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/*************************************************************************/
/*  scene_rpc_interface.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 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;

protected:
	_FORCE_INLINE_ void _profile_node_data(const String &p_what, ObjectID p_id);
	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