1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
|
/*************************************************************************/
/* multiplayer_api.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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_PROTOCOL_H
#define MULTIPLAYER_PROTOCOL_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;
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;
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, int p_packet_len);
void _process_rpc(Node *p_node, const StringName &p_name, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset);
void _process_rset(Node *p_node, const StringName &p_name, 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(NodePath p_path, PathSentCache *psc, int p_from);
public:
enum NetworkCommands {
NETWORK_COMMAND_REMOTE_CALL,
NETWORK_COMMAND_REMOTE_SET,
NETWORK_COMMAND_SIMPLIFY_PATH,
NETWORK_COMMAND_CONFIRM_PATH,
NETWORK_COMMAND_RAW,
};
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_SYNC, // Using rpc() on it will call method / set property in all remote peers and locally
RPC_MODE_MASTER, // Using rpc() on it will call method on wherever the master is, be it local or remote
RPC_MODE_SLAVE, // Using rpc() on it will call method for all slaves
RPC_MODE_REMOTESYNC, // Same as RPC_MODE_SYNC, compatibility
RPC_MODE_MASTERSYNC, // Using rpc() on it will call method / set property in the master peer and locally
RPC_MODE_SLAVESYNC, // Using rpc() on it will call method / set property in all slave 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(PoolVector<uint8_t> p_data, int p_to = NetworkedMultiplayerPeer::TARGET_PEER_BROADCAST);
// 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;
MultiplayerAPI();
~MultiplayerAPI();
};
VARIANT_ENUM_CAST(MultiplayerAPI::RPCMode);
#endif // MULTIPLAYER_PROTOCOL_H
|