bf9aae09ba
Move multiplayer classes to "core/multiplayer" subdir. Move the RPCConfig and enums (TransferMode, RPCMode) to a separate file (multiplayer.h), and bind them to the global namespace. Move the RPC handling code to its own class (RPCManager). Renames "get_rpc_sender_id" to "get_remote_sender_id".
90 lines
4.3 KiB
C++
90 lines
4.3 KiB
C++
/*************************************************************************/
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/* rpc_manager.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef MULTIPLAYER_RPC_H
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#define MULTIPLAYER_RPC_H
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#include "core/multiplayer/multiplayer.h"
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#include "core/multiplayer/multiplayer_api.h"
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#include "core/object/ref_counted.h"
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class RPCManager : public RefCounted {
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GDCLASS(RPCManager, RefCounted);
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private:
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enum NetworkNodeIdCompression {
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NETWORK_NODE_ID_COMPRESSION_8 = 0,
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NETWORK_NODE_ID_COMPRESSION_16,
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NETWORK_NODE_ID_COMPRESSION_32,
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};
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enum NetworkNameIdCompression {
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NETWORK_NAME_ID_COMPRESSION_8 = 0,
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NETWORK_NAME_ID_COMPRESSION_16,
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};
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// The RPC meta is composed by a single byte that contains (starting from the least significant bit):
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// - `NetworkCommands` in the first four bits.
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// - `NetworkNodeIdCompression` in the next 2 bits.
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// - `NetworkNameIdCompression` in the next 1 bit.
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// - `byte_only_or_no_args` in the next 1 bit.
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enum {
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NODE_ID_COMPRESSION_SHIFT = MultiplayerAPI::CMD_FLAG_0_SHIFT, // 2 bits for this.
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NAME_ID_COMPRESSION_SHIFT = MultiplayerAPI::CMD_FLAG_2_SHIFT,
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BYTE_ONLY_OR_NO_ARGS_SHIFT = MultiplayerAPI::CMD_FLAG_3_SHIFT,
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};
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enum {
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NODE_ID_COMPRESSION_FLAG = (1 << NODE_ID_COMPRESSION_SHIFT) | (1 << (NODE_ID_COMPRESSION_SHIFT + 1)), // 2 bits for this.
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NAME_ID_COMPRESSION_FLAG = (1 << NAME_ID_COMPRESSION_SHIFT),
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BYTE_ONLY_OR_NO_ARGS_FLAG = (1 << BYTE_ONLY_OR_NO_ARGS_SHIFT),
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};
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MultiplayerAPI *multiplayer = nullptr;
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Vector<uint8_t> packet_cache;
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protected:
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_FORCE_INLINE_ void _profile_node_data(const String &p_what, ObjectID p_id);
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void _process_rpc(Node *p_node, const uint16_t p_rpc_method_id, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset);
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void _send_rpc(Node *p_from, int p_to, uint16_t p_rpc_id, const Multiplayer::RPCConfig &p_config, const StringName &p_name, const Variant **p_arg, int p_argcount);
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Node *_process_get_node(int p_from, const uint8_t *p_packet, uint32_t p_node_target, int p_packet_len);
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public:
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// Called by Node.rpc
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void rpcp(Node *p_node, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount);
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void process_rpc(int p_from, const uint8_t *p_packet, int p_packet_len);
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String get_rpc_md5(const Node *p_node);
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RPCManager(MultiplayerAPI *p_multiplayer) { multiplayer = p_multiplayer; }
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};
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#endif // MULTIPLAYER_RPC_H
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