, ERR_UNAVAILABLE, "No incoming packets available."); _pop_current_packet(); current_packet = incoming_packets.front()->get(); incoming_packets.pop_front(); *r_buffer = (const uint8_t *)(¤t_packet.packet->data[8]); r_buffer_size = current_packet.packet->dataLength - 8; return OK; } Error NetworkedMultiplayerENet::put_packet(const uint8_t *p_buffer, int p_buffer_size) { ERR_FAIL_COND_V_MSG(!active, ERR_UNCONFIGURED, "The multiplayer instance isn't currently active."); ERR_FAIL_COND_V_MSG(connection_status != CONNECTION_CONNECTED, ERR_UNCONFIGURED, "The multiplayer instance isn't currently connected to any server or client."); int packet_flags = 0; int channel = SYSCH_RELIABLE; switch (transfer_mode) { case TRANSFER_MODE_UNRELIABLE: { if (always_ordered) { packet_flags = 0; } else { packet_flags = ENET_PACKET_FLAG_UNSEQUENCED; } channel = SYSCH_UNRELIABLE; } break; case TRANSFER_MODE_UNRELIABLE_ORDERED: { packet_flags = 0; channel = SYSCH_UNRELIABLE; } break; case TRANSFER_MODE_RELIABLE: { packet_flags = ENET_PACKET_FLAG_RELIABLE; channel = SYSCH_RELIABLE; } break; } if (transfer_channel > SYSCH_CONFIG) { channel = transfer_channel; } Map::Element *E = nullptr; if (target_peer != 0) { E = peer_map.find(ABS(target_peer)); ERR_FAIL_COND_V_MSG(!E, ERR_INVALID_PARAMETER, vformat("Invalid target peer: %d", target_peer)); } ENetPacket *packet = enet_packet_create(nullptr, p_buffer_size + 8, packet_flags); encode_uint32(unique_id, &packet->data[0]); // Source ID encode_uint32(target_peer, &packet->data[4]); // Dest ID copymem(&packet->data[8], p_buffer, p_buffer_size); if (server) { if (target_peer == 0) { enet_host_broadcast(host, channel, packet); } else if (target_peer < 0) { // Send to all but one // and make copies for sending int exclude = -target_peer; for (Map::Element *F = peer_map.front(); F; F = F->next()) { if (F->key() == exclude) { // Exclude packet continue; } ENetPacket *packet2 = enet_packet_create(packet->data, packet->dataLength, packet_flags); enet_peer_send(F->get(), channel, packet2); } enet_packet_destroy(packet); // Original packet no longer needed } else { enet_peer_send(E->get(), channel, packet); } } else { ERR_FAIL_COND_V(!peer_map.has(1), ERR_BUG); enet_peer_send(peer_map[1], channel, packet); // Send to server for broadcast } enet_host_flush(host); return OK; } int NetworkedMultiplayerENet::get_max_packet_size() const { return 1 << 24; // Anything is good } void NetworkedMultiplayerENet::_pop_current_packet() { if (current_packet.packet) { enet_packet_destroy(current_packet.packet); current_packet.packet = nullptr; current_packet.from = 0; current_packet.channel = -1; } } NetworkedMultiplayerPeer::ConnectionStatus NetworkedMultiplayerENet::get_connection_status() const { return connection_status; } uint32_t NetworkedMultiplayerENet::_gen_unique_id() const { uint32_t hash = 0; while (hash == 0 || hash == 1) { hash = hash_djb2_one_32( (uint32_t)OS::get_singleton()->get_ticks_usec()); hash = hash_djb2_one_32( (uint32_t)OS::get_singleton()->get_unix_time(), hash); hash = hash_djb2_one_32( (uint32_t)OS::get_singleton()->get_user_data_dir().hash64(), hash); hash = hash_djb2_one_32( (uint32_t)((uint64_t)this), hash); // Rely on ASLR heap hash = hash_djb2_one_32( (uint32_t)((uint64_t)&hash), hash); // Rely on ASLR stack hash = hash & 0x7FFFFFFF; // Make it compatible with unsigned, since negative ID is used for exclusion } return hash; } int NetworkedMultiplayerENet::get_unique_id() const { ERR_FAIL_COND_V_MSG(!active, 0, "The multiplayer instance isn't currently active."); return unique_id; } void NetworkedMultiplayerENet::set_refuse_new_connections(bool p_enable) { refuse_connections = p_enable; #ifdef GODOT_ENET if (active) { enet_host_refuse_new_connections(host, p_enable); } #endif } bool NetworkedMultiplayerENet::is_refusing_new_connections() const { return refuse_connections; } void NetworkedMultiplayerENet::set_compression_mode(CompressionMode p_mode) { compression_mode = p_mode; } NetworkedMultiplayerENet::CompressionMode NetworkedMultiplayerENet::get_compression_mode() const { return compression_mode; } size_t NetworkedMultiplayerENet::enet_compress(void *context, const ENetBuffer *inBuffers, size_t inBufferCount, size_t inLimit, enet_uint8 *outData, size_t outLimit) { NetworkedMultiplayerENet *enet = (NetworkedMultiplayerENet *)(context); if (size_t(enet->src_compressor_mem.size()) < inLimit) { enet->src_compressor_mem.resize(inLimit); } int total = inLimit; int ofs = 0; while (total) { for (size_t i = 0; i < inBufferCount; i++) { int to_copy = MIN(total, int(inBuffers[i].dataLength)); copymem(&enet->src_compressor_mem.write[ofs], inBuffers[i].data, to_copy); ofs += to_copy; total -= to_copy; } } Compression::Mode mode; switch (enet->compression_mode) { case COMPRESS_FASTLZ: { mode = Compression::MODE_FASTLZ; } break; case COMPRESS_ZLIB: { mode = Compression::MODE_DEFLATE; } break; case COMPRESS_ZSTD: { mode = Compression::MODE_ZSTD; } break; default: { ERR_FAIL_V_MSG(0, vformat("Invalid ENet compression mode: %d", enet->compression_mode)); } } int req_size = Compression::get_max_compressed_buffer_size(ofs, mode); if (enet->dst_compressor_mem.size() < req_size) { enet->dst_compressor_mem.resize(req_size); } int ret = Compression::compress(enet->dst_compressor_mem.ptrw(), enet->src_compressor_mem.ptr(), ofs, mode); if (ret < 0) { return 0; } if (ret > int(outLimit)) { return 0; // Do not bother } copymem(outData, enet->dst_compressor_mem.ptr(), ret); return ret; } size_t NetworkedMultiplayerENet::enet_decompress(void *context, const enet_uint8 *inData, size_t inLimit, enet_uint8 *outData, size_t outLimit) { NetworkedMultiplayerENet *enet = (NetworkedMultiplayerENet *)(context); int ret = -1; switch (enet->compression_mode) { case COMPRESS_FASTLZ: { ret = Compression::decompress(outData, outLimit, inData, inLimit, Compression::MODE_FASTLZ); } break; case COMPRESS_ZLIB: { ret = Compression::decompress(outData, outLimit, inData, inLimit, Compression::MODE_DEFLATE); } break; case COMPRESS_ZSTD: { ret = Compression::decompress(outData, outLimit, inData, inLimit, Compression::MODE_ZSTD); } break; default: { } } if (ret < 0) { return 0; } else { return ret; } } void NetworkedMultiplayerENet::_setup_compressor() { switch (compression_mode) { case COMPRESS_NONE: { enet_host_compress(host, nullptr); } break; case COMPRESS_RANGE_CODER: { enet_host_compress_with_range_coder(host); } break; case COMPRESS_FASTLZ: case COMPRESS_ZLIB: case COMPRESS_ZSTD: { enet_host_compress(host, &enet_compressor); } break; } } void NetworkedMultiplayerENet::enet_compressor_destroy(void *context) { // Nothing to do } IP_Address NetworkedMultiplayerENet::get_peer_address(int p_peer_id) const { ERR_FAIL_COND_V_MSG(!peer_map.has(p_peer_id), IP_Address(), vformat("Peer ID %d not found in the list of peers.", p_peer_id)); ERR_FAIL_COND_V_MSG(!is_server() && p_peer_id != 1, IP_Address(), "Can't get the address of peers other than the server (ID -1) when acting as a client."); ERR_FAIL_COND_V_MSG(peer_map[p_peer_id] == nullptr, IP_Address(), vformat("Peer ID %d found in the list of peers, but is null.", p_peer_id)); IP_Address out; #ifdef GODOT_ENET out.set_ipv6((uint8_t *)&(peer_map[p_peer_id]->address.host)); #else out.set_ipv4((uint8_t *)&(peer_map[p_peer_id]->address.host)); #endif return out; } int NetworkedMultiplayerENet::get_peer_port(int p_peer_id) const { ERR_FAIL_COND_V_MSG(!peer_map.has(p_peer_id), 0, vformat("Peer ID %d not found in the list of peers.", p_peer_id)); ERR_FAIL_COND_V_MSG(!is_server() && p_peer_id != 1, 0, "Can't get the address of peers other than the server (ID -1) when acting as a client."); ERR_FAIL_COND_V_MSG(peer_map[p_peer_id] == nullptr, 0, vformat("Peer ID %d found in the list of peers, but is null.", p_peer_id)); #ifdef GODOT_ENET return peer_map[p_peer_id]->address.port; #else return peer_map[p_peer_id]->address.port; #endif } void NetworkedMultiplayerENet::set_transfer_channel(int p_channel) { ERR_FAIL_COND_MSG(p_channel < -1 || p_channel >= channel_count, vformat("The transfer channel must be set between 0 and %d, inclusive (got %d).", channel_count - 1, p_channel)); ERR_FAIL_COND_MSG(p_channel == SYSCH_CONFIG, vformat("The channel %d is reserved.", SYSCH_CONFIG)); transfer_channel = p_channel; } int NetworkedMultiplayerENet::get_transfer_channel() const { return transfer_channel; } void NetworkedMultiplayerENet::set_channel_count(int p_channel) { ERR_FAIL_COND_MSG(active, "The channel count can't be set while the multiplayer instance is active."); ERR_FAIL_COND_MSG(p_channel < SYSCH_MAX, vformat("The channel count must be greater than or equal to %d to account for reserved channels (got %d).", SYSCH_MAX, p_channel)); channel_count = p_channel; } int NetworkedMultiplayerENet::get_channel_count() const { return channel_count; } void NetworkedMultiplayerENet::set_always_ordered(bool p_ordered) { always_ordered = p_ordered; } bool NetworkedMultiplayerENet::is_always_ordered() const { return always_ordered; } void NetworkedMultiplayerENet::set_server_relay_enabled(bool p_enabled) { ERR_FAIL_COND_MSG(active, "Server relaying can't be toggled while the multiplayer instance is 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)); ClassDB::bind_method(D_METHOD("create_client", "address", "port", "in_bandwidth", "out_bandwidth", "client_port"), &NetworkedMultiplayerENet::create_client, DEFVAL(0), DEFVAL(0), DEFVAL(0)); ClassDB::bind_method(D_METHOD("close_connection", "wait_usec"), &NetworkedMultiplayerENet::close_connection, DEFVAL(100)); ClassDB::bind_method(D_METHOD("disconnect_peer", "id", "now"), &NetworkedMultiplayerENet::disconnect_peer, DEFVAL(false)); ClassDB::bind_method(D_METHOD("set_compression_mode", "mode"), &NetworkedMultiplayerENet::set_compression_mode); ClassDB::bind_method(D_METHOD("get_compression_mode"), &NetworkedMultiplayerENet::get_compression_mode); ClassDB::bind_method(D_METHOD("set_bind_ip", "ip"), &NetworkedMultiplayerENet::set_bind_ip); ClassDB::bind_method(D_METHOD("set_dtls_enabled", "enabled"), &NetworkedMultiplayerENet::set_dtls_enabled); ClassDB::bind_method(D_METHOD("is_dtls_enabled"), &NetworkedMultiplayerENet::is_dtls_enabled); ClassDB::bind_method(D_METHOD("set_dtls_key", "key"), &NetworkedMultiplayerENet::set_dtls_key); ClassDB::bind_method(D_METHOD("set_dtls_certificate", "certificate"), &NetworkedMultiplayerENet::set_dtls_certificate); ClassDB::bind_method(D_METHOD("set_dtls_verify_enabled", "enabled"), &NetworkedMultiplayerENet::set_dtls_verify_enabled); ClassDB::bind_method(D_METHOD("is_dtls_verify_enabled"), &NetworkedMultiplayerENet::is_dtls_verify_enabled); ClassDB::bind_method(D_METHOD("get_peer_address", "id"), &NetworkedMultiplayerENet::get_peer_address); ClassDB::bind_method(D_METHOD("get_peer_port", "id"), &NetworkedMultiplayerENet::get_peer_port); ClassDB::bind_method(D_METHOD("get_packet_channel"), &NetworkedMultiplayerENet::get_packet_channel); ClassDB::bind_method(D_METHOD("get_last_packet_channel"), &NetworkedMultiplayerENet::get_last_packet_channel); ClassDB::bind_method(D_METHOD("set_transfer_channel", "channel"), &NetworkedMultiplayerENet::set_transfer_channel); ClassDB::bind_method(D_METHOD("get_transfer_channel"), &NetworkedMultiplayerENet::get_transfer_channel); ClassDB::bind_method(D_METHOD("set_channel_count", "channels"), &NetworkedMultiplayerENet::set_channel_count); 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"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dtls_verify"), "set_dtls_verify_enabled", "is_dtls_verify_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_dtls"), "set_dtls_enabled", "is_dtls_enabled"); BIND_ENUM_CONSTANT(COMPRESS_NONE); BIND_ENUM_CONSTANT(COMPRESS_RANGE_CODER); BIND_ENUM_CONSTANT(COMPRESS_FASTLZ); BIND_ENUM_CONSTANT(COMPRESS_ZLIB); BIND_ENUM_CONSTANT(COMPRESS_ZSTD); } NetworkedMultiplayerENet::NetworkedMultiplayerENet() { enet_compressor.context = this; enet_compressor.compress = enet_compress; enet_compressor.decompress = enet_decompress; enet_compressor.destroy = enet_compressor_destroy; bind_ip = IP_Address("*"); } NetworkedMultiplayerENet::~NetworkedMultiplayerENet() { if (active) { close_connection(); } } // Sets IP for ENet to bind when using create_server or create_client // if no IP is set, then ENet bind to ENET_HOST_ANY void NetworkedMultiplayerENet::set_bind_ip(const IP_Address &p_ip) { ERR_FAIL_COND_MSG(!p_ip.is_valid() && !p_ip.is_wildcard(), vformat("Invalid bind IP address: %s", String(p_ip))); bind_ip = p_ip; } void NetworkedMultiplayerENet::set_dtls_enabled(bool p_enabled) { ERR_FAIL_COND(active); dtls_enabled = p_enabled; } bool NetworkedMultiplayerENet::is_dtls_enabled() const { return dtls_enabled; } void NetworkedMultiplayerENet::set_dtls_verify_enabled(bool p_enabled) { ERR_FAIL_COND(active); dtls_verify = p_enabled; } bool NetworkedMultiplayerENet::is_dtls_verify_enabled() const { return dtls_verify; } void NetworkedMultiplayerENet::set_dtls_key(Ref p_key) { ERR_FAIL_COND(active); dtls_key = p_key; } void NetworkedMultiplayerENet::set_dtls_certificate(Ref p_cert) { ERR_FAIL_COND(active); dtls_cert = p_cert; }