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
|
/**************************************************************************/
/* scene_rpc_interface.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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/object/ref_counted.h"
#include "scene/main/multiplayer_api.h"
class SceneMultiplayer;
class Node;
class SceneRPCInterface : public RefCounted {
GDCLASS(SceneRPCInterface, RefCounted);
private:
struct RPCConfig {
StringName name;
MultiplayerAPI::RPCMode rpc_mode = MultiplayerAPI::RPC_MODE_DISABLED;
bool call_local = false;
MultiplayerPeer::TransferMode transfer_mode = MultiplayerPeer::TRANSFER_MODE_RELIABLE;
int channel = 0;
bool operator==(RPCConfig const &p_other) const {
return name == p_other.name;
}
};
struct RPCConfigCache {
HashMap<uint16_t, RPCConfig> configs;
HashMap<StringName, uint16_t> ids;
};
struct SortRPCConfig {
StringName::AlphCompare compare;
bool operator()(const RPCConfig &p_a, const RPCConfig &p_b) const {
return compare(p_a.name, p_b.name);
}
};
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,
};
SceneMultiplayer *multiplayer = nullptr;
Vector<uint8_t> packet_cache;
HashMap<ObjectID, RPCConfigCache> rpc_cache;
#ifdef DEBUG_ENABLED
_FORCE_INLINE_ void _profile_node_data(const String &p_what, ObjectID p_id, int p_size);
#endif
protected:
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 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);
void _parse_rpc_config(const Variant &p_config, bool p_for_node, RPCConfigCache &r_cache);
const RPCConfigCache &_get_node_config(const Node *p_node);
public:
Error rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount);
void process_rpc(int p_from, const uint8_t *p_packet, int p_packet_len);
String get_rpc_md5(const Object *p_obj);
SceneRPCInterface(SceneMultiplayer *p_multiplayer) { multiplayer = p_multiplayer; }
};
#endif // SCENE_RPC_INTERFACE_H
|