/*************************************************************************/ /* multiplayer_peer_gdnative.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_PEER_GDNATIVE_H #define MULTIPLAYER_PEER_GDNATIVE_H #include "core/io/multiplayer_peer.h" #include "modules/gdnative/gdnative.h" #include "modules/gdnative/include/net/godot_net.h" class MultiplayerPeerGDNative : public MultiplayerPeer { GDCLASS(MultiplayerPeerGDNative, MultiplayerPeer); protected: static void _bind_methods(); const godot_net_multiplayer_peer *interface; public: MultiplayerPeerGDNative(); ~MultiplayerPeerGDNative(); /* Sets the interface implementation from GDNative */ void set_native_multiplayer_peer(const godot_net_multiplayer_peer *p_impl); /* Specific to PacketPeer */ virtual Error get_packet(const uint8_t **r_buffer, int &r_buffer_size) override; virtual Error put_packet(const uint8_t *p_buffer, int p_buffer_size) override; virtual int get_max_packet_size() const override; virtual int get_available_packet_count() const override; /* Specific to MultiplayerPeer */ virtual void set_transfer_channel(int p_channel) override; virtual int get_transfer_channel() const override; virtual void set_transfer_mode(TransferMode p_mode) override; virtual TransferMode get_transfer_mode() const override; virtual void set_target_peer(int p_peer_id) override; virtual int get_packet_peer() const override; virtual bool is_server() const override; virtual void poll() override; virtual int get_unique_id() const override; virtual void set_refuse_new_connections(bool p_enable) override; virtual bool is_refusing_new_connections() const override; virtual ConnectionStatus get_connection_status() const override; }; #endif // MULTIPLAYER_PEER_GDNATIVE_H