godot/modules/gdnative/net/multiplayer_peer_gdnative.cpp
Bojidar Marinov 0c4c36d823
Add default values to the editor help, docs, and generated RST
Also, make spacing of "=" in the editor help a bit more consistent.
Closes #16086
2019-06-27 18:29:35 +03:00

127 lines
5.3 KiB
C++

/*************************************************************************/
/* multiplayer_peer_gdnative.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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 "multiplayer_peer_gdnative.h"
MultiplayerPeerGDNative::MultiplayerPeerGDNative() {
interface = NULL;
}
MultiplayerPeerGDNative::~MultiplayerPeerGDNative() {
}
void MultiplayerPeerGDNative::set_native_multiplayer_peer(const godot_net_multiplayer_peer *p_interface) {
interface = p_interface;
}
Error MultiplayerPeerGDNative::get_packet(const uint8_t **r_buffer, int &r_buffer_size) {
ERR_FAIL_COND_V(interface == NULL, ERR_UNCONFIGURED);
return (Error)interface->get_packet(interface->data, r_buffer, &r_buffer_size);
}
Error MultiplayerPeerGDNative::put_packet(const uint8_t *p_buffer, int p_buffer_size) {
ERR_FAIL_COND_V(interface == NULL, ERR_UNCONFIGURED);
return (Error)interface->put_packet(interface->data, p_buffer, p_buffer_size);
}
int MultiplayerPeerGDNative::get_max_packet_size() const {
ERR_FAIL_COND_V(interface == NULL, 0);
return interface->get_max_packet_size(interface->data);
}
int MultiplayerPeerGDNative::get_available_packet_count() const {
ERR_FAIL_COND_V(interface == NULL, 0);
return interface->get_available_packet_count(interface->data);
}
/* NetworkedMultiplayerPeer */
void MultiplayerPeerGDNative::set_transfer_mode(TransferMode p_mode) {
ERR_FAIL_COND(interface == NULL);
interface->set_transfer_mode(interface->data, (godot_int)p_mode);
}
NetworkedMultiplayerPeer::TransferMode MultiplayerPeerGDNative::get_transfer_mode() const {
ERR_FAIL_COND_V(interface == NULL, TRANSFER_MODE_UNRELIABLE);
return (TransferMode)interface->get_transfer_mode(interface->data);
}
void MultiplayerPeerGDNative::set_target_peer(int p_peer_id) {
ERR_FAIL_COND(interface == NULL);
interface->set_target_peer(interface->data, p_peer_id);
}
int MultiplayerPeerGDNative::get_packet_peer() const {
ERR_FAIL_COND_V(interface == NULL, 0);
return interface->get_packet_peer(interface->data);
}
bool MultiplayerPeerGDNative::is_server() const {
ERR_FAIL_COND_V(interface == NULL, false);
return interface->is_server(interface->data);
}
void MultiplayerPeerGDNative::poll() {
ERR_FAIL_COND(interface == NULL);
interface->poll(interface->data);
}
int MultiplayerPeerGDNative::get_unique_id() const {
ERR_FAIL_COND_V(interface == NULL, 0);
return interface->get_unique_id(interface->data);
}
void MultiplayerPeerGDNative::set_refuse_new_connections(bool p_enable) {
ERR_FAIL_COND(interface == NULL);
interface->set_refuse_new_connections(interface->data, p_enable);
}
bool MultiplayerPeerGDNative::is_refusing_new_connections() const {
ERR_FAIL_COND_V(interface == NULL, true);
return interface->is_refusing_new_connections(interface->data);
}
NetworkedMultiplayerPeer::ConnectionStatus MultiplayerPeerGDNative::get_connection_status() const {
ERR_FAIL_COND_V(interface == NULL, CONNECTION_DISCONNECTED);
return (ConnectionStatus)interface->get_connection_status(interface->data);
}
void MultiplayerPeerGDNative::_bind_methods() {
ADD_PROPERTY_DEFAULT("transfer_mode", TRANSFER_MODE_UNRELIABLE);
ADD_PROPERTY_DEFAULT("refuse_new_connections", true);
}
extern "C" {
void GDAPI godot_net_bind_multiplayer_peer(godot_object *p_obj, const godot_net_multiplayer_peer *p_impl) {
((MultiplayerPeerGDNative *)p_obj)->set_native_multiplayer_peer(p_impl);
}
}