Merge pull request #50398 from Faless/mp/4.x_networked_rename

[Net] NetworkedMultiplayerPeer(s) renames
This commit is contained in:
Rémi Verschelde 2021-07-12 19:22:12 +02:00 committed by GitHub
commit 3bff909237
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GPG Key ID: 4AEE18F83AFDEB23
35 changed files with 231 additions and 231 deletions

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@ -149,7 +149,7 @@ _FORCE_INLINE_ bool _can_call_mode(Node *p_node, MultiplayerAPI::RPCMode mode, i
}
void MultiplayerAPI::poll() {
if (!network_peer.is_valid() || network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED) {
if (!network_peer.is_valid() || network_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED) {
return;
}
@ -196,13 +196,13 @@ Node *MultiplayerAPI::get_root_node() {
return root_node;
}
void MultiplayerAPI::set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_peer) {
void MultiplayerAPI::set_network_peer(const Ref<MultiplayerPeer> &p_peer) {
if (p_peer == network_peer) {
return; // Nothing to do
}
ERR_FAIL_COND_MSG(p_peer.is_valid() && p_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED,
"Supplied NetworkedMultiplayerPeer must be connecting or connected.");
ERR_FAIL_COND_MSG(p_peer.is_valid() && p_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED,
"Supplied MultiplayerPeer must be connecting or connected.");
if (network_peer.is_valid()) {
network_peer->disconnect("peer_connected", callable_mp(this, &MultiplayerAPI::_add_peer));
@ -224,7 +224,7 @@ void MultiplayerAPI::set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_pee
}
}
Ref<NetworkedMultiplayerPeer> MultiplayerAPI::get_network_peer() const {
Ref<MultiplayerPeer> MultiplayerAPI::get_network_peer() const {
return network_peer;
}
@ -513,7 +513,7 @@ void MultiplayerAPI::_process_simplify_path(int p_from, const uint8_t *p_packet,
packet.write[1] = valid_rpc_checksum;
encode_cstring(pname.get_data(), &packet.write[2]);
network_peer->set_transfer_mode(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
network_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
network_peer->set_target_peer(p_from);
network_peer->put_packet(packet.ptr(), packet.size());
}
@ -592,7 +592,7 @@ bool MultiplayerAPI::_send_confirm_path(Node *p_node, NodePath p_path, PathSentC
for (List<int>::Element *E = peers_to_add.front(); E; E = E->next()) {
network_peer->set_target_peer(E->get()); // To all of you.
network_peer->set_transfer_mode(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
network_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
network_peer->put_packet(packet.ptr(), packet.size());
psc->confirmed_peers.insert(E->get(), false); // Insert into confirmed, but as false since it was not confirmed.
@ -760,9 +760,9 @@ Error MultiplayerAPI::_decode_and_decompress_variant(Variant &r_variant, const u
void MultiplayerAPI::_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) {
ERR_FAIL_COND_MSG(network_peer.is_null(), "Attempt to remote call/set when networking is not active in SceneTree.");
ERR_FAIL_COND_MSG(network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_CONNECTING, "Attempt to remote call/set when networking is not connected yet in SceneTree.");
ERR_FAIL_COND_MSG(network_peer->get_connection_status() == MultiplayerPeer::CONNECTION_CONNECTING, "Attempt to remote call/set when networking is not connected yet in SceneTree.");
ERR_FAIL_COND_MSG(network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED, "Attempt to remote call/set when networking is disconnected.");
ERR_FAIL_COND_MSG(network_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED, "Attempt to remote call/set when networking is disconnected.");
ERR_FAIL_COND_MSG(p_argcount > 255, "Too many arguments >255.");
@ -974,7 +974,7 @@ void MultiplayerAPI::_server_disconnected() {
void MultiplayerAPI::rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount) {
ERR_FAIL_COND_MSG(!network_peer.is_valid(), "Trying to call an RPC while no network peer is active.");
ERR_FAIL_COND_MSG(!p_node->is_inside_tree(), "Trying to call an RPC on a node which is not inside SceneTree.");
ERR_FAIL_COND_MSG(network_peer->get_connection_status() != NetworkedMultiplayerPeer::CONNECTION_CONNECTED, "Trying to call an RPC via a network peer which is not connected.");
ERR_FAIL_COND_MSG(network_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, "Trying to call an RPC via a network peer which is not connected.");
int node_id = network_peer->get_unique_id();
bool skip_rpc = node_id == p_peer_id;
@ -1033,10 +1033,10 @@ void MultiplayerAPI::rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const
ERR_FAIL_COND_MSG(skip_rpc && !(call_local_native || call_local_script), "RPC '" + p_method + "' on yourself is not allowed by selected mode.");
}
Error MultiplayerAPI::send_bytes(Vector<uint8_t> p_data, int p_to, NetworkedMultiplayerPeer::TransferMode p_mode) {
Error MultiplayerAPI::send_bytes(Vector<uint8_t> p_data, int p_to, MultiplayerPeer::TransferMode p_mode) {
ERR_FAIL_COND_V_MSG(p_data.size() < 1, ERR_INVALID_DATA, "Trying to send an empty raw packet.");
ERR_FAIL_COND_V_MSG(!network_peer.is_valid(), ERR_UNCONFIGURED, "Trying to send a raw packet while no network peer is active.");
ERR_FAIL_COND_V_MSG(network_peer->get_connection_status() != NetworkedMultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED, "Trying to send a raw packet via a network peer which is not connected.");
ERR_FAIL_COND_V_MSG(network_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED, "Trying to send a raw packet via a network peer which is not connected.");
MAKE_ROOM(p_data.size() + 1);
const uint8_t *r = p_data.ptr();
@ -1105,7 +1105,7 @@ bool MultiplayerAPI::is_object_decoding_allowed() const {
void MultiplayerAPI::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_root_node", "node"), &MultiplayerAPI::set_root_node);
ClassDB::bind_method(D_METHOD("get_root_node"), &MultiplayerAPI::get_root_node);
ClassDB::bind_method(D_METHOD("send_bytes", "bytes", "id", "mode"), &MultiplayerAPI::send_bytes, DEFVAL(NetworkedMultiplayerPeer::TARGET_PEER_BROADCAST), DEFVAL(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE));
ClassDB::bind_method(D_METHOD("send_bytes", "bytes", "id", "mode"), &MultiplayerAPI::send_bytes, DEFVAL(MultiplayerPeer::TARGET_PEER_BROADCAST), DEFVAL(MultiplayerPeer::TRANSFER_MODE_RELIABLE));
ClassDB::bind_method(D_METHOD("has_network_peer"), &MultiplayerAPI::has_network_peer);
ClassDB::bind_method(D_METHOD("get_network_peer"), &MultiplayerAPI::get_network_peer);
ClassDB::bind_method(D_METHOD("get_network_unique_id"), &MultiplayerAPI::get_network_unique_id);
@ -1123,7 +1123,7 @@ void MultiplayerAPI::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "allow_object_decoding"), "set_allow_object_decoding", "is_object_decoding_allowed");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_network_connections"), "set_refuse_new_network_connections", "is_refusing_new_network_connections");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "network_peer", PROPERTY_HINT_RESOURCE_TYPE, "NetworkedMultiplayerPeer", PROPERTY_USAGE_NONE), "set_network_peer", "get_network_peer");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "network_peer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerPeer", PROPERTY_USAGE_NONE), "set_network_peer", "get_network_peer");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "root_node", PROPERTY_HINT_RESOURCE_TYPE, "Node", PROPERTY_USAGE_NONE), "set_root_node", "get_root_node");
ADD_PROPERTY_DEFAULT("refuse_new_network_connections", false);

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@ -31,7 +31,7 @@
#ifndef MULTIPLAYER_API_H
#define MULTIPLAYER_API_H
#include "core/io/networked_multiplayer_peer.h"
#include "core/io/multiplayer_peer.h"
#include "core/object/ref_counted.h"
class MultiplayerAPI : public RefCounted {
@ -51,7 +51,7 @@ public:
struct RPCConfig {
StringName name;
RPCMode rpc_mode = RPC_MODE_DISABLED;
NetworkedMultiplayerPeer::TransferMode transfer_mode = NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE;
MultiplayerPeer::TransferMode transfer_mode = MultiplayerPeer::TRANSFER_MODE_RELIABLE;
int channel = 0;
bool operator==(RPCConfig const &p_other) const {
@ -83,7 +83,7 @@ private:
Map<int, NodeInfo> nodes;
};
Ref<NetworkedMultiplayerPeer> network_peer;
Ref<MultiplayerPeer> network_peer;
int rpc_sender_id = 0;
Set<int> connected_peers;
HashMap<NodePath, PathSentCache> path_send_cache;
@ -132,9 +132,9 @@ public:
void clear();
void set_root_node(Node *p_node);
Node *get_root_node();
void set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_peer);
Ref<NetworkedMultiplayerPeer> get_network_peer() const;
Error send_bytes(Vector<uint8_t> p_data, int p_to = NetworkedMultiplayerPeer::TARGET_PEER_BROADCAST, NetworkedMultiplayerPeer::TransferMode p_mode = NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
void set_network_peer(const Ref<MultiplayerPeer> &p_peer);
Ref<MultiplayerPeer> get_network_peer() const;
Error send_bytes(Vector<uint8_t> p_data, int p_to = MultiplayerPeer::TARGET_PEER_BROADCAST, MultiplayerPeer::TransferMode p_mode = MultiplayerPeer::TRANSFER_MODE_RELIABLE);
// Called by Node.rpc
void rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount);

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@ -1,5 +1,5 @@
/*************************************************************************/
/* networked_multiplayer_peer.cpp */
/* multiplayer_peer.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@ -28,22 +28,22 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "networked_multiplayer_peer.h"
#include "multiplayer_peer.h"
void NetworkedMultiplayerPeer::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_transfer_mode", "mode"), &NetworkedMultiplayerPeer::set_transfer_mode);
ClassDB::bind_method(D_METHOD("get_transfer_mode"), &NetworkedMultiplayerPeer::get_transfer_mode);
ClassDB::bind_method(D_METHOD("set_target_peer", "id"), &NetworkedMultiplayerPeer::set_target_peer);
void MultiplayerPeer::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_transfer_mode", "mode"), &MultiplayerPeer::set_transfer_mode);
ClassDB::bind_method(D_METHOD("get_transfer_mode"), &MultiplayerPeer::get_transfer_mode);
ClassDB::bind_method(D_METHOD("set_target_peer", "id"), &MultiplayerPeer::set_target_peer);
ClassDB::bind_method(D_METHOD("get_packet_peer"), &NetworkedMultiplayerPeer::get_packet_peer);
ClassDB::bind_method(D_METHOD("get_packet_peer"), &MultiplayerPeer::get_packet_peer);
ClassDB::bind_method(D_METHOD("poll"), &NetworkedMultiplayerPeer::poll);
ClassDB::bind_method(D_METHOD("poll"), &MultiplayerPeer::poll);
ClassDB::bind_method(D_METHOD("get_connection_status"), &NetworkedMultiplayerPeer::get_connection_status);
ClassDB::bind_method(D_METHOD("get_unique_id"), &NetworkedMultiplayerPeer::get_unique_id);
ClassDB::bind_method(D_METHOD("get_connection_status"), &MultiplayerPeer::get_connection_status);
ClassDB::bind_method(D_METHOD("get_unique_id"), &MultiplayerPeer::get_unique_id);
ClassDB::bind_method(D_METHOD("set_refuse_new_connections", "enable"), &NetworkedMultiplayerPeer::set_refuse_new_connections);
ClassDB::bind_method(D_METHOD("is_refusing_new_connections"), &NetworkedMultiplayerPeer::is_refusing_new_connections);
ClassDB::bind_method(D_METHOD("set_refuse_new_connections", "enable"), &MultiplayerPeer::set_refuse_new_connections);
ClassDB::bind_method(D_METHOD("is_refusing_new_connections"), &MultiplayerPeer::is_refusing_new_connections);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_connections"), "set_refuse_new_connections", "is_refusing_new_connections");
ADD_PROPERTY(PropertyInfo(Variant::INT, "transfer_mode", PROPERTY_HINT_ENUM, "Unreliable,Unreliable Ordered,Reliable"), "set_transfer_mode", "get_transfer_mode");

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@ -1,5 +1,5 @@
/*************************************************************************/
/* networked_multiplayer_peer.h */
/* multiplayer_peer.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@ -33,8 +33,8 @@
#include "core/io/packet_peer.h"
class NetworkedMultiplayerPeer : public PacketPeer {
GDCLASS(NetworkedMultiplayerPeer, PacketPeer);
class MultiplayerPeer : public PacketPeer {
GDCLASS(MultiplayerPeer, PacketPeer);
protected:
static void _bind_methods();
@ -73,10 +73,10 @@ public:
virtual ConnectionStatus get_connection_status() const = 0;
NetworkedMultiplayerPeer() {}
MultiplayerPeer() {}
};
VARIANT_ENUM_CAST(NetworkedMultiplayerPeer::TransferMode)
VARIANT_ENUM_CAST(NetworkedMultiplayerPeer::ConnectionStatus)
VARIANT_ENUM_CAST(MultiplayerPeer::TransferMode)
VARIANT_ENUM_CAST(MultiplayerPeer::ConnectionStatus)
#endif // NETWORKED_MULTIPLAYER_PEER_H

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@ -48,7 +48,7 @@
#include "core/io/json.h"
#include "core/io/marshalls.h"
#include "core/io/multiplayer_api.h"
#include "core/io/networked_multiplayer_peer.h"
#include "core/io/multiplayer_peer.h"
#include "core/io/packed_data_container.h"
#include "core/io/packet_peer.h"
#include "core/io/packet_peer_dtls.h"
@ -188,7 +188,7 @@ void register_core_types() {
resource_format_loader_crypto.instantiate();
ResourceLoader::add_resource_format_loader(resource_format_loader_crypto);
ClassDB::register_virtual_class<NetworkedMultiplayerPeer>();
ClassDB::register_virtual_class<MultiplayerPeer>();
ClassDB::register_class<MultiplayerAPI>();
ClassDB::register_class<MainLoop>();
ClassDB::register_class<Translation>();

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@ -4,7 +4,7 @@
High-level multiplayer API.
</brief_description>
<description>
This class implements most of the logic behind the high-level multiplayer API. See also [NetworkedMultiplayerPeer].
This class implements most of the logic behind the high-level multiplayer API. See also [MultiplayerPeer].
By default, [SceneTree] has a reference to this class that is used to provide multiplayer capabilities (i.e. RPC/RSET) across the whole scene.
It is possible to override the MultiplayerAPI instance used by specific Nodes by setting the [member Node.custom_multiplayer] property, effectively allowing to run both client and server in the same scene.
[b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.
@ -70,10 +70,10 @@
</argument>
<argument index="1" name="id" type="int" default="0">
</argument>
<argument index="2" name="mode" type="int" enum="NetworkedMultiplayerPeer.TransferMode" default="2">
<argument index="2" name="mode" type="int" enum="MultiplayerPeer.TransferMode" default="2">
</argument>
<description>
Sends the given raw [code]bytes[/code] to a specific peer identified by [code]id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). Default ID is [code]0[/code], i.e. broadcast to all peers.
Sends the given raw [code]bytes[/code] to a specific peer identified by [code]id[/code] (see [method MultiplayerPeer.set_target_peer]). Default ID is [code]0[/code], i.e. broadcast to all peers.
</description>
</method>
</methods>
@ -82,7 +82,7 @@
If [code]true[/code], the MultiplayerAPI will allow encoding and decoding of object during RPCs/RSETs.
[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution.
</member>
<member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer">
<member name="network_peer" type="MultiplayerPeer" setter="set_network_peer" getter="get_network_peer">
The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the MultiplayerAPI will become a network server (check with [method is_network_server]) and will set root node's network mode to master, or it will become a regular peer with root node set to puppet. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to MultiplayerAPI's signals.
</member>
<member name="refuse_new_network_connections" type="bool" setter="set_refuse_new_network_connections" getter="is_refusing_new_network_connections" default="false">

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="NetworkedMultiplayerPeer" inherits="PacketPeer" version="4.0">
<class name="MultiplayerPeer" inherits="PacketPeer" version="4.0">
<brief_description>
A high-level network interface to simplify multiplayer interactions.
</brief_description>
@ -13,7 +13,7 @@
</tutorials>
<methods>
<method name="get_connection_status" qualifiers="const">
<return type="int" enum="NetworkedMultiplayerPeer.ConnectionStatus">
<return type="int" enum="MultiplayerPeer.ConnectionStatus">
</return>
<description>
Returns the current state of the connection. See [enum ConnectionStatus].
@ -23,14 +23,14 @@
<return type="int">
</return>
<description>
Returns the ID of the [NetworkedMultiplayerPeer] who sent the most recent packet.
Returns the ID of the [MultiplayerPeer] who sent the most recent packet.
</description>
</method>
<method name="get_unique_id" qualifiers="const">
<return type="int">
</return>
<description>
Returns the ID of this [NetworkedMultiplayerPeer].
Returns the ID of this [MultiplayerPeer].
</description>
</method>
<method name="poll">
@ -53,9 +53,9 @@
</methods>
<members>
<member name="refuse_new_connections" type="bool" setter="set_refuse_new_connections" getter="is_refusing_new_connections" default="true">
If [code]true[/code], this [NetworkedMultiplayerPeer] refuses new connections.
If [code]true[/code], this [MultiplayerPeer] refuses new connections.
</member>
<member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" enum="NetworkedMultiplayerPeer.TransferMode" default="0">
<member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" enum="MultiplayerPeer.TransferMode" default="0">
The manner in which to send packets to the [code]target_peer[/code]. See [enum TransferMode].
</member>
</members>

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@ -14,7 +14,7 @@
To keep track of the scene hierarchy (especially when instancing scenes into other scenes), an "owner" can be set for the node with the [member owner] property. This keeps track of who instantiated what. This is mostly useful when writing editors and tools, though.
Finally, when a node is freed with [method Object.free] or [method queue_free], it will also free all its children.
[b]Groups:[/b] Nodes can be added to as many groups as you want to be easy to manage, you could create groups like "enemies" or "collectables" for example, depending on your game. See [method add_to_group], [method is_in_group] and [method remove_from_group]. You can then retrieve all nodes in these groups, iterate them and even call methods on groups via the methods on [SceneTree].
[b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos.
[b]Networking with nodes:[/b] After connecting to a server (or making one, see [ENetMultiplayerPeer]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos.
</description>
<tutorials>
<link title="Scenes and nodes">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scenes_and_nodes.html</link>
@ -670,12 +670,12 @@
</argument>
<argument index="1" name="rpc_mode" type="int" enum="MultiplayerAPI.RPCMode">
</argument>
<argument index="2" name="transfer_mode" type="int" enum="NetworkedMultiplayerPeer.TransferMode" default="2">
<argument index="2" name="transfer_mode" type="int" enum="MultiplayerPeer.TransferMode" default="2">
</argument>
<argument index="3" name="channel" type="int" default="0">
</argument>
<description>
Changes the RPC mode for the given [code]method[/code] to the given [code]rpc_mode[/code], optionally specifying the [code]transfer_mode[/code] and [code]channel[/code] (on supported peers). See [enum MultiplayerAPI.RPCMode] and [enum NetworkedMultiplayerPeer.TransferMode]. An alternative is annotating methods and properties with the corresponding keywords ([code]remote[/code], [code]master[/code], [code]puppet[/code], [code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code]). By default, methods are not exposed to networking (and RPCs).
Changes the RPC mode for the given [code]method[/code] to the given [code]rpc_mode[/code], optionally specifying the [code]transfer_mode[/code] and [code]channel[/code] (on supported peers). See [enum MultiplayerAPI.RPCMode] and [enum MultiplayerPeer.TransferMode]. An alternative is annotating methods and properties with the corresponding keywords ([code]remote[/code], [code]master[/code], [code]puppet[/code], [code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code]). By default, methods are not exposed to networking (and RPCs).
</description>
</method>
<method name="rpc_id" qualifiers="vararg">
@ -686,7 +686,7 @@
<argument index="1" name="method" type="StringName">
</argument>
<description>
Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty [Variant].
Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] (see [method MultiplayerPeer.set_target_peer]). Returns an empty [Variant].
</description>
</method>
<method name="set_display_folded">

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@ -8,7 +8,7 @@ def configure(env):
def get_doc_classes():
return [
"NetworkedMultiplayerENet",
"ENetMultiplayerPeer",
]

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="NetworkedMultiplayerENet" inherits="NetworkedMultiplayerPeer" version="4.0">
<class name="ENetMultiplayerPeer" inherits="MultiplayerPeer" version="4.0">
<brief_description>
PacketPeer implementation using the [url=http://enet.bespin.org/index.html]ENet[/url] library.
</brief_description>
@ -36,7 +36,7 @@
<argument index="4" name="local_port" type="int" default="0">
</argument>
<description>
Create client that connects to a server at [code]address[/code] using specified [code]port[/code]. The given address needs to be either a fully qualified domain name (e.g. [code]"www.example.com"[/code]) or an IP address in IPv4 or IPv6 format (e.g. [code]"192.168.1.1"[/code]). The [code]port[/code] is the port the server is listening on. The [code]in_bandwidth[/code] and [code]out_bandwidth[/code] parameters can be used to limit the incoming and outgoing bandwidth to the given number of bytes per second. The default of 0 means unlimited bandwidth. Note that ENet will strategically drop packets on specific sides of a connection between peers to ensure the peer's bandwidth is not overwhelmed. The bandwidth parameters also determine the window size of a connection which limits the amount of reliable packets that may be in transit at any given time. Returns [constant OK] if a client was created, [constant ERR_ALREADY_IN_USE] if this NetworkedMultiplayerENet instance already has an open connection (in which case you need to call [method close_connection] first) or [constant ERR_CANT_CREATE] if the client could not be created. If [code]local_port[/code] is specified, the client will also listen to the given port; this is useful for some NAT traversal techniques.
Create client that connects to a server at [code]address[/code] using specified [code]port[/code]. The given address needs to be either a fully qualified domain name (e.g. [code]"www.example.com"[/code]) or an IP address in IPv4 or IPv6 format (e.g. [code]"192.168.1.1"[/code]). The [code]port[/code] is the port the server is listening on. The [code]in_bandwidth[/code] and [code]out_bandwidth[/code] parameters can be used to limit the incoming and outgoing bandwidth to the given number of bytes per second. The default of 0 means unlimited bandwidth. Note that ENet will strategically drop packets on specific sides of a connection between peers to ensure the peer's bandwidth is not overwhelmed. The bandwidth parameters also determine the window size of a connection which limits the amount of reliable packets that may be in transit at any given time. Returns [constant OK] if a client was created, [constant ERR_ALREADY_IN_USE] if this ENetMultiplayerPeer instance already has an open connection (in which case you need to call [method close_connection] first) or [constant ERR_CANT_CREATE] if the client could not be created. If [code]local_port[/code] is specified, the client will also listen to the given port; this is useful for some NAT traversal techniques.
</description>
</method>
<method name="create_server">
@ -51,7 +51,7 @@
<argument index="3" name="out_bandwidth" type="int" default="0">
</argument>
<description>
Create server that listens to connections via [code]port[/code]. The port needs to be an available, unused port between 0 and 65535. Note that ports below 1024 are privileged and may require elevated permissions depending on the platform. To change the interface the server listens on, use [method set_bind_ip]. The default IP is the wildcard [code]"*"[/code], which listens on all available interfaces. [code]max_clients[/code] is the maximum number of clients that are allowed at once, any number up to 4095 may be used, although the achievable number of simultaneous clients may be far lower and depends on the application. For additional details on the bandwidth parameters, see [method create_client]. Returns [constant OK] if a server was created, [constant ERR_ALREADY_IN_USE] if this NetworkedMultiplayerENet instance already has an open connection (in which case you need to call [method close_connection] first) or [constant ERR_CANT_CREATE] if the server could not be created.
Create server that listens to connections via [code]port[/code]. The port needs to be an available, unused port between 0 and 65535. Note that ports below 1024 are privileged and may require elevated permissions depending on the platform. To change the interface the server listens on, use [method set_bind_ip]. The default IP is the wildcard [code]"*"[/code], which listens on all available interfaces. [code]max_clients[/code] is the maximum number of clients that are allowed at once, any number up to 4095 may be used, although the achievable number of simultaneous clients may be far lower and depends on the application. For additional details on the bandwidth parameters, see [method create_client]. Returns [constant OK] if a server was created, [constant ERR_ALREADY_IN_USE] if this ENetMultiplayerPeer instance already has an open connection (in which case you need to call [method close_connection] first) or [constant ERR_CANT_CREATE] if the server could not be created.
</description>
</method>
<method name="disconnect_peer">
@ -150,12 +150,12 @@
</methods>
<members>
<member name="always_ordered" type="bool" setter="set_always_ordered" getter="is_always_ordered" default="false">
Enforce ordered packets when using [constant NetworkedMultiplayerPeer.TRANSFER_MODE_UNRELIABLE] (thus behaving similarly to [constant NetworkedMultiplayerPeer.TRANSFER_MODE_UNRELIABLE_ORDERED]). This is the only way to use ordering with the RPC system.
Enforce ordered packets when using [constant MultiplayerPeer.TRANSFER_MODE_UNRELIABLE] (thus behaving similarly to [constant MultiplayerPeer.TRANSFER_MODE_UNRELIABLE_ORDERED]). This is the only way to use ordering with the RPC system.
</member>
<member name="channel_count" type="int" setter="set_channel_count" getter="get_channel_count" default="3">
The number of channels to be used by ENet. Channels are used to separate different kinds of data. In reliable or ordered mode, for example, the packet delivery order is ensured on a per-channel basis. This is done to combat latency and reduces ordering restrictions on packets. The delivery status of a packet in one channel won't stall the delivery of other packets in another channel.
</member>
<member name="compression_mode" type="int" setter="set_compression_mode" getter="get_compression_mode" enum="NetworkedMultiplayerENet.CompressionMode" default="0">
<member name="compression_mode" type="int" setter="set_compression_mode" getter="get_compression_mode" enum="ENetMultiplayerPeer.CompressionMode" default="0">
The compression method used for network packets. These have different tradeoffs of compression speed versus bandwidth, you may need to test which one works best for your use case if you use compression at all.
</member>
<member name="dtls_verify" type="bool" setter="set_dtls_verify_enabled" getter="is_dtls_verify_enabled" default="true">
@ -168,7 +168,7 @@
<member name="transfer_channel" type="int" setter="set_transfer_channel" getter="get_transfer_channel" default="-1">
Set the default channel to be used to transfer data. By default, this value is [code]-1[/code] which means that ENet will only use 2 channels: one for reliable packets, and one for unreliable packets. The channel [code]0[/code] is reserved and cannot be used. Setting this member to any value between [code]0[/code] and [member channel_count] (excluded) will force ENet to use that channel for sending data. See [member channel_count] for more information about ENet channels.
</member>
<member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" override="true" enum="NetworkedMultiplayerPeer.TransferMode" default="2" />
<member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" override="true" enum="MultiplayerPeer.TransferMode" default="2" />
<member name="use_dtls" type="bool" setter="set_dtls_enabled" getter="is_dtls_enabled" default="false">
When enabled, the client or server created by this peer, will use [PacketPeerDTLS] instead of raw UDP sockets for communicating with the remote peer. This will make the communication encrypted with DTLS at the cost of higher resource usage and potentially larger packet size.
Note: When creating a DTLS server, make sure you setup the key/certificate pair via [method set_dtls_key] and [method set_dtls_certificate]. For DTLS clients, have a look at the [member dtls_verify] option, and configure the certificate accordingly via [method set_dtls_certificate].

View File

@ -1,5 +1,5 @@
/*************************************************************************/
/* networked_multiplayer_enet.cpp */
/* enet_multiplayer_peer.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@ -28,45 +28,45 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "networked_multiplayer_enet.h"
#include "enet_multiplayer_peer.h"
#include "core/io/ip.h"
#include "core/io/marshalls.h"
#include "core/os/os.h"
void NetworkedMultiplayerENet::set_transfer_mode(TransferMode p_mode) {
void ENetMultiplayerPeer::set_transfer_mode(TransferMode p_mode) {
transfer_mode = p_mode;
}
NetworkedMultiplayerPeer::TransferMode NetworkedMultiplayerENet::get_transfer_mode() const {
MultiplayerPeer::TransferMode ENetMultiplayerPeer::get_transfer_mode() const {
return transfer_mode;
}
void NetworkedMultiplayerENet::set_target_peer(int p_peer) {
void ENetMultiplayerPeer::set_target_peer(int p_peer) {
target_peer = p_peer;
}
int NetworkedMultiplayerENet::get_packet_peer() const {
int ENetMultiplayerPeer::get_packet_peer() const {
ERR_FAIL_COND_V_MSG(!active, 1, "The multiplayer instance isn't currently active.");
ERR_FAIL_COND_V(incoming_packets.size() == 0, 1);
return incoming_packets.front()->get().from;
}
int NetworkedMultiplayerENet::get_packet_channel() const {
int ENetMultiplayerPeer::get_packet_channel() const {
ERR_FAIL_COND_V_MSG(!active, -1, "The multiplayer instance isn't currently active.");
ERR_FAIL_COND_V(incoming_packets.size() == 0, -1);
return incoming_packets.front()->get().channel;
}
int NetworkedMultiplayerENet::get_last_packet_channel() const {
int ENetMultiplayerPeer::get_last_packet_channel() const {
ERR_FAIL_COND_V_MSG(!active, -1, "The multiplayer instance isn't currently active.");
ERR_FAIL_COND_V(!current_packet.packet, -1);
return current_packet.channel;
}
Error NetworkedMultiplayerENet::create_server(int p_port, int p_max_clients, int p_in_bandwidth, int p_out_bandwidth) {
Error ENetMultiplayerPeer::create_server(int p_port, int p_max_clients, int p_in_bandwidth, int p_out_bandwidth) {
ERR_FAIL_COND_V_MSG(active, ERR_ALREADY_IN_USE, "The multiplayer instance is already active.");
ERR_FAIL_COND_V_MSG(p_port < 0 || p_port > 65535, ERR_INVALID_PARAMETER, "The local port number must be between 0 and 65535 (inclusive).");
ERR_FAIL_COND_V_MSG(p_max_clients < 1 || p_max_clients > 4095, ERR_INVALID_PARAMETER, "The number of clients must be set between 1 and 4095 (inclusive).");
@ -115,7 +115,7 @@ Error NetworkedMultiplayerENet::create_server(int p_port, int p_max_clients, int
connection_status = CONNECTION_CONNECTED;
return OK;
}
Error NetworkedMultiplayerENet::create_client(const String &p_address, int p_port, int p_in_bandwidth, int p_out_bandwidth, int p_local_port) {
Error ENetMultiplayerPeer::create_client(const String &p_address, int p_port, int p_in_bandwidth, int p_out_bandwidth, int p_local_port) {
ERR_FAIL_COND_V_MSG(active, ERR_ALREADY_IN_USE, "The multiplayer instance is already active.");
ERR_FAIL_COND_V_MSG(p_port < 1 || p_port > 65535, ERR_INVALID_PARAMETER, "The remote port number must be between 1 and 65535 (inclusive).");
ERR_FAIL_COND_V_MSG(p_local_port < 0 || p_local_port > 65535, ERR_INVALID_PARAMETER, "The local port number must be between 0 and 65535 (inclusive).");
@ -199,7 +199,7 @@ Error NetworkedMultiplayerENet::create_client(const String &p_address, int p_por
return OK;
}
void NetworkedMultiplayerENet::poll() {
void ENetMultiplayerPeer::poll() {
ERR_FAIL_COND_MSG(!active, "The multiplayer instance isn't currently active.");
_pop_current_packet();
@ -426,13 +426,13 @@ void NetworkedMultiplayerENet::poll() {
}
}
bool NetworkedMultiplayerENet::is_server() const {
bool ENetMultiplayerPeer::is_server() const {
ERR_FAIL_COND_V_MSG(!active, false, "The multiplayer instance isn't currently active.");
return server;
}
void NetworkedMultiplayerENet::close_connection(uint32_t wait_usec) {
void ENetMultiplayerPeer::close_connection(uint32_t wait_usec) {
ERR_FAIL_COND_MSG(!active, "The multiplayer instance isn't currently active.");
_pop_current_packet();
@ -463,7 +463,7 @@ void NetworkedMultiplayerENet::close_connection(uint32_t wait_usec) {
connection_status = CONNECTION_DISCONNECTED;
}
void NetworkedMultiplayerENet::disconnect_peer(int p_peer, bool now) {
void ENetMultiplayerPeer::disconnect_peer(int p_peer, bool now) {
ERR_FAIL_COND_MSG(!active, "The multiplayer instance isn't currently active.");
ERR_FAIL_COND_MSG(!is_server(), "Can't disconnect a peer when not acting as a server.");
ERR_FAIL_COND_MSG(!peer_map.has(p_peer), vformat("Peer ID %d not found in the list of peers.", p_peer));
@ -498,11 +498,11 @@ void NetworkedMultiplayerENet::disconnect_peer(int p_peer, bool now) {
}
}
int NetworkedMultiplayerENet::get_available_packet_count() const {
int ENetMultiplayerPeer::get_available_packet_count() const {
return incoming_packets.size();
}
Error NetworkedMultiplayerENet::get_packet(const uint8_t **r_buffer, int &r_buffer_size) {
Error ENetMultiplayerPeer::get_packet(const uint8_t **r_buffer, int &r_buffer_size) {
ERR_FAIL_COND_V_MSG(incoming_packets.size() == 0, ERR_UNAVAILABLE, "No incoming packets available.");
_pop_current_packet();
@ -516,7 +516,7 @@ Error NetworkedMultiplayerENet::get_packet(const uint8_t **r_buffer, int &r_buff
return OK;
}
Error NetworkedMultiplayerENet::put_packet(const uint8_t *p_buffer, int p_buffer_size) {
Error ENetMultiplayerPeer::put_packet(const uint8_t *p_buffer, int p_buffer_size) {
ERR_FAIL_COND_V_MSG(!active, ERR_UNCONFIGURED, "The multiplayer instance isn't currently active.");
ERR_FAIL_COND_V_MSG(connection_status != CONNECTION_CONNECTED, ERR_UNCONFIGURED, "The multiplayer instance isn't currently connected to any server or client.");
@ -591,11 +591,11 @@ Error NetworkedMultiplayerENet::put_packet(const uint8_t *p_buffer, int p_buffer
return OK;
}
int NetworkedMultiplayerENet::get_max_packet_size() const {
int ENetMultiplayerPeer::get_max_packet_size() const {
return 1 << 24; // Anything is good
}
void NetworkedMultiplayerENet::_pop_current_packet() {
void ENetMultiplayerPeer::_pop_current_packet() {
if (current_packet.packet) {
enet_packet_destroy(current_packet.packet);
current_packet.packet = nullptr;
@ -604,11 +604,11 @@ void NetworkedMultiplayerENet::_pop_current_packet() {
}
}
NetworkedMultiplayerPeer::ConnectionStatus NetworkedMultiplayerENet::get_connection_status() const {
MultiplayerPeer::ConnectionStatus ENetMultiplayerPeer::get_connection_status() const {
return connection_status;
}
uint32_t NetworkedMultiplayerENet::_gen_unique_id() const {
uint32_t ENetMultiplayerPeer::_gen_unique_id() const {
uint32_t hash = 0;
while (hash == 0 || hash == 1) {
@ -629,12 +629,12 @@ uint32_t NetworkedMultiplayerENet::_gen_unique_id() const {
return hash;
}
int NetworkedMultiplayerENet::get_unique_id() const {
int ENetMultiplayerPeer::get_unique_id() const {
ERR_FAIL_COND_V_MSG(!active, 0, "The multiplayer instance isn't currently active.");
return unique_id;
}
void NetworkedMultiplayerENet::set_refuse_new_connections(bool p_enable) {
void ENetMultiplayerPeer::set_refuse_new_connections(bool p_enable) {
refuse_connections = p_enable;
#ifdef GODOT_ENET
if (active) {
@ -643,20 +643,20 @@ void NetworkedMultiplayerENet::set_refuse_new_connections(bool p_enable) {
#endif
}
bool NetworkedMultiplayerENet::is_refusing_new_connections() const {
bool ENetMultiplayerPeer::is_refusing_new_connections() const {
return refuse_connections;
}
void NetworkedMultiplayerENet::set_compression_mode(CompressionMode p_mode) {
void ENetMultiplayerPeer::set_compression_mode(CompressionMode p_mode) {
compression_mode = p_mode;
}
NetworkedMultiplayerENet::CompressionMode NetworkedMultiplayerENet::get_compression_mode() const {
ENetMultiplayerPeer::CompressionMode ENetMultiplayerPeer::get_compression_mode() const {
return compression_mode;
}
size_t NetworkedMultiplayerENet::enet_compress(void *context, const ENetBuffer *inBuffers, size_t inBufferCount, size_t inLimit, enet_uint8 *outData, size_t outLimit) {
NetworkedMultiplayerENet *enet = (NetworkedMultiplayerENet *)(context);
size_t ENetMultiplayerPeer::enet_compress(void *context, const ENetBuffer *inBuffers, size_t inBufferCount, size_t inLimit, enet_uint8 *outData, size_t outLimit) {
ENetMultiplayerPeer *enet = (ENetMultiplayerPeer *)(context);
if (size_t(enet->src_compressor_mem.size()) < inLimit) {
enet->src_compressor_mem.resize(inLimit);
@ -709,8 +709,8 @@ size_t NetworkedMultiplayerENet::enet_compress(void *context, const ENetBuffer *
return ret;
}
size_t NetworkedMultiplayerENet::enet_decompress(void *context, const enet_uint8 *inData, size_t inLimit, enet_uint8 *outData, size_t outLimit) {
NetworkedMultiplayerENet *enet = (NetworkedMultiplayerENet *)(context);
size_t ENetMultiplayerPeer::enet_decompress(void *context, const enet_uint8 *inData, size_t inLimit, enet_uint8 *outData, size_t outLimit) {
ENetMultiplayerPeer *enet = (ENetMultiplayerPeer *)(context);
int ret = -1;
switch (enet->compression_mode) {
case COMPRESS_FASTLZ: {
@ -732,7 +732,7 @@ size_t NetworkedMultiplayerENet::enet_decompress(void *context, const enet_uint8
}
}
void NetworkedMultiplayerENet::_setup_compressor() {
void ENetMultiplayerPeer::_setup_compressor() {
switch (compression_mode) {
case COMPRESS_NONE: {
enet_host_compress(host, nullptr);
@ -748,11 +748,11 @@ void NetworkedMultiplayerENet::_setup_compressor() {
}
}
void NetworkedMultiplayerENet::enet_compressor_destroy(void *context) {
void ENetMultiplayerPeer::enet_compressor_destroy(void *context) {
// Nothing to do
}
IPAddress NetworkedMultiplayerENet::get_peer_address(int p_peer_id) const {
IPAddress ENetMultiplayerPeer::get_peer_address(int p_peer_id) const {
ERR_FAIL_COND_V_MSG(!peer_map.has(p_peer_id), IPAddress(), vformat("Peer ID %d not found in the list of peers.", p_peer_id));
ERR_FAIL_COND_V_MSG(!is_server() && p_peer_id != 1, IPAddress(), "Can't get the address of peers other than the server (ID -1) when acting as a client.");
ERR_FAIL_COND_V_MSG(peer_map[p_peer_id] == nullptr, IPAddress(), vformat("Peer ID %d found in the list of peers, but is null.", p_peer_id));
@ -767,7 +767,7 @@ IPAddress NetworkedMultiplayerENet::get_peer_address(int p_peer_id) const {
return out;
}
int NetworkedMultiplayerENet::get_peer_port(int p_peer_id) const {
int ENetMultiplayerPeer::get_peer_port(int p_peer_id) const {
ERR_FAIL_COND_V_MSG(!peer_map.has(p_peer_id), 0, vformat("Peer ID %d not found in the list of peers.", p_peer_id));
ERR_FAIL_COND_V_MSG(!is_server() && p_peer_id != 1, 0, "Can't get the address of peers other than the server (ID -1) when acting as a client.");
ERR_FAIL_COND_V_MSG(peer_map[p_peer_id] == nullptr, 0, vformat("Peer ID %d found in the list of peers, but is null.", p_peer_id));
@ -778,12 +778,12 @@ int NetworkedMultiplayerENet::get_peer_port(int p_peer_id) const {
#endif
}
int NetworkedMultiplayerENet::get_local_port() const {
int ENetMultiplayerPeer::get_local_port() const {
ERR_FAIL_COND_V_MSG(!active || !host, 0, "The multiplayer instance isn't currently active.");
return host->address.port;
}
void NetworkedMultiplayerENet::set_peer_timeout(int p_peer_id, int p_timeout_limit, int p_timeout_min, int p_timeout_max) {
void ENetMultiplayerPeer::set_peer_timeout(int p_peer_id, int p_timeout_limit, int p_timeout_min, int p_timeout_max) {
ERR_FAIL_COND_MSG(!peer_map.has(p_peer_id), vformat("Peer ID %d not found in the list of peers.", p_peer_id));
ERR_FAIL_COND_MSG(!is_server() && p_peer_id != 1, "Can't change the timeout of peers other then the server when acting as a client.");
ERR_FAIL_COND_MSG(peer_map[p_peer_id] == nullptr, vformat("Peer ID %d found in the list of peers, but is null.", p_peer_id));
@ -791,73 +791,73 @@ void NetworkedMultiplayerENet::set_peer_timeout(int p_peer_id, int p_timeout_lim
enet_peer_timeout(peer_map[p_peer_id], p_timeout_limit, p_timeout_min, p_timeout_max);
}
void NetworkedMultiplayerENet::set_transfer_channel(int p_channel) {
void ENetMultiplayerPeer::set_transfer_channel(int p_channel) {
ERR_FAIL_COND_MSG(p_channel < -1 || p_channel >= channel_count, vformat("The transfer channel must be set between 0 and %d, inclusive (got %d).", channel_count - 1, p_channel));
ERR_FAIL_COND_MSG(p_channel == SYSCH_CONFIG, vformat("The channel %d is reserved.", SYSCH_CONFIG));
transfer_channel = p_channel;
}
int NetworkedMultiplayerENet::get_transfer_channel() const {
int ENetMultiplayerPeer::get_transfer_channel() const {
return transfer_channel;
}
void NetworkedMultiplayerENet::set_channel_count(int p_channel) {
void ENetMultiplayerPeer::set_channel_count(int p_channel) {
ERR_FAIL_COND_MSG(active, "The channel count can't be set while the multiplayer instance is active.");
ERR_FAIL_COND_MSG(p_channel < SYSCH_MAX, vformat("The channel count must be greater than or equal to %d to account for reserved channels (got %d).", SYSCH_MAX, p_channel));
channel_count = p_channel;
}
int NetworkedMultiplayerENet::get_channel_count() const {
int ENetMultiplayerPeer::get_channel_count() const {
return channel_count;
}
void NetworkedMultiplayerENet::set_always_ordered(bool p_ordered) {
void ENetMultiplayerPeer::set_always_ordered(bool p_ordered) {
always_ordered = p_ordered;
}
bool NetworkedMultiplayerENet::is_always_ordered() const {
bool ENetMultiplayerPeer::is_always_ordered() const {
return always_ordered;
}
void NetworkedMultiplayerENet::set_server_relay_enabled(bool p_enabled) {
void ENetMultiplayerPeer::set_server_relay_enabled(bool p_enabled) {
ERR_FAIL_COND_MSG(active, "Server relaying can't be toggled while the multiplayer instance is active.");
server_relay = p_enabled;
}
bool NetworkedMultiplayerENet::is_server_relay_enabled() const {
bool ENetMultiplayerPeer::is_server_relay_enabled() const {
return server_relay;
}
void NetworkedMultiplayerENet::_bind_methods() {
ClassDB::bind_method(D_METHOD("create_server", "port", "max_clients", "in_bandwidth", "out_bandwidth"), &NetworkedMultiplayerENet::create_server, DEFVAL(32), DEFVAL(0), DEFVAL(0));
ClassDB::bind_method(D_METHOD("create_client", "address", "port", "in_bandwidth", "out_bandwidth", "local_port"), &NetworkedMultiplayerENet::create_client, DEFVAL(0), DEFVAL(0), DEFVAL(0));
ClassDB::bind_method(D_METHOD("close_connection", "wait_usec"), &NetworkedMultiplayerENet::close_connection, DEFVAL(100));
ClassDB::bind_method(D_METHOD("disconnect_peer", "id", "now"), &NetworkedMultiplayerENet::disconnect_peer, DEFVAL(false));
ClassDB::bind_method(D_METHOD("set_compression_mode", "mode"), &NetworkedMultiplayerENet::set_compression_mode);
ClassDB::bind_method(D_METHOD("get_compression_mode"), &NetworkedMultiplayerENet::get_compression_mode);
ClassDB::bind_method(D_METHOD("set_bind_ip", "ip"), &NetworkedMultiplayerENet::set_bind_ip);
ClassDB::bind_method(D_METHOD("set_dtls_enabled", "enabled"), &NetworkedMultiplayerENet::set_dtls_enabled);
ClassDB::bind_method(D_METHOD("is_dtls_enabled"), &NetworkedMultiplayerENet::is_dtls_enabled);
ClassDB::bind_method(D_METHOD("set_dtls_key", "key"), &NetworkedMultiplayerENet::set_dtls_key);
ClassDB::bind_method(D_METHOD("set_dtls_certificate", "certificate"), &NetworkedMultiplayerENet::set_dtls_certificate);
ClassDB::bind_method(D_METHOD("set_dtls_verify_enabled", "enabled"), &NetworkedMultiplayerENet::set_dtls_verify_enabled);
ClassDB::bind_method(D_METHOD("is_dtls_verify_enabled"), &NetworkedMultiplayerENet::is_dtls_verify_enabled);
ClassDB::bind_method(D_METHOD("get_peer_address", "id"), &NetworkedMultiplayerENet::get_peer_address);
ClassDB::bind_method(D_METHOD("get_peer_port", "id"), &NetworkedMultiplayerENet::get_peer_port);
ClassDB::bind_method(D_METHOD("get_local_port"), &NetworkedMultiplayerENet::get_local_port);
ClassDB::bind_method(D_METHOD("set_peer_timeout", "id", "timeout_limit", "timeout_min", "timeout_max"), &NetworkedMultiplayerENet::set_peer_timeout);
void ENetMultiplayerPeer::_bind_methods() {
ClassDB::bind_method(D_METHOD("create_server", "port", "max_clients", "in_bandwidth", "out_bandwidth"), &ENetMultiplayerPeer::create_server, DEFVAL(32), DEFVAL(0), DEFVAL(0));
ClassDB::bind_method(D_METHOD("create_client", "address", "port", "in_bandwidth", "out_bandwidth", "local_port"), &ENetMultiplayerPeer::create_client, DEFVAL(0), DEFVAL(0), DEFVAL(0));
ClassDB::bind_method(D_METHOD("close_connection", "wait_usec"), &ENetMultiplayerPeer::close_connection, DEFVAL(100));
ClassDB::bind_method(D_METHOD("disconnect_peer", "id", "now"), &ENetMultiplayerPeer::disconnect_peer, DEFVAL(false));
ClassDB::bind_method(D_METHOD("set_compression_mode", "mode"), &ENetMultiplayerPeer::set_compression_mode);
ClassDB::bind_method(D_METHOD("get_compression_mode"), &ENetMultiplayerPeer::get_compression_mode);
ClassDB::bind_method(D_METHOD("set_bind_ip", "ip"), &ENetMultiplayerPeer::set_bind_ip);
ClassDB::bind_method(D_METHOD("set_dtls_enabled", "enabled"), &ENetMultiplayerPeer::set_dtls_enabled);
ClassDB::bind_method(D_METHOD("is_dtls_enabled"), &ENetMultiplayerPeer::is_dtls_enabled);
ClassDB::bind_method(D_METHOD("set_dtls_key", "key"), &ENetMultiplayerPeer::set_dtls_key);
ClassDB::bind_method(D_METHOD("set_dtls_certificate", "certificate"), &ENetMultiplayerPeer::set_dtls_certificate);
ClassDB::bind_method(D_METHOD("set_dtls_verify_enabled", "enabled"), &ENetMultiplayerPeer::set_dtls_verify_enabled);
ClassDB::bind_method(D_METHOD("is_dtls_verify_enabled"), &ENetMultiplayerPeer::is_dtls_verify_enabled);
ClassDB::bind_method(D_METHOD("get_peer_address", "id"), &ENetMultiplayerPeer::get_peer_address);
ClassDB::bind_method(D_METHOD("get_peer_port", "id"), &ENetMultiplayerPeer::get_peer_port);
ClassDB::bind_method(D_METHOD("get_local_port"), &ENetMultiplayerPeer::get_local_port);
ClassDB::bind_method(D_METHOD("set_peer_timeout", "id", "timeout_limit", "timeout_min", "timeout_max"), &ENetMultiplayerPeer::set_peer_timeout);
ClassDB::bind_method(D_METHOD("get_packet_channel"), &NetworkedMultiplayerENet::get_packet_channel);
ClassDB::bind_method(D_METHOD("get_last_packet_channel"), &NetworkedMultiplayerENet::get_last_packet_channel);
ClassDB::bind_method(D_METHOD("set_transfer_channel", "channel"), &NetworkedMultiplayerENet::set_transfer_channel);
ClassDB::bind_method(D_METHOD("get_transfer_channel"), &NetworkedMultiplayerENet::get_transfer_channel);
ClassDB::bind_method(D_METHOD("set_channel_count", "channels"), &NetworkedMultiplayerENet::set_channel_count);
ClassDB::bind_method(D_METHOD("get_channel_count"), &NetworkedMultiplayerENet::get_channel_count);
ClassDB::bind_method(D_METHOD("set_always_ordered", "ordered"), &NetworkedMultiplayerENet::set_always_ordered);
ClassDB::bind_method(D_METHOD("is_always_ordered"), &NetworkedMultiplayerENet::is_always_ordered);
ClassDB::bind_method(D_METHOD("set_server_relay_enabled", "enabled"), &NetworkedMultiplayerENet::set_server_relay_enabled);
ClassDB::bind_method(D_METHOD("is_server_relay_enabled"), &NetworkedMultiplayerENet::is_server_relay_enabled);
ClassDB::bind_method(D_METHOD("get_packet_channel"), &ENetMultiplayerPeer::get_packet_channel);
ClassDB::bind_method(D_METHOD("get_last_packet_channel"), &ENetMultiplayerPeer::get_last_packet_channel);
ClassDB::bind_method(D_METHOD("set_transfer_channel", "channel"), &ENetMultiplayerPeer::set_transfer_channel);
ClassDB::bind_method(D_METHOD("get_transfer_channel"), &ENetMultiplayerPeer::get_transfer_channel);
ClassDB::bind_method(D_METHOD("set_channel_count", "channels"), &ENetMultiplayerPeer::set_channel_count);
ClassDB::bind_method(D_METHOD("get_channel_count"), &ENetMultiplayerPeer::get_channel_count);
ClassDB::bind_method(D_METHOD("set_always_ordered", "ordered"), &ENetMultiplayerPeer::set_always_ordered);
ClassDB::bind_method(D_METHOD("is_always_ordered"), &ENetMultiplayerPeer::is_always_ordered);
ClassDB::bind_method(D_METHOD("set_server_relay_enabled", "enabled"), &ENetMultiplayerPeer::set_server_relay_enabled);
ClassDB::bind_method(D_METHOD("is_server_relay_enabled"), &ENetMultiplayerPeer::is_server_relay_enabled);
ADD_PROPERTY(PropertyInfo(Variant::INT, "compression_mode", PROPERTY_HINT_ENUM, "None,Range Coder,FastLZ,ZLib,ZStd"), "set_compression_mode", "get_compression_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "transfer_channel"), "set_transfer_channel", "get_transfer_channel");
@ -874,7 +874,7 @@ void NetworkedMultiplayerENet::_bind_methods() {
BIND_ENUM_CONSTANT(COMPRESS_ZSTD);
}
NetworkedMultiplayerENet::NetworkedMultiplayerENet() {
ENetMultiplayerPeer::ENetMultiplayerPeer() {
enet_compressor.context = this;
enet_compressor.compress = enet_compress;
enet_compressor.decompress = enet_decompress;
@ -883,7 +883,7 @@ NetworkedMultiplayerENet::NetworkedMultiplayerENet() {
bind_ip = IPAddress("*");
}
NetworkedMultiplayerENet::~NetworkedMultiplayerENet() {
ENetMultiplayerPeer::~ENetMultiplayerPeer() {
if (active) {
close_connection();
}
@ -891,36 +891,36 @@ NetworkedMultiplayerENet::~NetworkedMultiplayerENet() {
// Sets IP for ENet to bind when using create_server or create_client
// if no IP is set, then ENet bind to ENET_HOST_ANY
void NetworkedMultiplayerENet::set_bind_ip(const IPAddress &p_ip) {
void ENetMultiplayerPeer::set_bind_ip(const IPAddress &p_ip) {
ERR_FAIL_COND_MSG(!p_ip.is_valid() && !p_ip.is_wildcard(), vformat("Invalid bind IP address: %s", String(p_ip)));
bind_ip = p_ip;
}
void NetworkedMultiplayerENet::set_dtls_enabled(bool p_enabled) {
void ENetMultiplayerPeer::set_dtls_enabled(bool p_enabled) {
ERR_FAIL_COND(active);
dtls_enabled = p_enabled;
}
bool NetworkedMultiplayerENet::is_dtls_enabled() const {
bool ENetMultiplayerPeer::is_dtls_enabled() const {
return dtls_enabled;
}
void NetworkedMultiplayerENet::set_dtls_verify_enabled(bool p_enabled) {
void ENetMultiplayerPeer::set_dtls_verify_enabled(bool p_enabled) {
ERR_FAIL_COND(active);
dtls_verify = p_enabled;
}
bool NetworkedMultiplayerENet::is_dtls_verify_enabled() const {
bool ENetMultiplayerPeer::is_dtls_verify_enabled() const {
return dtls_verify;
}
void NetworkedMultiplayerENet::set_dtls_key(Ref<CryptoKey> p_key) {
void ENetMultiplayerPeer::set_dtls_key(Ref<CryptoKey> p_key) {
ERR_FAIL_COND(active);
dtls_key = p_key;
}
void NetworkedMultiplayerENet::set_dtls_certificate(Ref<X509Certificate> p_cert) {
void ENetMultiplayerPeer::set_dtls_certificate(Ref<X509Certificate> p_cert) {
ERR_FAIL_COND(active);
dtls_cert = p_cert;
}

View File

@ -1,5 +1,5 @@
/*************************************************************************/
/* networked_multiplayer_enet.h */
/* enet_multiplayer_peer.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@ -33,12 +33,12 @@
#include "core/crypto/crypto.h"
#include "core/io/compression.h"
#include "core/io/networked_multiplayer_peer.h"
#include "core/io/multiplayer_peer.h"
#include <enet/enet.h>
class NetworkedMultiplayerENet : public NetworkedMultiplayerPeer {
GDCLASS(NetworkedMultiplayerENet, NetworkedMultiplayerPeer);
class ENetMultiplayerPeer : public MultiplayerPeer {
GDCLASS(ENetMultiplayerPeer, MultiplayerPeer);
public:
enum CompressionMode {
@ -168,8 +168,8 @@ public:
void set_server_relay_enabled(bool p_enabled);
bool is_server_relay_enabled() const;
NetworkedMultiplayerENet();
~NetworkedMultiplayerENet();
ENetMultiplayerPeer();
~ENetMultiplayerPeer();
void set_bind_ip(const IPAddress &p_ip);
void set_dtls_enabled(bool p_enabled);
@ -180,6 +180,6 @@ public:
void set_dtls_certificate(Ref<X509Certificate> p_cert);
};
VARIANT_ENUM_CAST(NetworkedMultiplayerENet::CompressionMode);
VARIANT_ENUM_CAST(ENetMultiplayerPeer::CompressionMode);
#endif // NETWORKED_MULTIPLAYER_ENET_H

View File

@ -30,7 +30,7 @@
#include "register_types.h"
#include "core/error/error_macros.h"
#include "networked_multiplayer_enet.h"
#include "enet_multiplayer_peer.h"
static bool enet_ok = false;
@ -41,7 +41,7 @@ void register_enet_types() {
enet_ok = true;
}
ClassDB::register_class<NetworkedMultiplayerENet>();
ClassDB::register_class<ENetMultiplayerPeer>();
}
void unregister_enet_types() {

View File

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MultiplayerPeerGDNative" inherits="NetworkedMultiplayerPeer" version="4.0">
<class name="MultiplayerPeerGDNative" inherits="MultiplayerPeer" version="4.0">
<brief_description>
</brief_description>
<description>

View File

@ -90,7 +90,7 @@ typedef struct {
godot_int (*get_available_packet_count)(const void *);
godot_int (*get_max_packet_size)(const void *);
/* This is NetworkedMultiplayerPeer */
/* This is MultiplayerPeer */
void (*set_transfer_mode)(void *, godot_int);
godot_int (*get_transfer_mode)(const void *);
// 0 = broadcast, 1 = server, <0 = all but abs(value)

View File

@ -61,13 +61,13 @@ int MultiplayerPeerGDNative::get_available_packet_count() const {
return interface->get_available_packet_count(interface->data);
}
/* NetworkedMultiplayerPeer */
/* MultiplayerPeer */
void MultiplayerPeerGDNative::set_transfer_mode(TransferMode p_mode) {
ERR_FAIL_COND(interface == nullptr);
interface->set_transfer_mode(interface->data, (godot_int)p_mode);
}
NetworkedMultiplayerPeer::TransferMode MultiplayerPeerGDNative::get_transfer_mode() const {
MultiplayerPeer::TransferMode MultiplayerPeerGDNative::get_transfer_mode() const {
ERR_FAIL_COND_V(interface == nullptr, TRANSFER_MODE_UNRELIABLE);
return (TransferMode)interface->get_transfer_mode(interface->data);
}
@ -107,7 +107,7 @@ bool MultiplayerPeerGDNative::is_refusing_new_connections() const {
return interface->is_refusing_new_connections(interface->data);
}
NetworkedMultiplayerPeer::ConnectionStatus MultiplayerPeerGDNative::get_connection_status() const {
MultiplayerPeer::ConnectionStatus MultiplayerPeerGDNative::get_connection_status() const {
ERR_FAIL_COND_V(interface == nullptr, CONNECTION_DISCONNECTED);
return (ConnectionStatus)interface->get_connection_status(interface->data);
}

View File

@ -31,12 +31,12 @@
#ifndef MULTIPLAYER_PEER_GDNATIVE_H
#define MULTIPLAYER_PEER_GDNATIVE_H
#include "core/io/networked_multiplayer_peer.h"
#include "core/io/multiplayer_peer.h"
#include "modules/gdnative/gdnative.h"
#include "modules/gdnative/include/net/godot_net.h"
class MultiplayerPeerGDNative : public NetworkedMultiplayerPeer {
GDCLASS(MultiplayerPeerGDNative, NetworkedMultiplayerPeer);
class MultiplayerPeerGDNative : public MultiplayerPeer {
GDCLASS(MultiplayerPeerGDNative, MultiplayerPeer);
protected:
static void _bind_methods();
@ -55,7 +55,7 @@ public:
virtual int get_max_packet_size() const override;
virtual int get_available_packet_count() const override;
/* Specific to NetworkedMultiplayerPeer */
/* Specific to MultiplayerPeer */
virtual void set_transfer_mode(TransferMode p_mode) override;
virtual TransferMode get_transfer_mode() const override;
virtual void set_target_peer(int p_peer_id) override;

View File

@ -1170,7 +1170,7 @@ void GDScript::_init_rpc_methods_properties() {
nd.name = E->key();
nd.rpc_mode = E->get()->get_rpc_mode();
// TODO
nd.transfer_mode = NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE;
nd.transfer_mode = MultiplayerPeer::TRANSFER_MODE_RELIABLE;
nd.channel = 0;
if (-1 == rpc_functions.find(nd)) {
rpc_functions.push_back(nd);

View File

@ -3038,7 +3038,7 @@ void CSharpScript::update_script_class_info(Ref<CSharpScript> p_script) {
nd.name = methods[i]->get_name();
nd.rpc_mode = mode;
// TODO Transfer mode, channel
nd.transfer_mode = NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE;
nd.transfer_mode = MultiplayerPeer::TRANSFER_MODE_RELIABLE;
nd.channel = 0;
if (-1 == p_script->rpc_functions.find(nd)) {
p_script->rpc_functions.push_back(nd);

View File

@ -1025,7 +1025,7 @@ void VisualScript::_set_data(const Dictionary &p_data) {
MultiplayerAPI::RPCConfig nd;
nd.name = E->get();
nd.rpc_mode = vsf->get_rpc_mode();
nd.transfer_mode = NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE; // TODO
nd.transfer_mode = MultiplayerPeer::TRANSFER_MODE_RELIABLE; // TODO
if (rpc_functions.find(nd) == -1) {
rpc_functions.push_back(nd);
}

View File

@ -10,7 +10,7 @@ def get_doc_classes():
return [
"WebRTCPeerConnection",
"WebRTCDataChannel",
"WebRTCMultiplayer",
"WebRTCMultiplayerPeer",
]

View File

@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="WebRTCMultiplayer" inherits="NetworkedMultiplayerPeer" version="4.0">
<class name="WebRTCMultiplayerPeer" inherits="MultiplayerPeer" version="4.0">
<brief_description>
A simple interface to create a peer-to-peer mesh network composed of [WebRTCPeerConnection] that is compatible with the [MultiplayerAPI].
</brief_description>
<description>
This class constructs a full mesh of [WebRTCPeerConnection] (one connection for each peer) that can be used as a [member MultiplayerAPI.network_peer].
You can add each [WebRTCPeerConnection] via [method add_peer] or remove them via [method remove_peer]. Peers must be added in [constant WebRTCPeerConnection.STATE_NEW] state to allow it to create the appropriate channels. This class will not create offers nor set descriptions, it will only poll them, and notify connections and disconnections.
[signal NetworkedMultiplayerPeer.connection_succeeded] and [signal NetworkedMultiplayerPeer.server_disconnected] will not be emitted unless [code]server_compatibility[/code] is [code]true[/code] in [method initialize]. Beside that data transfer works like in a [NetworkedMultiplayerPeer].
[signal MultiplayerPeer.connection_succeeded] and [signal MultiplayerPeer.server_disconnected] will not be emitted unless [code]server_compatibility[/code] is [code]true[/code] in [method initialize]. Beside that data transfer works like in a [MultiplayerPeer].
</description>
<tutorials>
</tutorials>
@ -66,8 +66,8 @@
</argument>
<description>
Initialize the multiplayer peer with the given [code]peer_id[/code] (must be between 1 and 2147483647).
If [code]server_compatibilty[/code] is [code]false[/code] (default), the multiplayer peer will be immediately in state [constant NetworkedMultiplayerPeer.CONNECTION_CONNECTED] and [signal NetworkedMultiplayerPeer.connection_succeeded] will not be emitted.
If [code]server_compatibilty[/code] is [code]true[/code] the peer will suppress all [signal NetworkedMultiplayerPeer.peer_connected] signals until a peer with id [constant NetworkedMultiplayerPeer.TARGET_PEER_SERVER] connects and then emit [signal NetworkedMultiplayerPeer.connection_succeeded]. After that the signal [signal NetworkedMultiplayerPeer.peer_connected] will be emitted for every already connected peer, and any new peer that might connect. If the server peer disconnects after that, signal [signal NetworkedMultiplayerPeer.server_disconnected] will be emitted and state will become [constant NetworkedMultiplayerPeer.CONNECTION_CONNECTED].
If [code]server_compatibilty[/code] is [code]false[/code] (default), the multiplayer peer will be immediately in state [constant MultiplayerPeer.CONNECTION_CONNECTED] and [signal MultiplayerPeer.connection_succeeded] will not be emitted.
If [code]server_compatibilty[/code] is [code]true[/code] the peer will suppress all [signal MultiplayerPeer.peer_connected] signals until a peer with id [constant MultiplayerPeer.TARGET_PEER_SERVER] connects and then emit [signal MultiplayerPeer.connection_succeeded]. After that the signal [signal MultiplayerPeer.peer_connected] will be emitted for every already connected peer, and any new peer that might connect. If the server peer disconnects after that, signal [signal MultiplayerPeer.server_disconnected] will be emitted and state will become [constant MultiplayerPeer.CONNECTION_CONNECTED].
</description>
</method>
<method name="remove_peer">
@ -76,13 +76,13 @@
<argument index="0" name="peer_id" type="int">
</argument>
<description>
Remove the peer with given [code]peer_id[/code] from the mesh. If the peer was connected, and [signal NetworkedMultiplayerPeer.peer_connected] was emitted for it, then [signal NetworkedMultiplayerPeer.peer_disconnected] will be emitted.
Remove the peer with given [code]peer_id[/code] from the mesh. If the peer was connected, and [signal MultiplayerPeer.peer_connected] was emitted for it, then [signal MultiplayerPeer.peer_disconnected] will be emitted.
</description>
</method>
</methods>
<members>
<member name="refuse_new_connections" type="bool" setter="set_refuse_new_connections" getter="is_refusing_new_connections" override="true" default="false" />
<member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" override="true" enum="NetworkedMultiplayerPeer.TransferMode" default="2" />
<member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" override="true" enum="MultiplayerPeer.TransferMode" default="2" />
</members>
<constants>
</constants>

View File

@ -41,7 +41,7 @@
#include "webrtc_data_channel_gdnative.h"
#include "webrtc_peer_connection_gdnative.h"
#endif
#include "webrtc_multiplayer.h"
#include "webrtc_multiplayer_peer.h"
void register_webrtc_types() {
#define _SET_HINT(NAME, _VAL_, _MAX_) \
@ -62,7 +62,7 @@ void register_webrtc_types() {
ClassDB::register_class<WebRTCDataChannelGDNative>();
#endif
ClassDB::register_virtual_class<WebRTCDataChannel>();
ClassDB::register_class<WebRTCMultiplayer>();
ClassDB::register_class<WebRTCMultiplayerPeer>();
}
void unregister_webrtc_types() {}

View File

@ -1,5 +1,5 @@
/*************************************************************************/
/* webrtc_multiplayer.cpp */
/* webrtc_multiplayer_peer.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@ -28,43 +28,43 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "webrtc_multiplayer.h"
#include "webrtc_multiplayer_peer.h"
#include "core/io/marshalls.h"
#include "core/os/os.h"
void WebRTCMultiplayer::_bind_methods() {
ClassDB::bind_method(D_METHOD("initialize", "peer_id", "server_compatibility"), &WebRTCMultiplayer::initialize, DEFVAL(false));
ClassDB::bind_method(D_METHOD("add_peer", "peer", "peer_id", "unreliable_lifetime"), &WebRTCMultiplayer::add_peer, DEFVAL(1));
ClassDB::bind_method(D_METHOD("remove_peer", "peer_id"), &WebRTCMultiplayer::remove_peer);
ClassDB::bind_method(D_METHOD("has_peer", "peer_id"), &WebRTCMultiplayer::has_peer);
ClassDB::bind_method(D_METHOD("get_peer", "peer_id"), &WebRTCMultiplayer::get_peer);
ClassDB::bind_method(D_METHOD("get_peers"), &WebRTCMultiplayer::get_peers);
ClassDB::bind_method(D_METHOD("close"), &WebRTCMultiplayer::close);
void WebRTCMultiplayerPeer::_bind_methods() {
ClassDB::bind_method(D_METHOD("initialize", "peer_id", "server_compatibility"), &WebRTCMultiplayerPeer::initialize, DEFVAL(false));
ClassDB::bind_method(D_METHOD("add_peer", "peer", "peer_id", "unreliable_lifetime"), &WebRTCMultiplayerPeer::add_peer, DEFVAL(1));
ClassDB::bind_method(D_METHOD("remove_peer", "peer_id"), &WebRTCMultiplayerPeer::remove_peer);
ClassDB::bind_method(D_METHOD("has_peer", "peer_id"), &WebRTCMultiplayerPeer::has_peer);
ClassDB::bind_method(D_METHOD("get_peer", "peer_id"), &WebRTCMultiplayerPeer::get_peer);
ClassDB::bind_method(D_METHOD("get_peers"), &WebRTCMultiplayerPeer::get_peers);
ClassDB::bind_method(D_METHOD("close"), &WebRTCMultiplayerPeer::close);
}
void WebRTCMultiplayer::set_transfer_mode(TransferMode p_mode) {
void WebRTCMultiplayerPeer::set_transfer_mode(TransferMode p_mode) {
transfer_mode = p_mode;
}
NetworkedMultiplayerPeer::TransferMode WebRTCMultiplayer::get_transfer_mode() const {
MultiplayerPeer::TransferMode WebRTCMultiplayerPeer::get_transfer_mode() const {
return transfer_mode;
}
void WebRTCMultiplayer::set_target_peer(int p_peer_id) {
void WebRTCMultiplayerPeer::set_target_peer(int p_peer_id) {
target_peer = p_peer_id;
}
/* Returns the ID of the NetworkedMultiplayerPeer who sent the most recent packet: */
int WebRTCMultiplayer::get_packet_peer() const {
/* Returns the ID of the MultiplayerPeer who sent the most recent packet: */
int WebRTCMultiplayerPeer::get_packet_peer() const {
return next_packet_peer;
}
bool WebRTCMultiplayer::is_server() const {
bool WebRTCMultiplayerPeer::is_server() const {
return unique_id == TARGET_PEER_SERVER;
}
void WebRTCMultiplayer::poll() {
void WebRTCMultiplayerPeer::poll() {
if (peer_map.size() == 0) {
return;
}
@ -147,7 +147,7 @@ void WebRTCMultiplayer::poll() {
}
}
void WebRTCMultiplayer::_find_next_peer() {
void WebRTCMultiplayerPeer::_find_next_peer() {
Map<int, Ref<ConnectedPeer>>::Element *E = peer_map.find(next_packet_peer);
if (E) {
E = E->next();
@ -180,19 +180,19 @@ void WebRTCMultiplayer::_find_next_peer() {
next_packet_peer = 0;
}
void WebRTCMultiplayer::set_refuse_new_connections(bool p_enable) {
void WebRTCMultiplayerPeer::set_refuse_new_connections(bool p_enable) {
refuse_connections = p_enable;
}
bool WebRTCMultiplayer::is_refusing_new_connections() const {
bool WebRTCMultiplayerPeer::is_refusing_new_connections() const {
return refuse_connections;
}
NetworkedMultiplayerPeer::ConnectionStatus WebRTCMultiplayer::get_connection_status() const {
MultiplayerPeer::ConnectionStatus WebRTCMultiplayerPeer::get_connection_status() const {
return connection_status;
}
Error WebRTCMultiplayer::initialize(int p_self_id, bool p_server_compat) {
Error WebRTCMultiplayerPeer::initialize(int p_self_id, bool p_server_compat) {
ERR_FAIL_COND_V(p_self_id < 0 || p_self_id > ~(1 << 31), ERR_INVALID_PARAMETER);
unique_id = p_self_id;
server_compat = p_server_compat;
@ -206,12 +206,12 @@ Error WebRTCMultiplayer::initialize(int p_self_id, bool p_server_compat) {
return OK;
}
int WebRTCMultiplayer::get_unique_id() const {
int WebRTCMultiplayerPeer::get_unique_id() const {
ERR_FAIL_COND_V(connection_status == CONNECTION_DISCONNECTED, 1);
return unique_id;
}
void WebRTCMultiplayer::_peer_to_dict(Ref<ConnectedPeer> p_connected_peer, Dictionary &r_dict) {
void WebRTCMultiplayerPeer::_peer_to_dict(Ref<ConnectedPeer> p_connected_peer, Dictionary &r_dict) {
Array channels;
for (List<Ref<WebRTCDataChannel>>::Element *F = p_connected_peer->channels.front(); F; F = F->next()) {
channels.push_back(F->get());
@ -221,18 +221,18 @@ void WebRTCMultiplayer::_peer_to_dict(Ref<ConnectedPeer> p_connected_peer, Dicti
r_dict["channels"] = channels;
}
bool WebRTCMultiplayer::has_peer(int p_peer_id) {
bool WebRTCMultiplayerPeer::has_peer(int p_peer_id) {
return peer_map.has(p_peer_id);
}
Dictionary WebRTCMultiplayer::get_peer(int p_peer_id) {
Dictionary WebRTCMultiplayerPeer::get_peer(int p_peer_id) {
ERR_FAIL_COND_V(!peer_map.has(p_peer_id), Dictionary());
Dictionary out;
_peer_to_dict(peer_map[p_peer_id], out);
return out;
}
Dictionary WebRTCMultiplayer::get_peers() {
Dictionary WebRTCMultiplayerPeer::get_peers() {
Dictionary out;
for (Map<int, Ref<ConnectedPeer>>::Element *E = peer_map.front(); E; E = E->next()) {
Dictionary d;
@ -242,7 +242,7 @@ Dictionary WebRTCMultiplayer::get_peers() {
return out;
}
Error WebRTCMultiplayer::add_peer(Ref<WebRTCPeerConnection> p_peer, int p_peer_id, int p_unreliable_lifetime) {
Error WebRTCMultiplayerPeer::add_peer(Ref<WebRTCPeerConnection> p_peer, int p_peer_id, int p_unreliable_lifetime) {
ERR_FAIL_COND_V(p_peer_id < 0 || p_peer_id > ~(1 << 31), ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(p_unreliable_lifetime < 0, ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(refuse_connections, ERR_UNAUTHORIZED);
@ -277,7 +277,7 @@ Error WebRTCMultiplayer::add_peer(Ref<WebRTCPeerConnection> p_peer, int p_peer_i
return OK;
}
void WebRTCMultiplayer::remove_peer(int p_peer_id) {
void WebRTCMultiplayerPeer::remove_peer(int p_peer_id) {
ERR_FAIL_COND(!peer_map.has(p_peer_id));
Ref<ConnectedPeer> peer = peer_map[p_peer_id];
peer_map.erase(p_peer_id);
@ -291,7 +291,7 @@ void WebRTCMultiplayer::remove_peer(int p_peer_id) {
}
}
Error WebRTCMultiplayer::get_packet(const uint8_t **r_buffer, int &r_buffer_size) {
Error WebRTCMultiplayerPeer::get_packet(const uint8_t **r_buffer, int &r_buffer_size) {
// Peer not available
if (next_packet_peer == 0 || !peer_map.has(next_packet_peer)) {
_find_next_peer();
@ -309,7 +309,7 @@ Error WebRTCMultiplayer::get_packet(const uint8_t **r_buffer, int &r_buffer_size
ERR_FAIL_V(ERR_BUG);
}
Error WebRTCMultiplayer::put_packet(const uint8_t *p_buffer, int p_buffer_size) {
Error WebRTCMultiplayerPeer::put_packet(const uint8_t *p_buffer, int p_buffer_size) {
ERR_FAIL_COND_V(connection_status == CONNECTION_DISCONNECTED, ERR_UNCONFIGURED);
int ch = CH_RELIABLE;
@ -351,7 +351,7 @@ Error WebRTCMultiplayer::put_packet(const uint8_t *p_buffer, int p_buffer_size)
return OK;
}
int WebRTCMultiplayer::get_available_packet_count() const {
int WebRTCMultiplayerPeer::get_available_packet_count() const {
if (next_packet_peer == 0) {
return 0; // To be sure next call to get_packet works if size > 0 .
}
@ -364,11 +364,11 @@ int WebRTCMultiplayer::get_available_packet_count() const {
return size;
}
int WebRTCMultiplayer::get_max_packet_size() const {
int WebRTCMultiplayerPeer::get_max_packet_size() const {
return 1200;
}
void WebRTCMultiplayer::close() {
void WebRTCMultiplayerPeer::close() {
peer_map.clear();
unique_id = 0;
next_packet_peer = 0;
@ -376,7 +376,7 @@ void WebRTCMultiplayer::close() {
connection_status = CONNECTION_DISCONNECTED;
}
WebRTCMultiplayer::WebRTCMultiplayer() {
WebRTCMultiplayerPeer::WebRTCMultiplayerPeer() {
unique_id = 0;
next_packet_peer = 0;
target_peer = 0;
@ -387,6 +387,6 @@ WebRTCMultiplayer::WebRTCMultiplayer() {
server_compat = false;
}
WebRTCMultiplayer::~WebRTCMultiplayer() {
WebRTCMultiplayerPeer::~WebRTCMultiplayerPeer() {
close();
}

View File

@ -1,5 +1,5 @@
/*************************************************************************/
/* webrtc_multiplayer.h */
/* webrtc_multiplayer_peer.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@ -31,11 +31,11 @@
#ifndef WEBRTC_MULTIPLAYER_H
#define WEBRTC_MULTIPLAYER_H
#include "core/io/networked_multiplayer_peer.h"
#include "core/io/multiplayer_peer.h"
#include "webrtc_peer_connection.h"
class WebRTCMultiplayer : public NetworkedMultiplayerPeer {
GDCLASS(WebRTCMultiplayer, NetworkedMultiplayerPeer);
class WebRTCMultiplayerPeer : public MultiplayerPeer {
GDCLASS(WebRTCMultiplayerPeer, MultiplayerPeer);
protected:
static void _bind_methods();
@ -77,8 +77,8 @@ private:
void _find_next_peer();
public:
WebRTCMultiplayer();
~WebRTCMultiplayer();
WebRTCMultiplayerPeer();
~WebRTCMultiplayerPeer();
Error initialize(int p_self_id, bool p_server_compat = false);
Error add_peer(Ref<WebRTCPeerConnection> p_peer, int p_peer_id, int p_unreliable_lifetime = 1);
@ -94,7 +94,7 @@ public:
int get_available_packet_count() const override;
int get_max_packet_size() const override;
// NetworkedMultiplayerPeer
// MultiplayerPeer
void set_transfer_mode(TransferMode p_mode) override;
TransferMode get_transfer_mode() const override;
void set_target_peer(int p_peer_id) override;

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@ -6,7 +6,7 @@
<description>
This class implements a WebSocket client compatible with any RFC 6455-compliant WebSocket server.
This client can be optionally used as a network peer for the [MultiplayerAPI].
After starting the client ([method connect_to_url]), you will need to [method NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside [method Node._process]).
After starting the client ([method connect_to_url]), you will need to [method MultiplayerPeer.poll] it at regular intervals (e.g. inside [method Node._process]).
You will receive appropriate signals when connecting, disconnecting, or when new data is available.
</description>
<tutorials>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="WebSocketMultiplayerPeer" inherits="NetworkedMultiplayerPeer" version="4.0">
<class name="WebSocketMultiplayerPeer" inherits="MultiplayerPeer" version="4.0">
<brief_description>
Base class for WebSocket server and client.
</brief_description>
@ -39,7 +39,7 @@
</methods>
<members>
<member name="refuse_new_connections" type="bool" setter="set_refuse_new_connections" getter="is_refusing_new_connections" override="true" default="false" />
<member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" override="true" enum="NetworkedMultiplayerPeer.TransferMode" default="2" />
<member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" override="true" enum="MultiplayerPeer.TransferMode" default="2" />
</members>
<signals>
<signal name="peer_packet">

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@ -5,7 +5,7 @@
</brief_description>
<description>
This class implements a WebSocket server that can also support the high-level multiplayer API.
After starting the server ([method listen]), you will need to [method NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside [method Node._process]). When clients connect, disconnect, or send data, you will receive the appropriate signal.
After starting the server ([method listen]), you will need to [method MultiplayerPeer.poll] it at regular intervals (e.g. inside [method Node._process]). When clients connect, disconnect, or send data, you will receive the appropriate signal.
[b]Note:[/b] Not available in HTML5 exports.
</description>
<tutorials>

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@ -107,7 +107,7 @@ Ref<WebSocketPeer> EMWSClient::get_peer(int p_peer_id) const {
return _peer;
}
NetworkedMultiplayerPeer::ConnectionStatus EMWSClient::get_connection_status() const {
MultiplayerPeer::ConnectionStatus EMWSClient::get_connection_status() const {
if (_peer->is_connected_to_host()) {
if (_is_connecting)
return CONNECTION_CONNECTING;

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@ -123,13 +123,13 @@ Error WebSocketMultiplayerPeer::put_packet(const uint8_t *p_buffer, int p_buffer
}
//
// NetworkedMultiplayerPeer
// MultiplayerPeer
//
void WebSocketMultiplayerPeer::set_transfer_mode(TransferMode p_mode) {
// Websocket uses TCP, reliable
}
NetworkedMultiplayerPeer::TransferMode WebSocketMultiplayerPeer::get_transfer_mode() const {
MultiplayerPeer::TransferMode WebSocketMultiplayerPeer::get_transfer_mode() const {
// Websocket uses TCP, reliable
return TRANSFER_MODE_RELIABLE;
}

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@ -32,12 +32,12 @@
#define WEBSOCKET_MULTIPLAYER_PEER_H
#include "core/error/error_list.h"
#include "core/io/networked_multiplayer_peer.h"
#include "core/io/multiplayer_peer.h"
#include "core/templates/list.h"
#include "websocket_peer.h"
class WebSocketMultiplayerPeer : public NetworkedMultiplayerPeer {
GDCLASS(WebSocketMultiplayerPeer, NetworkedMultiplayerPeer);
class WebSocketMultiplayerPeer : public MultiplayerPeer {
GDCLASS(WebSocketMultiplayerPeer, MultiplayerPeer);
private:
Vector<uint8_t> _make_pkt(uint8_t p_type, int32_t p_from, int32_t p_to, const uint8_t *p_data, uint32_t p_data_size);
@ -78,7 +78,7 @@ protected:
int _gen_unique_id() const;
public:
/* NetworkedMultiplayerPeer */
/* MultiplayerPeer */
void set_transfer_mode(TransferMode p_mode) override;
TransferMode get_transfer_mode() const override;
void set_target_peer(int p_target_peer) override;

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@ -121,7 +121,7 @@ void WebSocketServer::set_handshake_timeout(float p_timeout) {
handshake_timeout = p_timeout * 1000;
}
NetworkedMultiplayerPeer::ConnectionStatus WebSocketServer::get_connection_status() const {
MultiplayerPeer::ConnectionStatus WebSocketServer::get_connection_status() const {
if (is_listening()) {
return CONNECTION_CONNECTED;
}

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@ -288,7 +288,7 @@ Ref<WebSocketPeer> WSLClient::get_peer(int p_peer_id) const {
return _peer;
}
NetworkedMultiplayerPeer::ConnectionStatus WSLClient::get_connection_status() const {
MultiplayerPeer::ConnectionStatus WSLClient::get_connection_status() const {
if (_peer->is_connected_to_host()) {
return CONNECTION_CONNECTED;
}

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@ -507,7 +507,7 @@ bool Node::is_network_master() const {
/***** RPC CONFIG ********/
uint16_t Node::rpc_config(const StringName &p_method, MultiplayerAPI::RPCMode p_rpc_mode, NetworkedMultiplayerPeer::TransferMode p_transfer_mode, int p_channel) {
uint16_t Node::rpc_config(const StringName &p_method, MultiplayerAPI::RPCMode p_rpc_mode, MultiplayerPeer::TransferMode p_transfer_mode, int p_channel) {
for (int i = 0; i < data.rpc_methods.size(); i++) {
if (data.rpc_methods[i].name == p_method) {
MultiplayerAPI::RPCConfig &nd = data.rpc_methods.write[i];
@ -2623,7 +2623,7 @@ void Node::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_multiplayer"), &Node::get_multiplayer);
ClassDB::bind_method(D_METHOD("get_custom_multiplayer"), &Node::get_custom_multiplayer);
ClassDB::bind_method(D_METHOD("set_custom_multiplayer", "api"), &Node::set_custom_multiplayer);
ClassDB::bind_method(D_METHOD("rpc_config", "method", "rpc_mode", "transfer_mode", "channel"), &Node::rpc_config, DEFVAL(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE), DEFVAL(0));
ClassDB::bind_method(D_METHOD("rpc_config", "method", "rpc_mode", "transfer_mode", "channel"), &Node::rpc_config, DEFVAL(MultiplayerPeer::TRANSFER_MODE_RELIABLE), DEFVAL(0));
ClassDB::bind_method(D_METHOD("set_editor_description", "editor_description"), &Node::set_editor_description);
ClassDB::bind_method(D_METHOD("get_editor_description"), &Node::get_editor_description);

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@ -430,7 +430,7 @@ public:
int get_network_master() const;
bool is_network_master() const;
uint16_t rpc_config(const StringName &p_method, MultiplayerAPI::RPCMode p_rpc_mode, NetworkedMultiplayerPeer::TransferMode p_transfer_mode, int p_channel = 0); // config a local method for RPC
uint16_t rpc_config(const StringName &p_method, MultiplayerAPI::RPCMode p_rpc_mode, MultiplayerPeer::TransferMode p_transfer_mode, int p_channel = 0); // config a local method for RPC
Vector<MultiplayerAPI::RPCConfig> get_node_rpc_methods() const;
void rpc(const StringName &p_method, VARIANT_ARG_LIST); // RPC, honors RPCMode, TransferMode, channel