/*************************************************************************/ /* multiplayer_api.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 MULTIPLAYER_API_H #define MULTIPLAYER_API_H #include "core/multiplayer/multiplayer.h" #include "core/multiplayer/multiplayer_peer.h" #include "core/object/ref_counted.h" class MultiplayerAPI; class MultiplayerReplicationInterface : public RefCounted { GDCLASS(MultiplayerReplicationInterface, RefCounted); public: virtual void on_peer_change(int p_id, bool p_connected) {} virtual void on_reset() {} virtual Error on_spawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) { return ERR_UNAVAILABLE; } virtual Error on_despawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) { return ERR_UNAVAILABLE; } virtual Error on_sync_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) { return ERR_UNAVAILABLE; } virtual Error on_spawn(Object *p_obj, Variant p_config) { return ERR_UNAVAILABLE; } virtual Error on_despawn(Object *p_obj, Variant p_config) { return ERR_UNAVAILABLE; } virtual Error on_replication_start(Object *p_obj, Variant p_config) { return ERR_UNAVAILABLE; } virtual Error on_replication_stop(Object *p_obj, Variant p_config) { return ERR_UNAVAILABLE; } virtual void on_network_process() {} MultiplayerReplicationInterface() {} }; class MultiplayerRPCInterface : public RefCounted { GDCLASS(MultiplayerRPCInterface, RefCounted); public: // Called by Node.rpc virtual void rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) {} virtual void process_rpc(int p_from, const uint8_t *p_packet, int p_packet_len) {} virtual String get_rpc_md5(const Object *p_obj) const { return String(); } MultiplayerRPCInterface() {} }; class MultiplayerCacheInterface : public RefCounted { GDCLASS(MultiplayerCacheInterface, RefCounted); public: virtual void clear() {} virtual void on_peer_change(int p_id, bool p_connected) {} virtual void process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len) {} virtual void process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len) {} // Returns true if all peers have cached path. virtual bool send_object_cache(Object *p_obj, NodePath p_path, int p_target, int &p_id) { return false; } virtual Object *get_cached_object(int p_from, uint32_t p_cache_id) { return nullptr; } virtual bool is_cache_confirmed(NodePath p_path, int p_peer) { return false; } MultiplayerCacheInterface() {} }; class MultiplayerAPI : public RefCounted { GDCLASS(MultiplayerAPI, RefCounted); public: enum NetworkCommands { NETWORK_COMMAND_REMOTE_CALL = 0, NETWORK_COMMAND_SIMPLIFY_PATH, NETWORK_COMMAND_CONFIRM_PATH, NETWORK_COMMAND_RAW, NETWORK_COMMAND_SPAWN, NETWORK_COMMAND_DESPAWN, NETWORK_COMMAND_SYNC, }; // For each command, the 4 MSB can contain custom flags, as defined by subsystems. enum { CMD_FLAG_0_SHIFT = 4, CMD_FLAG_1_SHIFT = 5, CMD_FLAG_2_SHIFT = 6, CMD_FLAG_3_SHIFT = 7, }; // This is the mask that will be used to extract the command. enum { CMD_MASK = 7, // 0x7 -> 0b00001111 }; private: Ref multiplayer_peer; RBSet connected_peers; int remote_sender_id = 0; int remote_sender_override = 0; Vector packet_cache; NodePath root_path; bool allow_object_decoding = false; Ref cache; Ref replicator; Ref rpc; protected: static void _bind_methods(); void _process_packet(int p_from, const uint8_t *p_packet, int p_packet_len); void _process_raw(int p_from, const uint8_t *p_packet, int p_packet_len); public: static MultiplayerReplicationInterface *(*create_default_replication_interface)(MultiplayerAPI *p_multiplayer); static MultiplayerRPCInterface *(*create_default_rpc_interface)(MultiplayerAPI *p_multiplayer); static MultiplayerCacheInterface *(*create_default_cache_interface)(MultiplayerAPI *p_multiplayer); static Error encode_and_compress_variant(const Variant &p_variant, uint8_t *p_buffer, int &r_len, bool p_allow_object_decoding); static Error decode_and_decompress_variant(Variant &r_variant, const uint8_t *p_buffer, int p_len, int *r_len, bool p_allow_object_decoding); static Error encode_and_compress_variants(const Variant **p_variants, int p_count, uint8_t *p_buffer, int &r_len, bool *r_raw = nullptr, bool p_allow_object_decoding = false); static Error decode_and_decompress_variants(Vector &r_variants, const uint8_t *p_buffer, int p_len, int &r_len, bool p_raw = false, bool p_allow_object_decoding = false); void poll(); void clear(); void set_root_path(const NodePath &p_path); NodePath get_root_path() const; void set_multiplayer_peer(const Ref &p_peer); Ref get_multiplayer_peer() const; Error send_bytes(Vector p_data, int p_to = MultiplayerPeer::TARGET_PEER_BROADCAST, Multiplayer::TransferMode p_mode = Multiplayer::TRANSFER_MODE_RELIABLE, int p_channel = 0); // RPC API void rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount); String get_rpc_md5(const Object *p_obj) const; // Replication API Error spawn(Object *p_object, Variant p_config); Error despawn(Object *p_object, Variant p_config); Error replication_start(Object *p_object, Variant p_config); Error replication_stop(Object *p_object, Variant p_config); // Cache API bool send_object_cache(Object *p_obj, NodePath p_path, int p_target, int &p_id); Object *get_cached_object(int p_from, uint32_t p_cache_id); bool is_cache_confirmed(NodePath p_path, int p_peer); void _add_peer(int p_id); void _del_peer(int p_id); void _connected_to_server(); void _connection_failed(); void _server_disconnected(); bool has_multiplayer_peer() const { return multiplayer_peer.is_valid(); } Vector get_peer_ids() const; const RBSet get_connected_peers() const { return connected_peers; } int get_remote_sender_id() const { return remote_sender_override ? remote_sender_override : remote_sender_id; } void set_remote_sender_override(int p_id) { remote_sender_override = p_id; } int get_unique_id() const; bool is_server() const; void set_refuse_new_connections(bool p_refuse); bool is_refusing_new_connections() const; void set_allow_object_decoding(bool p_enable); bool is_object_decoding_allowed() const; #ifdef DEBUG_ENABLED void profile_bandwidth(const String &p_inout, int p_size); #endif MultiplayerAPI(); ~MultiplayerAPI(); }; #endif // MULTIPLAYER_API_H