2017-01-16 07:04:19 +00:00
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/*************************************************************************/
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2021-09-03 17:40:47 +00:00
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/* multiplayer.h */
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2017-01-16 07:04:19 +00:00
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 12:16:55 +00:00
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/* https://godotengine.org */
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2017-01-16 07:04:19 +00:00
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/*************************************************************************/
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2022-01-03 20:27:34 +00:00
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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2017-01-16 07:04:19 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2018-01-04 23:50:27 +00:00
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2021-09-03 17:40:47 +00:00
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#ifndef MULTIPLAYER_H
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#define MULTIPLAYER_H
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2016-08-02 22:11:05 +00:00
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#include "core/variant/binder_common.h"
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#include "core/string/string_name.h"
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namespace Multiplayer {
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enum TransferMode {
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TRANSFER_MODE_UNRELIABLE,
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TRANSFER_MODE_UNRELIABLE_ORDERED,
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TRANSFER_MODE_RELIABLE
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};
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2016-08-14 21:49:50 +00:00
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enum RPCMode {
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RPC_MODE_DISABLED, // No rpc for this method, calls to this will be blocked (default)
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RPC_MODE_ANY_PEER, // Any peer can call this RPC
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RPC_MODE_AUTHORITY, // / Only the node's multiplayer authority (server by default) can call this RPC
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};
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struct RPCConfig {
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StringName name;
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RPCMode rpc_mode = RPC_MODE_DISABLED;
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bool call_local = false;
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TransferMode transfer_mode = TRANSFER_MODE_RELIABLE;
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int channel = 0;
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bool operator==(RPCConfig const &p_other) const {
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return name == p_other.name;
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}
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};
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struct SortRPCConfig {
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StringName::AlphCompare compare;
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bool operator()(const RPCConfig &p_a, const RPCConfig &p_b) const {
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return compare(p_a.name, p_b.name);
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}
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};
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2016-08-19 19:48:08 +00:00
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}; // namespace Multiplayer
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2016-08-14 17:06:51 +00:00
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// This is needed for proper docs generation (i.e. not "Multiplayer."-prefixed).
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typedef Multiplayer::RPCMode RPCMode;
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typedef Multiplayer::TransferMode TransferMode;
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VARIANT_ENUM_CAST(RPCMode);
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VARIANT_ENUM_CAST(TransferMode);
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#endif // MULTIPLAYER_H
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