godot/modules/enet/networked_multiplayer_enet.h

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#ifndef NETWORKED_MULTIPLAYER_ENET_H
#define NETWORKED_MULTIPLAYER_ENET_H
#include "io/networked_multiplayer_peer.h"
#include "enet/enet.h"
class NetworkedMultiplayerENet : public NetworkedMultiplayerPeer {
OBJ_TYPE(NetworkedMultiplayerENet,NetworkedMultiplayerPeer)
bool active;
bool server;
int send_channel;
StringName target_peer;
TransferMode transfer_mode;
ENetEvent event;
ENetPeer *peer;
ENetHost *host;
ConnectionStatus connection_status;
Map<StringName,ENetPeer*> peer_map;
struct Packet {
ENetPacket *packet;
int from_channel;
StringName from;
};
mutable List<Packet> incoming_packets;
mutable Packet current_packet;
void _pop_current_packet() const;
protected:
static void _bind_methods();
public:
virtual void set_transfer_mode(TransferMode p_mode);
virtual void set_target_peer(const StringName& p_peer);
virtual void set_channel(int p_channel);
virtual StringName get_packet_peer() const;
virtual int get_packet_channel() const;
Error create_server(int p_port, int p_max_clients=32, int p_max_channels=1, int p_in_bandwidth=0, int p_out_bandwidth=0);
Error create_client(const IP_Address& p_ip,int p_port, int p_max_channels=1, int p_in_bandwidth=0, int p_out_bandwidth=0);
void disconnect();
virtual void poll();
virtual int get_available_packet_count() const;
virtual Error get_packet(const uint8_t **r_buffer,int &r_buffer_size) const; ///< buffer is GONE after next get_packet
virtual Error put_packet(const uint8_t *p_buffer,int p_buffer_size);
virtual int get_max_packet_size() const;
virtual ConnectionStatus get_connection_status() const;
NetworkedMultiplayerENet();
~NetworkedMultiplayerENet();
};
#endif // NETWORKED_MULTIPLAYER_ENET_H