b05cb0fd7d
Like the spawn/despawn feature, it can be completely overridden with 2 custom callables. The callables will be called with the list of tracked objects. In SERVER mode, objects are automatically tracked, while in CUSTOM mode you can manually track them via `track`/`untrack` (but that's optional). The default sync only happens from server to client, with batch updates, over unreliable channel (but with custom ordering). The default sync will warn you, if your state representation gets too big.
184 lines
7.1 KiB
C++
184 lines
7.1 KiB
C++
/*************************************************************************/
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/* multiplayer_api.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_API_H
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#define MULTIPLAYER_API_H
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#include "core/io/multiplayer_peer.h"
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#include "core/io/resource_uid.h"
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#include "core/object/ref_counted.h"
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class MultiplayerReplicator;
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class MultiplayerAPI : public RefCounted {
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GDCLASS(MultiplayerAPI, RefCounted);
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public:
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enum RPCMode {
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RPC_MODE_DISABLED, // No rpc for this method, calls to this will be blocked (default)
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RPC_MODE_REMOTE, // Using rpc() on it will call method in all remote peers
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RPC_MODE_MASTER, // Using rpc() on it will call method on wherever the master is, be it local or remote
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RPC_MODE_PUPPET, // Using rpc() on it will call method for all puppets
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};
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struct RPCConfig {
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StringName name;
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RPCMode rpc_mode = RPC_MODE_DISABLED;
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bool sync = false;
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MultiplayerPeer::TransferMode transfer_mode = MultiplayerPeer::TRANSFER_MODE_RELIABLE;
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int channel = 0;
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bool operator==(RPCConfig const &p_other) const {
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return name == p_other.name;
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}
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};
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struct SortRPCConfig {
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StringName::AlphCompare compare;
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bool operator()(const RPCConfig &p_a, const RPCConfig &p_b) const {
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return compare(p_a.name, p_b.name);
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}
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};
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enum NetworkCommands {
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NETWORK_COMMAND_REMOTE_CALL = 0,
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NETWORK_COMMAND_SIMPLIFY_PATH,
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NETWORK_COMMAND_CONFIRM_PATH,
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NETWORK_COMMAND_RAW,
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NETWORK_COMMAND_SPAWN,
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NETWORK_COMMAND_DESPAWN,
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NETWORK_COMMAND_SYNC, // This is the max we can have. We should optmize simplify/confirm, possibly spawn/despawn.
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};
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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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enum {
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NODE_ID_COMPRESSION_SHIFT = 3,
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NAME_ID_COMPRESSION_SHIFT = 5,
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BYTE_ONLY_OR_NO_ARGS_SHIFT = 6,
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};
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private:
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//path sent caches
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struct PathSentCache {
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Map<int, bool> confirmed_peers;
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int id;
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};
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//path get caches
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struct PathGetCache {
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struct NodeInfo {
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NodePath path;
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ObjectID instance;
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};
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Map<int, NodeInfo> nodes;
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};
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Ref<MultiplayerPeer> network_peer;
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int rpc_sender_id = 0;
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Set<int> connected_peers;
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HashMap<NodePath, PathSentCache> path_send_cache;
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Map<int, PathGetCache> path_get_cache;
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int last_send_cache_id;
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Vector<uint8_t> packet_cache;
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Node *root_node = nullptr;
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bool allow_object_decoding = false;
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MultiplayerReplicator *replicator = nullptr;
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protected:
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static void _bind_methods();
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void _process_packet(int p_from, const uint8_t *p_packet, int p_packet_len);
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void _process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len);
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void _process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len);
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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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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 _process_raw(int p_from, const uint8_t *p_packet, int p_packet_len);
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void _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);
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bool _send_confirm_path(Node *p_node, NodePath p_path, PathSentCache *psc, int p_target);
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public:
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void poll();
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void clear();
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void set_root_node(Node *p_node);
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Node *get_root_node();
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void set_network_peer(const Ref<MultiplayerPeer> &p_peer);
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Ref<MultiplayerPeer> get_network_peer() const;
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Error send_bytes(Vector<uint8_t> p_data, int p_to = MultiplayerPeer::TARGET_PEER_BROADCAST, MultiplayerPeer::TransferMode p_mode = MultiplayerPeer::TRANSFER_MODE_RELIABLE, int p_channel = 0);
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Error encode_and_compress_variant(const Variant &p_variant, uint8_t *p_buffer, int &r_len);
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Error decode_and_decompress_variant(Variant &r_variant, const uint8_t *p_buffer, int p_len, int *r_len);
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// Called by Node.rpc
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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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// Called by Node._notification
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void scene_enter_exit_notify(const String &p_scene, Node *p_node, bool p_enter);
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// Called by replicator
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bool send_confirm_path(Node *p_node, NodePath p_path, int p_target, int &p_id);
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Node *get_cached_node(int p_from, uint32_t p_node_id);
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void _add_peer(int p_id);
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void _del_peer(int p_id);
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void _connected_to_server();
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void _connection_failed();
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void _server_disconnected();
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bool has_network_peer() const { return network_peer.is_valid(); }
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Vector<int> get_network_connected_peers() const;
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int get_rpc_sender_id() const { return rpc_sender_id; }
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int get_network_unique_id() const;
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bool is_network_server() const;
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void set_refuse_new_network_connections(bool p_refuse);
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bool is_refusing_new_network_connections() const;
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void set_allow_object_decoding(bool p_enable);
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bool is_object_decoding_allowed() const;
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MultiplayerReplicator *get_replicator() const;
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MultiplayerAPI();
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~MultiplayerAPI();
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};
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VARIANT_ENUM_CAST(MultiplayerAPI::RPCMode);
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#endif // MULTIPLAYER_API_H
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