/*************************************************************************/ /* scene_rpc_interface.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_RPC_INTERFACE_H #define SCENE_RPC_INTERFACE_H #include "core/multiplayer/multiplayer.h" #include "core/multiplayer/multiplayer_api.h" class SceneRPCInterface : public MultiplayerRPCInterface { GDCLASS(SceneRPCInterface, MultiplayerRPCInterface); private: 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, }; // The RPC meta is composed by a single byte that contains (starting from the least significant bit): // - `NetworkCommands` in the first four bits. // - `NetworkNodeIdCompression` in the next 2 bits. // - `NetworkNameIdCompression` in the next 1 bit. // - `byte_only_or_no_args` in the next 1 bit. enum { NODE_ID_COMPRESSION_SHIFT = MultiplayerAPI::CMD_FLAG_0_SHIFT, // 2 bits for this. NAME_ID_COMPRESSION_SHIFT = MultiplayerAPI::CMD_FLAG_2_SHIFT, BYTE_ONLY_OR_NO_ARGS_SHIFT = MultiplayerAPI::CMD_FLAG_3_SHIFT, }; enum { NODE_ID_COMPRESSION_FLAG = (1 << NODE_ID_COMPRESSION_SHIFT) | (1 << (NODE_ID_COMPRESSION_SHIFT + 1)), // 2 bits for this. NAME_ID_COMPRESSION_FLAG = (1 << NAME_ID_COMPRESSION_SHIFT), BYTE_ONLY_OR_NO_ARGS_FLAG = (1 << BYTE_ONLY_OR_NO_ARGS_SHIFT), }; MultiplayerAPI *multiplayer = nullptr; Vector packet_cache; protected: static MultiplayerRPCInterface *_create(MultiplayerAPI *p_multiplayer); _FORCE_INLINE_ void _profile_node_data(const String &p_what, ObjectID p_id); 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 _send_rpc(Node *p_from, int p_to, uint16_t p_rpc_id, const Multiplayer::RPCConfig &p_config, const StringName &p_name, const Variant **p_arg, int p_argcount); Node *_process_get_node(int p_from, const uint8_t *p_packet, uint32_t p_node_target, int p_packet_len); public: static void make_default(); virtual void rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) override; virtual void process_rpc(int p_from, const uint8_t *p_packet, int p_packet_len) override; virtual String get_rpc_md5(const Object *p_obj) const override; SceneRPCInterface(MultiplayerAPI *p_multiplayer) { multiplayer = p_multiplayer; } }; #endif // SCENE_RPC_INTERFACE_H