590 lines
21 KiB
C++
590 lines
21 KiB
C++
/*************************************************************************/
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/* multiplayer_api.cpp */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#include "multiplayer_api.h"
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#include "core/debugger/engine_debugger.h"
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#include "core/io/marshalls.h"
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#include <stdint.h>
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#ifdef DEBUG_ENABLED
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#include "core/os/os.h"
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#endif
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MultiplayerReplicationInterface *(*MultiplayerAPI::create_default_replication_interface)(MultiplayerAPI *p_multiplayer) = nullptr;
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MultiplayerRPCInterface *(*MultiplayerAPI::create_default_rpc_interface)(MultiplayerAPI *p_multiplayer) = nullptr;
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MultiplayerCacheInterface *(*MultiplayerAPI::create_default_cache_interface)(MultiplayerAPI *p_multiplayer) = nullptr;
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#ifdef DEBUG_ENABLED
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void MultiplayerAPI::profile_bandwidth(const String &p_inout, int p_size) {
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if (EngineDebugger::is_profiling("multiplayer")) {
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Array values;
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values.push_back(p_inout);
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values.push_back(OS::get_singleton()->get_ticks_msec());
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values.push_back(p_size);
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EngineDebugger::profiler_add_frame_data("multiplayer", values);
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}
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}
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#endif
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void MultiplayerAPI::poll() {
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if (!multiplayer_peer.is_valid() || multiplayer_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED) {
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return;
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}
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multiplayer_peer->poll();
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if (!multiplayer_peer.is_valid()) { // It's possible that polling might have resulted in a disconnection, so check here.
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return;
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}
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while (multiplayer_peer->get_available_packet_count()) {
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int sender = multiplayer_peer->get_packet_peer();
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const uint8_t *packet;
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int len;
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Error err = multiplayer_peer->get_packet(&packet, len);
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if (err != OK) {
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ERR_PRINT("Error getting packet!");
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return; // Something is wrong!
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}
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remote_sender_id = sender;
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_process_packet(sender, packet, len);
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remote_sender_id = 0;
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if (!multiplayer_peer.is_valid()) {
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return; // It's also possible that a packet or RPC caused a disconnection, so also check here.
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}
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}
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replicator->on_network_process();
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}
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void MultiplayerAPI::clear() {
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connected_peers.clear();
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packet_cache.clear();
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cache->clear();
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}
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void MultiplayerAPI::set_root_path(const NodePath &p_path) {
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ERR_FAIL_COND_MSG(!p_path.is_absolute() && !p_path.is_empty(), "MultiplayerAPI root path must be absolute.");
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root_path = p_path;
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}
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NodePath MultiplayerAPI::get_root_path() const {
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return root_path;
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}
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void MultiplayerAPI::set_multiplayer_peer(const Ref<MultiplayerPeer> &p_peer) {
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if (p_peer == multiplayer_peer) {
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return; // Nothing to do
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}
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ERR_FAIL_COND_MSG(p_peer.is_valid() && p_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED,
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"Supplied MultiplayerPeer must be connecting or connected.");
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if (multiplayer_peer.is_valid()) {
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multiplayer_peer->disconnect("peer_connected", callable_mp(this, &MultiplayerAPI::_add_peer));
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multiplayer_peer->disconnect("peer_disconnected", callable_mp(this, &MultiplayerAPI::_del_peer));
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multiplayer_peer->disconnect("connection_succeeded", callable_mp(this, &MultiplayerAPI::_connected_to_server));
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multiplayer_peer->disconnect("connection_failed", callable_mp(this, &MultiplayerAPI::_connection_failed));
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multiplayer_peer->disconnect("server_disconnected", callable_mp(this, &MultiplayerAPI::_server_disconnected));
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clear();
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}
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multiplayer_peer = p_peer;
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if (multiplayer_peer.is_valid()) {
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multiplayer_peer->connect("peer_connected", callable_mp(this, &MultiplayerAPI::_add_peer));
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multiplayer_peer->connect("peer_disconnected", callable_mp(this, &MultiplayerAPI::_del_peer));
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multiplayer_peer->connect("connection_succeeded", callable_mp(this, &MultiplayerAPI::_connected_to_server));
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multiplayer_peer->connect("connection_failed", callable_mp(this, &MultiplayerAPI::_connection_failed));
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multiplayer_peer->connect("server_disconnected", callable_mp(this, &MultiplayerAPI::_server_disconnected));
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}
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replicator->on_reset();
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}
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Ref<MultiplayerPeer> MultiplayerAPI::get_multiplayer_peer() const {
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return multiplayer_peer;
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}
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void MultiplayerAPI::_process_packet(int p_from, const uint8_t *p_packet, int p_packet_len) {
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ERR_FAIL_COND_MSG(root_path.is_empty(), "Multiplayer root was not initialized. If you are using custom multiplayer, remember to set the root path via MultiplayerAPI.set_root_path before using it.");
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ERR_FAIL_COND_MSG(p_packet_len < 1, "Invalid packet received. Size too small.");
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#ifdef DEBUG_ENABLED
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profile_bandwidth("in", p_packet_len);
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#endif
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// Extract the `packet_type` from the LSB three bits:
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uint8_t packet_type = p_packet[0] & CMD_MASK;
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switch (packet_type) {
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case NETWORK_COMMAND_SIMPLIFY_PATH: {
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cache->process_simplify_path(p_from, p_packet, p_packet_len);
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} break;
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case NETWORK_COMMAND_CONFIRM_PATH: {
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cache->process_confirm_path(p_from, p_packet, p_packet_len);
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} break;
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case NETWORK_COMMAND_REMOTE_CALL: {
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rpc->process_rpc(p_from, p_packet, p_packet_len);
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} break;
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case NETWORK_COMMAND_RAW: {
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_process_raw(p_from, p_packet, p_packet_len);
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} break;
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case NETWORK_COMMAND_SPAWN: {
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replicator->on_spawn_receive(p_from, p_packet, p_packet_len);
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} break;
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case NETWORK_COMMAND_DESPAWN: {
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replicator->on_despawn_receive(p_from, p_packet, p_packet_len);
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} break;
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case NETWORK_COMMAND_SYNC: {
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replicator->on_sync_receive(p_from, p_packet, p_packet_len);
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} break;
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}
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}
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// The variant is compressed and encoded; The first byte contains all the meta
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// information and the format is:
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// - The first LSB 5 bits are used for the variant type.
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// - The next two bits are used to store the encoding mode.
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// - The most significant is used to store the boolean value.
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#define VARIANT_META_TYPE_MASK 0x1F
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#define VARIANT_META_EMODE_MASK 0x60
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#define VARIANT_META_BOOL_MASK 0x80
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#define ENCODE_8 0 << 5
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#define ENCODE_16 1 << 5
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#define ENCODE_32 2 << 5
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#define ENCODE_64 3 << 5
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Error MultiplayerAPI::encode_and_compress_variant(const Variant &p_variant, uint8_t *r_buffer, int &r_len, bool p_allow_object_decoding) {
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// Unreachable because `VARIANT_MAX` == 27 and `ENCODE_VARIANT_MASK` == 31
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CRASH_COND(p_variant.get_type() > VARIANT_META_TYPE_MASK);
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uint8_t *buf = r_buffer;
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r_len = 0;
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uint8_t encode_mode = 0;
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switch (p_variant.get_type()) {
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case Variant::BOOL: {
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if (buf) {
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// We still have 1 free bit in the meta, so let's use it.
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buf[0] = (p_variant.operator bool()) ? (1 << 7) : 0;
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buf[0] |= encode_mode | p_variant.get_type();
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}
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r_len += 1;
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} break;
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case Variant::INT: {
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if (buf) {
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// Reserve the first byte for the meta.
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buf += 1;
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}
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r_len += 1;
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int64_t val = p_variant;
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if (val <= (int64_t)INT8_MAX && val >= (int64_t)INT8_MIN) {
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// Use 8 bit
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encode_mode = ENCODE_8;
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if (buf) {
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buf[0] = val;
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}
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r_len += 1;
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} else if (val <= (int64_t)INT16_MAX && val >= (int64_t)INT16_MIN) {
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// Use 16 bit
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encode_mode = ENCODE_16;
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if (buf) {
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encode_uint16(val, buf);
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}
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r_len += 2;
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} else if (val <= (int64_t)INT32_MAX && val >= (int64_t)INT32_MIN) {
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// Use 32 bit
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encode_mode = ENCODE_32;
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if (buf) {
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encode_uint32(val, buf);
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}
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r_len += 4;
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} else {
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// Use 64 bit
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encode_mode = ENCODE_64;
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if (buf) {
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encode_uint64(val, buf);
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}
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r_len += 8;
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}
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// Store the meta
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if (buf) {
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buf -= 1;
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buf[0] = encode_mode | p_variant.get_type();
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}
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} break;
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default:
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// Any other case is not yet compressed.
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Error err = encode_variant(p_variant, r_buffer, r_len, p_allow_object_decoding);
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if (err != OK) {
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return err;
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}
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if (r_buffer) {
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// The first byte is not used by the marshalling, so store the type
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// so we know how to decompress and decode this variant.
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r_buffer[0] = p_variant.get_type();
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}
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}
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return OK;
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}
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Error MultiplayerAPI::decode_and_decompress_variant(Variant &r_variant, const uint8_t *p_buffer, int p_len, int *r_len, bool p_allow_object_decoding) {
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const uint8_t *buf = p_buffer;
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int len = p_len;
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ERR_FAIL_COND_V(len < 1, ERR_INVALID_DATA);
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uint8_t type = buf[0] & VARIANT_META_TYPE_MASK;
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uint8_t encode_mode = buf[0] & VARIANT_META_EMODE_MASK;
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ERR_FAIL_COND_V(type >= Variant::VARIANT_MAX, ERR_INVALID_DATA);
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switch (type) {
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case Variant::BOOL: {
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bool val = (buf[0] & VARIANT_META_BOOL_MASK) > 0;
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r_variant = val;
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if (r_len) {
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*r_len = 1;
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}
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} break;
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case Variant::INT: {
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buf += 1;
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len -= 1;
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if (r_len) {
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*r_len = 1;
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}
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if (encode_mode == ENCODE_8) {
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// 8 bits.
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ERR_FAIL_COND_V(len < 1, ERR_INVALID_DATA);
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int8_t val = buf[0];
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r_variant = val;
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if (r_len) {
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(*r_len) += 1;
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}
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} else if (encode_mode == ENCODE_16) {
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// 16 bits.
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ERR_FAIL_COND_V(len < 2, ERR_INVALID_DATA);
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int16_t val = decode_uint16(buf);
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r_variant = val;
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if (r_len) {
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(*r_len) += 2;
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}
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} else if (encode_mode == ENCODE_32) {
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// 32 bits.
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ERR_FAIL_COND_V(len < 4, ERR_INVALID_DATA);
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int32_t val = decode_uint32(buf);
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r_variant = val;
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if (r_len) {
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(*r_len) += 4;
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}
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} else {
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// 64 bits.
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ERR_FAIL_COND_V(len < 8, ERR_INVALID_DATA);
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int64_t val = decode_uint64(buf);
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r_variant = val;
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if (r_len) {
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(*r_len) += 8;
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}
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}
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} break;
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default:
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Error err = decode_variant(r_variant, p_buffer, p_len, r_len, p_allow_object_decoding);
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if (err != OK) {
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return err;
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}
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}
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return OK;
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}
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Error MultiplayerAPI::encode_and_compress_variants(const Variant **p_variants, int p_count, uint8_t *p_buffer, int &r_len, bool *r_raw, bool p_allow_object_decoding) {
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r_len = 0;
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int size = 0;
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if (p_count == 0) {
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if (r_raw) {
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*r_raw = true;
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}
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return OK;
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}
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// Try raw encoding optimization.
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if (r_raw && p_count == 1) {
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*r_raw = false;
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const Variant &v = *(p_variants[0]);
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if (v.get_type() == Variant::PACKED_BYTE_ARRAY) {
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*r_raw = true;
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const PackedByteArray pba = v;
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if (p_buffer) {
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memcpy(p_buffer, pba.ptr(), pba.size());
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}
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r_len += pba.size();
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} else {
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encode_and_compress_variant(v, p_buffer, size, p_allow_object_decoding);
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r_len += size;
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}
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return OK;
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}
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// Regular encoding.
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for (int i = 0; i < p_count; i++) {
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const Variant &v = *(p_variants[i]);
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encode_and_compress_variant(v, p_buffer ? p_buffer + r_len : nullptr, size, p_allow_object_decoding);
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r_len += size;
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}
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return OK;
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}
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Error MultiplayerAPI::decode_and_decompress_variants(Vector<Variant> &r_variants, const uint8_t *p_buffer, int p_len, int &r_len, bool p_raw, bool p_allow_object_decoding) {
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r_len = 0;
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int argc = r_variants.size();
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if (argc == 0 && p_raw) {
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return OK;
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}
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ERR_FAIL_COND_V(p_raw && argc != 1, ERR_INVALID_DATA);
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if (p_raw) {
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r_len = p_len;
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PackedByteArray pba;
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pba.resize(p_len);
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memcpy(pba.ptrw(), p_buffer, p_len);
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r_variants.write[0] = pba;
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return OK;
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}
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Vector<Variant> args;
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Vector<const Variant *> argp;
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args.resize(argc);
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for (int i = 0; i < argc; i++) {
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ERR_FAIL_COND_V_MSG(r_len >= p_len, ERR_INVALID_DATA, "Invalid packet received. Size too small.");
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int vlen;
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Error err = MultiplayerAPI::decode_and_decompress_variant(r_variants.write[i], &p_buffer[r_len], p_len - r_len, &vlen, p_allow_object_decoding);
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ERR_FAIL_COND_V_MSG(err != OK, err, "Invalid packet received. Unable to decode state variable.");
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r_len += vlen;
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}
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return OK;
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}
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void MultiplayerAPI::_add_peer(int p_id) {
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connected_peers.insert(p_id);
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cache->on_peer_change(p_id, true);
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replicator->on_peer_change(p_id, true);
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emit_signal(SNAME("peer_connected"), p_id);
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}
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void MultiplayerAPI::_del_peer(int p_id) {
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replicator->on_peer_change(p_id, false);
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cache->on_peer_change(p_id, false);
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connected_peers.erase(p_id);
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emit_signal(SNAME("peer_disconnected"), p_id);
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}
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void MultiplayerAPI::_connected_to_server() {
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emit_signal(SNAME("connected_to_server"));
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}
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void MultiplayerAPI::_connection_failed() {
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emit_signal(SNAME("connection_failed"));
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}
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void MultiplayerAPI::_server_disconnected() {
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replicator->on_reset();
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emit_signal(SNAME("server_disconnected"));
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}
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Error MultiplayerAPI::send_bytes(Vector<uint8_t> p_data, int p_to, Multiplayer::TransferMode p_mode, int p_channel) {
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ERR_FAIL_COND_V_MSG(p_data.size() < 1, ERR_INVALID_DATA, "Trying to send an empty raw packet.");
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ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), ERR_UNCONFIGURED, "Trying to send a raw packet while no multiplayer peer is active.");
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ERR_FAIL_COND_V_MSG(multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED, "Trying to send a raw packet via a multiplayer peer which is not connected.");
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if (packet_cache.size() < p_data.size() + 1) {
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packet_cache.resize(p_data.size() + 1);
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}
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const uint8_t *r = p_data.ptr();
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packet_cache.write[0] = NETWORK_COMMAND_RAW;
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memcpy(&packet_cache.write[1], &r[0], p_data.size());
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multiplayer_peer->set_target_peer(p_to);
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multiplayer_peer->set_transfer_channel(p_channel);
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multiplayer_peer->set_transfer_mode(p_mode);
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return multiplayer_peer->put_packet(packet_cache.ptr(), p_data.size() + 1);
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}
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void MultiplayerAPI::_process_raw(int p_from, const uint8_t *p_packet, int p_packet_len) {
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ERR_FAIL_COND_MSG(p_packet_len < 2, "Invalid packet received. Size too small.");
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Vector<uint8_t> out;
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int len = p_packet_len - 1;
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out.resize(len);
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{
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uint8_t *w = out.ptrw();
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memcpy(&w[0], &p_packet[1], len);
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}
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emit_signal(SNAME("peer_packet"), p_from, out);
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}
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bool MultiplayerAPI::is_cache_confirmed(NodePath p_path, int p_peer) {
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return cache->is_cache_confirmed(p_path, p_peer);
|
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}
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|
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bool MultiplayerAPI::send_object_cache(Object *p_obj, NodePath p_path, int p_peer_id, int &r_id) {
|
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return cache->send_object_cache(p_obj, p_path, p_peer_id, r_id);
|
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}
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|
|
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Object *MultiplayerAPI::get_cached_object(int p_from, uint32_t p_cache_id) {
|
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return cache->get_cached_object(p_from, p_cache_id);
|
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}
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|
|
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int MultiplayerAPI::get_unique_id() const {
|
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ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), 0, "No multiplayer peer is assigned. Unable to get unique ID.");
|
|
return multiplayer_peer->get_unique_id();
|
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}
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|
|
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bool MultiplayerAPI::is_server() const {
|
|
return multiplayer_peer.is_valid() && multiplayer_peer->is_server();
|
|
}
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|
|
|
void MultiplayerAPI::set_refuse_new_connections(bool p_refuse) {
|
|
ERR_FAIL_COND_MSG(!multiplayer_peer.is_valid(), "No multiplayer peer is assigned. Unable to set 'refuse_new_connections'.");
|
|
multiplayer_peer->set_refuse_new_connections(p_refuse);
|
|
}
|
|
|
|
bool MultiplayerAPI::is_refusing_new_connections() const {
|
|
ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), false, "No multiplayer peer is assigned. Unable to get 'refuse_new_connections'.");
|
|
return multiplayer_peer->is_refusing_new_connections();
|
|
}
|
|
|
|
Vector<int> MultiplayerAPI::get_peer_ids() const {
|
|
ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), Vector<int>(), "No multiplayer peer is assigned. Assume no peers are connected.");
|
|
|
|
Vector<int> ret;
|
|
for (RBSet<int>::Element *E = connected_peers.front(); E; E = E->next()) {
|
|
ret.push_back(E->get());
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
void MultiplayerAPI::set_allow_object_decoding(bool p_enable) {
|
|
allow_object_decoding = p_enable;
|
|
}
|
|
|
|
bool MultiplayerAPI::is_object_decoding_allowed() const {
|
|
return allow_object_decoding;
|
|
}
|
|
|
|
String MultiplayerAPI::get_rpc_md5(const Object *p_obj) const {
|
|
return rpc->get_rpc_md5(p_obj);
|
|
}
|
|
|
|
void MultiplayerAPI::rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) {
|
|
rpc->rpcp(p_obj, p_peer_id, p_method, p_arg, p_argcount);
|
|
}
|
|
|
|
Error MultiplayerAPI::spawn(Object *p_object, Variant p_config) {
|
|
return replicator->on_spawn(p_object, p_config);
|
|
}
|
|
|
|
Error MultiplayerAPI::despawn(Object *p_object, Variant p_config) {
|
|
return replicator->on_despawn(p_object, p_config);
|
|
}
|
|
|
|
Error MultiplayerAPI::replication_start(Object *p_object, Variant p_config) {
|
|
return replicator->on_replication_start(p_object, p_config);
|
|
}
|
|
|
|
Error MultiplayerAPI::replication_stop(Object *p_object, Variant p_config) {
|
|
return replicator->on_replication_stop(p_object, p_config);
|
|
}
|
|
|
|
void MultiplayerAPI::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_root_path", "path"), &MultiplayerAPI::set_root_path);
|
|
ClassDB::bind_method(D_METHOD("get_root_path"), &MultiplayerAPI::get_root_path);
|
|
ClassDB::bind_method(D_METHOD("send_bytes", "bytes", "id", "mode", "channel"), &MultiplayerAPI::send_bytes, DEFVAL(MultiplayerPeer::TARGET_PEER_BROADCAST), DEFVAL(Multiplayer::TRANSFER_MODE_RELIABLE), DEFVAL(0));
|
|
ClassDB::bind_method(D_METHOD("has_multiplayer_peer"), &MultiplayerAPI::has_multiplayer_peer);
|
|
ClassDB::bind_method(D_METHOD("get_multiplayer_peer"), &MultiplayerAPI::get_multiplayer_peer);
|
|
ClassDB::bind_method(D_METHOD("set_multiplayer_peer", "peer"), &MultiplayerAPI::set_multiplayer_peer);
|
|
ClassDB::bind_method(D_METHOD("get_unique_id"), &MultiplayerAPI::get_unique_id);
|
|
ClassDB::bind_method(D_METHOD("is_server"), &MultiplayerAPI::is_server);
|
|
ClassDB::bind_method(D_METHOD("get_remote_sender_id"), &MultiplayerAPI::get_remote_sender_id);
|
|
ClassDB::bind_method(D_METHOD("poll"), &MultiplayerAPI::poll);
|
|
ClassDB::bind_method(D_METHOD("clear"), &MultiplayerAPI::clear);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_peers"), &MultiplayerAPI::get_peer_ids);
|
|
ClassDB::bind_method(D_METHOD("set_refuse_new_connections", "refuse"), &MultiplayerAPI::set_refuse_new_connections);
|
|
ClassDB::bind_method(D_METHOD("is_refusing_new_connections"), &MultiplayerAPI::is_refusing_new_connections);
|
|
ClassDB::bind_method(D_METHOD("set_allow_object_decoding", "enable"), &MultiplayerAPI::set_allow_object_decoding);
|
|
ClassDB::bind_method(D_METHOD("is_object_decoding_allowed"), &MultiplayerAPI::is_object_decoding_allowed);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "allow_object_decoding"), "set_allow_object_decoding", "is_object_decoding_allowed");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_connections"), "set_refuse_new_connections", "is_refusing_new_connections");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multiplayer_peer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerPeer", PROPERTY_USAGE_NONE), "set_multiplayer_peer", "get_multiplayer_peer");
|
|
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_path"), "set_root_path", "get_root_path");
|
|
ADD_PROPERTY_DEFAULT("refuse_new_connections", false);
|
|
|
|
ADD_SIGNAL(MethodInfo("peer_connected", PropertyInfo(Variant::INT, "id")));
|
|
ADD_SIGNAL(MethodInfo("peer_disconnected", PropertyInfo(Variant::INT, "id")));
|
|
ADD_SIGNAL(MethodInfo("peer_packet", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::PACKED_BYTE_ARRAY, "packet")));
|
|
ADD_SIGNAL(MethodInfo("connected_to_server"));
|
|
ADD_SIGNAL(MethodInfo("connection_failed"));
|
|
ADD_SIGNAL(MethodInfo("server_disconnected"));
|
|
}
|
|
|
|
MultiplayerAPI::MultiplayerAPI() {
|
|
if (create_default_replication_interface) {
|
|
replicator = Ref<MultiplayerReplicationInterface>(create_default_replication_interface(this));
|
|
} else {
|
|
replicator.instantiate();
|
|
}
|
|
if (create_default_rpc_interface) {
|
|
rpc = Ref<MultiplayerRPCInterface>(create_default_rpc_interface(this));
|
|
} else {
|
|
rpc.instantiate();
|
|
}
|
|
if (create_default_cache_interface) {
|
|
cache = Ref<MultiplayerCacheInterface>(create_default_cache_interface(this));
|
|
} else {
|
|
cache.instantiate();
|
|
}
|
|
}
|
|
|
|
MultiplayerAPI::~MultiplayerAPI() {
|
|
clear();
|
|
}
|