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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 MultiplayerReplicator;
class RPCManager;

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:
	//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<MultiplayerPeer> multiplayer_peer;
	Set<int> connected_peers;
	int remote_sender_id = 0;
	int remote_sender_override = 0;

	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;

	MultiplayerReplicator *replicator = nullptr;
	RPCManager *rpc_manager = nullptr;

protected:
	static void _bind_methods();

	bool _send_confirm_path(Node *p_node, NodePath p_path, PathSentCache *psc, int p_target);
	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);
	void _process_raw(int p_from, const uint8_t *p_packet, int p_packet_len);

public:
	void poll();
	void clear();
	void set_root_node(Node *p_node);
	Node *get_root_node();
	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);

	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);

	// Called by Node.rpc
	void rpcp(Node *p_node, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount);
	// Called by Node._notification
	void scene_enter_exit_notify(const String &p_scene, Node *p_node, bool p_enter);
	// Called by replicator
	bool send_confirm_path(Node *p_node, NodePath p_path, int p_target, int &p_id);
	Node *get_cached_node(int p_from, uint32_t p_node_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;

	MultiplayerReplicator *get_replicator() const { return replicator; }
	RPCManager *get_rpc_manager() const { return rpc_manager; }

#ifdef DEBUG_ENABLED
	void profile_bandwidth(const String &p_inout, int p_size);
#endif

	MultiplayerAPI();
	~MultiplayerAPI();
};

#endif // MULTIPLAYER_API_H