/*************************************************************************/ /* scene_multiplayer.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 SCENE_MULTIPLAYER_H #define SCENE_MULTIPLAYER_H #include "scene/main/multiplayer_api.h" #include "scene_cache_interface.h" #include "scene_replication_interface.h" #include "scene_rpc_interface.h" class SceneMultiplayer : public MultiplayerAPI { GDCLASS(SceneMultiplayer, MultiplayerAPI); public: 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, NETWORK_COMMAND_SYS, }; enum SysCommands { SYS_COMMAND_AUTH, SYS_COMMAND_ADD_PEER, SYS_COMMAND_DEL_PEER, SYS_COMMAND_RELAY, }; enum { SYS_CMD_SIZE = 6, // Command + sys command + peer_id (+ optional payload). }; // For each command, the 4 MSB can contain custom flags, as defined by subsystems. enum { CMD_FLAG_0_SHIFT = 4, CMD_FLAG_1_SHIFT = 5, CMD_FLAG_2_SHIFT = 6, CMD_FLAG_3_SHIFT = 7, }; // This is the mask that will be used to extract the command. enum { CMD_MASK = 7, // 0x7 -> 0b00001111 }; private: struct PendingPeer { bool local = false; bool remote = false; uint64_t time = 0; }; Ref multiplayer_peer; MultiplayerPeer::ConnectionStatus last_connection_status = MultiplayerPeer::CONNECTION_DISCONNECTED; HashMap pending_peers; // true if locally finalized. Callable auth_callback; uint64_t auth_timeout = 3000; HashSet connected_peers; int remote_sender_id = 0; int remote_sender_override = 0; Vector packet_cache; NodePath root_path; bool allow_object_decoding = false; bool server_relay = true; Ref relay_buffer; Ref cache; Ref replicator; Ref rpc; #ifdef DEBUG_ENABLED _FORCE_INLINE_ void _profile_bandwidth(const String &p_what, int p_value); _FORCE_INLINE_ Error _send(const uint8_t *p_packet, int p_packet_len); // Also profiles. #else _FORCE_INLINE_ Error _send(const uint8_t *p_packet, int p_packet_len) { return multiplayer_peer->put_packet(p_packet, p_packet_len); } #endif protected: static void _bind_methods(); void _process_packet(int p_from, const uint8_t *p_packet, int p_packet_len); void _process_raw(int p_from, const uint8_t *p_packet, int p_packet_len); void _process_sys(int p_from, const uint8_t *p_packet, int p_packet_len, MultiplayerPeer::TransferMode p_mode, int p_channel); void _add_peer(int p_id); void _admit_peer(int p_id); void _del_peer(int p_id); void _update_status(); public: virtual void set_multiplayer_peer(const Ref &p_peer) override; virtual Ref get_multiplayer_peer() override; virtual Error poll() override; virtual int get_unique_id() override; virtual Vector get_peer_ids() override; virtual int get_remote_sender_id() override { return remote_sender_override ? remote_sender_override : remote_sender_id; } virtual Error rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) override; virtual Error object_configuration_add(Object *p_obj, Variant p_config) override; virtual Error object_configuration_remove(Object *p_obj, Variant p_config) override; void clear(); // Usually from object_configuration_add/remove void set_root_path(const NodePath &p_path); NodePath get_root_path() const; void disconnect_peer(int p_id); Error send_auth(int p_to, Vector p_bytes); Error complete_auth(int p_peer); void set_auth_callback(Callable p_callback); Callable get_auth_callback() const; void set_auth_timeout(double p_timeout); double get_auth_timeout() const; Vector get_authenticating_peer_ids(); Error send_command(int p_to, const uint8_t *p_packet, int p_packet_len); // Used internally to relay packets when needed. 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); String get_rpc_md5(const Object *p_obj); const HashSet get_connected_peers() const { return connected_peers; } void set_remote_sender_override(int p_id) { remote_sender_override = p_id; } void set_refuse_new_connections(bool p_refuse); bool is_refusing_new_connections() const; void set_allow_object_decoding(bool p_enable); bool is_object_decoding_allowed() const; void set_server_relay_enabled(bool p_enabled); bool is_server_relay_enabled() const; Ref get_path_cache() { return cache; } SceneMultiplayer(); ~SceneMultiplayer(); }; #endif // SCENE_MULTIPLAYER_H