/*************************************************************************/ /* networked_multiplayer_custom.cpp */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "core/io/networked_multiplayer_custom.h" NetworkedMultiplayerCustom::NetworkedMultiplayerCustom() { self_id = 0; transfer_mode = TransferMode::TRANSFER_MODE_RELIABLE; connection_status = ConnectionStatus::CONNECTION_DISCONNECTED; refusing_new_connections = false; target_id = 0; // Default to a large value. max_packet_size = 1 << 24; } NetworkedMultiplayerCustom::~NetworkedMultiplayerCustom() { } void NetworkedMultiplayerCustom::_bind_methods() { ClassDB::bind_method(D_METHOD("initialize", "self_peer_id"), &NetworkedMultiplayerCustom::initialize); ClassDB::bind_method(D_METHOD("set_max_packet_size", "max_packet_size"), &NetworkedMultiplayerCustom::set_max_packet_size); ClassDB::bind_method(D_METHOD("set_connection_status", "connection_status"), &NetworkedMultiplayerCustom::set_connection_status); ClassDB::bind_method(D_METHOD("deliver_packet", "buffer", "from_peer_id"), &NetworkedMultiplayerCustom::deliver_packet); ADD_SIGNAL(MethodInfo("packet_generated", PropertyInfo(Variant::INT, "peer_id"), PropertyInfo(Variant::POOL_BYTE_ARRAY, "buffer"), PropertyInfo(Variant::INT, "transfer_mode"))); } // // PacketPeer // Error NetworkedMultiplayerCustom::get_packet(const uint8_t **r_buffer, int &r_buffer_size) { ERR_FAIL_COND_V(incoming_packets.size() == 0, Error::ERR_UNAVAILABLE); current_packet = incoming_packets.front()->get(); incoming_packets.pop_front(); *r_buffer = current_packet.data.read().ptr(); r_buffer_size = current_packet.data.size(); return Error::OK; } Error NetworkedMultiplayerCustom::put_packet(const uint8_t *p_buffer, int p_buffer_size) { PoolByteArray a; a.resize(p_buffer_size); PoolByteArray::Write w = a.write(); memcpy(w.ptr(), p_buffer, p_buffer_size); emit_signal("packet_generated", target_id, a, transfer_mode); return Error::OK; } int NetworkedMultiplayerCustom::get_available_packet_count() const { return incoming_packets.size(); } int NetworkedMultiplayerCustom::get_max_packet_size() const { return max_packet_size; } // // NetworkedMultiplayerPeer. // void NetworkedMultiplayerCustom::set_transfer_mode(NetworkedMultiplayerPeer::TransferMode p_mode) { transfer_mode = p_mode; } NetworkedMultiplayerPeer::TransferMode NetworkedMultiplayerCustom::get_transfer_mode() const { return transfer_mode; } void NetworkedMultiplayerCustom::set_target_peer(int p_target_peer) { target_id = p_target_peer; } int NetworkedMultiplayerCustom::get_packet_peer() const { ERR_FAIL_COND_V(connection_status != ConnectionStatus::CONNECTION_CONNECTED, 1); ERR_FAIL_COND_V(incoming_packets.size() == 0, 1); return incoming_packets.front()->get().from; } bool NetworkedMultiplayerCustom::is_server() const { return self_id == 1; } void NetworkedMultiplayerCustom::poll() { } int NetworkedMultiplayerCustom::get_unique_id() const { return self_id; } void NetworkedMultiplayerCustom::set_refuse_new_connections(bool p_refuse_new_connections) { refusing_new_connections = p_refuse_new_connections; } bool NetworkedMultiplayerCustom::is_refusing_new_connections() const { return refusing_new_connections; } NetworkedMultiplayerPeer::ConnectionStatus NetworkedMultiplayerCustom::get_connection_status() const { return connection_status; } // // Custom methods. // void NetworkedMultiplayerCustom::initialize(int p_self_id) { if (connection_status != ConnectionStatus::CONNECTION_CONNECTING) { return; } self_id = p_self_id; if (self_id == 1) { set_connection_status(ConnectionStatus::CONNECTION_CONNECTED); } } void NetworkedMultiplayerCustom::set_max_packet_size(int p_max_packet_size) { max_packet_size = p_max_packet_size; } void NetworkedMultiplayerCustom::set_connection_status(NetworkedMultiplayerPeer::ConnectionStatus p_connection_status) { if (connection_status == p_connection_status) { return; } ERR_FAIL_COND_MSG(p_connection_status == ConnectionStatus::CONNECTION_CONNECTING && connection_status != ConnectionStatus::CONNECTION_DISCONNECTED, "Can only change connection status to CONNECTION_CONNECTING from CONNECTION_DISCONNECTED"); ERR_FAIL_COND_MSG(p_connection_status == ConnectionStatus::CONNECTION_CONNECTED && connection_status != ConnectionStatus::CONNECTION_CONNECTING, "Can only change connection status to CONNECTION_CONNECTED from CONNECTION_CONNECTING"); if (p_connection_status == ConnectionStatus::CONNECTION_CONNECTED) { connection_status = p_connection_status; emit_signal("connection_succeeded"); } else if (p_connection_status == ConnectionStatus::CONNECTION_DISCONNECTED) { ConnectionStatus old_connection_status = connection_status; connection_status = p_connection_status; if (self_id != 1) { if (old_connection_status == ConnectionStatus::CONNECTION_CONNECTING) { emit_signal("connection_failed"); } else { emit_signal("server_disconnected"); } } } else { connection_status = p_connection_status; } } void NetworkedMultiplayerCustom::deliver_packet(const PoolByteArray &p_data, int p_from_peer_id) { Packet p = { p_data, p_from_peer_id }; incoming_packets.push_back(p); }