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/*************************************************************************/
/* multiplayer_api.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 MULTIPLAYER_API_H
#define MULTIPLAYER_API_H
#include "core/multiplayer/multiplayer.h"
#include "core/multiplayer/multiplayer_peer.h"
#include "core/object/ref_counted.h"
class MultiplayerAPI;
class MultiplayerReplicationInterface : public RefCounted {
GDCLASS(MultiplayerReplicationInterface, RefCounted);
public:
virtual void on_peer_change(int p_id, bool p_connected) {}
virtual void on_reset() {}
virtual Error on_spawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) { return ERR_UNAVAILABLE; }
virtual Error on_despawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) { return ERR_UNAVAILABLE; }
virtual Error on_sync_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) { return ERR_UNAVAILABLE; }
virtual Error on_spawn(Object *p_obj, Variant p_config) { return ERR_UNAVAILABLE; }
virtual Error on_despawn(Object *p_obj, Variant p_config) { return ERR_UNAVAILABLE; }
virtual Error on_replication_start(Object *p_obj, Variant p_config) { return ERR_UNAVAILABLE; }
virtual Error on_replication_stop(Object *p_obj, Variant p_config) { return ERR_UNAVAILABLE; }
virtual void on_network_process() {}
MultiplayerReplicationInterface() {}
};
class MultiplayerRPCInterface : public RefCounted {
GDCLASS(MultiplayerRPCInterface, RefCounted);
public:
// Called by Node.rpc
virtual void rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) {}
virtual void process_rpc(int p_from, const uint8_t *p_packet, int p_packet_len) {}
virtual String get_rpc_md5(const Object *p_obj) const { return String(); }
MultiplayerRPCInterface() {}
};
class MultiplayerCacheInterface : public RefCounted {
GDCLASS(MultiplayerCacheInterface, RefCounted);
public:
virtual void clear() {}
virtual void on_peer_change(int p_id, bool p_connected) {}
virtual void process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len) {}
virtual void process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len) {}
// Returns true if all peers have cached path.
virtual bool send_object_cache(Object *p_obj, NodePath p_path, int p_target, int &p_id) { return false; }
virtual Object *get_cached_object(int p_from, uint32_t p_cache_id) { return nullptr; }
virtual bool is_cache_confirmed(NodePath p_path, int p_peer) { return false; }
MultiplayerCacheInterface() {}
};
class MultiplayerAPI : public RefCounted {
GDCLASS(MultiplayerAPI, RefCounted);
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,
};
// 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:
Ref<MultiplayerPeer> multiplayer_peer;
Set<int> connected_peers;
int remote_sender_id = 0;
int remote_sender_override = 0;
Vector<uint8_t> packet_cache;
NodePath root_path;
bool allow_object_decoding = false;
Ref<MultiplayerCacheInterface> cache;
Ref<MultiplayerReplicationInterface> replicator;
Ref<MultiplayerRPCInterface> rpc;
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);
public:
static MultiplayerReplicationInterface *(*create_default_replication_interface)(MultiplayerAPI *p_multiplayer);
static MultiplayerRPCInterface *(*create_default_rpc_interface)(MultiplayerAPI *p_multiplayer);
static MultiplayerCacheInterface *(*create_default_cache_interface)(MultiplayerAPI *p_multiplayer);
static Error encode_and_compress_variant(const Variant &p_variant, uint8_t *p_buffer, int &r_len, bool p_allow_object_decoding);
static Error decode_and_decompress_variant(Variant &r_variant, const uint8_t *p_buffer, int p_len, int *r_len, bool p_allow_object_decoding);
static Error encode_and_compress_variants(const Variant **p_variants, int p_count, uint8_t *p_buffer, int &r_len, bool *r_raw = nullptr, bool p_allow_object_decoding = false);
static Error decode_and_decompress_variants(Vector<Variant> &r_variants, const uint8_t *p_buffer, int p_len, int &r_len, bool p_raw = false, bool p_allow_object_decoding = false);
void poll();
void clear();
void set_root_path(const NodePath &p_path);
NodePath get_root_path() const;
void set_multiplayer_peer(const Ref<MultiplayerPeer> &p_peer);
Ref<MultiplayerPeer> get_multiplayer_peer() const;
Error send_bytes(Vector<uint8_t> p_data, int p_to = MultiplayerPeer::TARGET_PEER_BROADCAST, Multiplayer::TransferMode p_mode = Multiplayer::TRANSFER_MODE_RELIABLE, int p_channel = 0);
// RPC API
void rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount);
String get_rpc_md5(const Object *p_obj) const;
// Replication API
Error spawn(Object *p_object, Variant p_config);
Error despawn(Object *p_object, Variant p_config);
Error replication_start(Object *p_object, Variant p_config);
Error replication_stop(Object *p_object, Variant p_config);
// Cache API
bool send_object_cache(Object *p_obj, NodePath p_path, int p_target, int &p_id);
Object *get_cached_object(int p_from, uint32_t p_cache_id);
bool is_cache_confirmed(NodePath p_path, int p_peer);
void _add_peer(int p_id);
void _del_peer(int p_id);
void _connected_to_server();
void _connection_failed();
void _server_disconnected();
bool has_multiplayer_peer() const { return multiplayer_peer.is_valid(); }
Vector<int> get_peer_ids() const;
const Set<int> get_connected_peers() const { return connected_peers; }
int get_remote_sender_id() const { return remote_sender_override ? remote_sender_override : remote_sender_id; }
void set_remote_sender_override(int p_id) { remote_sender_override = p_id; }
int get_unique_id() const;
bool is_server() const;
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;
#ifdef DEBUG_ENABLED
void profile_bandwidth(const String &p_inout, int p_size);
#endif
MultiplayerAPI();
~MultiplayerAPI();
};
#endif // MULTIPLAYER_API_H
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