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/*************************************************************************/
/* multiplayer_api.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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/networked_multiplayer_peer.h"
#include "core/reference.h"
class MultiplayerAPI : public Reference {
GDCLASS(MultiplayerAPI, Reference);
private:
//path sent caches
struct PathSentCache {
Map<int, bool> confirmed_peers;
int id;
};
//path get caches
struct PathGetCache {
struct NodeInfo {
NodePath path;
ObjectID instance;
};
Map<int, NodeInfo> nodes;
};
Ref<NetworkedMultiplayerPeer> network_peer;
int rpc_sender_id = 0;
Set<int> connected_peers;
HashMap<NodePath, PathSentCache> path_send_cache;
Map<int, PathGetCache> path_get_cache;
int last_send_cache_id;
Vector<uint8_t> packet_cache;
Node *root_node = nullptr;
bool allow_object_decoding = false;
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_rset(Node *p_node, const uint16_t p_rpc_property_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, bool p_unreliable, bool p_set, 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);
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);
public:
enum NetworkCommands {
NETWORK_COMMAND_REMOTE_CALL = 0,
NETWORK_COMMAND_REMOTE_SET,
NETWORK_COMMAND_SIMPLIFY_PATH,
NETWORK_COMMAND_CONFIRM_PATH,
NETWORK_COMMAND_RAW,
};
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 RPCMode {
RPC_MODE_DISABLED, // No rpc for this method, calls to this will be blocked (default)
RPC_MODE_REMOTE, // Using rpc() on it will call method / set property in all remote peers
RPC_MODE_MASTER, // Using rpc() on it will call method on wherever the master is, be it local or remote
RPC_MODE_PUPPET, // Using rpc() on it will call method for all puppets
RPC_MODE_REMOTESYNC, // Using rpc() on it will call method / set property in all remote peers and locally
RPC_MODE_MASTERSYNC, // Using rpc() on it will call method / set property in the master peer and locally
RPC_MODE_PUPPETSYNC, // Using rpc() on it will call method / set property in all puppets peers and locally
};
void poll();
void clear();
void set_root_node(Node *p_node);
void set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_peer);
Ref<NetworkedMultiplayerPeer> get_network_peer() const;
Error send_bytes(Vector<uint8_t> p_data, int p_to = NetworkedMultiplayerPeer::TARGET_PEER_BROADCAST, NetworkedMultiplayerPeer::TransferMode p_mode = NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
// 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.rset
void rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value);
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<int> 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;
MultiplayerAPI();
~MultiplayerAPI();
};
VARIANT_ENUM_CAST(MultiplayerAPI::RPCMode);
#endif // MULTIPLAYER_API_H
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