5b25457794
Removes _networking_ prefix from some methods and members, now that multiplayer has been largely moved out of Node and SceneTree and is seperated into its own set of classes.
163 lines
6.1 KiB
C++
163 lines
6.1 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/multiplayer/multiplayer.h"
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#include "core/multiplayer/multiplayer_peer.h"
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#include "core/object/ref_counted.h"
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class MultiplayerReplicator;
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class RPCManager;
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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 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,
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};
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// For each command, the 4 MSB can contain custom flags, as defined by subsystems.
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enum {
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CMD_FLAG_0_SHIFT = 4,
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CMD_FLAG_1_SHIFT = 5,
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CMD_FLAG_2_SHIFT = 6,
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CMD_FLAG_3_SHIFT = 7,
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};
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// This is the mask that will be used to extract the command.
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enum {
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CMD_MASK = 7, // 0x7 -> 0b00001111
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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> multiplayer_peer;
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Set<int> connected_peers;
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int remote_sender_id = 0;
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int remote_sender_override = 0;
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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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RPCManager *rpc_manager = nullptr;
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protected:
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static void _bind_methods();
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bool _send_confirm_path(Node *p_node, NodePath p_path, PathSentCache *psc, int p_target);
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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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void _process_raw(int p_from, const uint8_t *p_packet, int p_packet_len);
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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_multiplayer_peer(const Ref<MultiplayerPeer> &p_peer);
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Ref<MultiplayerPeer> get_multiplayer_peer() const;
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Error send_bytes(Vector<uint8_t> p_data, int p_to = MultiplayerPeer::TARGET_PEER_BROADCAST, Multiplayer::TransferMode p_mode = Multiplayer::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, 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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bool is_cache_confirmed(NodePath p_path, int p_peer);
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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_multiplayer_peer() const { return multiplayer_peer.is_valid(); }
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Vector<int> get_peer_ids() const;
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const Set<int> get_connected_peers() const { return connected_peers; }
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int get_remote_sender_id() const { return remote_sender_override ? remote_sender_override : remote_sender_id; }
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void set_remote_sender_override(int p_id) { remote_sender_override = p_id; }
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int get_unique_id() const;
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bool is_server() const;
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void set_refuse_new_connections(bool p_refuse);
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bool is_refusing_new_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 { return replicator; }
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RPCManager *get_rpc_manager() const { return rpc_manager; }
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#ifdef DEBUG_ENABLED
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void profile_bandwidth(const String &p_inout, int p_size);
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#endif
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MultiplayerAPI();
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~MultiplayerAPI();
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};
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#endif // MULTIPLAYER_API_H
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