d4dd859991
Move the former "spawnables" functions to a dedicated MultiplayerReplicator class. Support custom overrides in replicator. Spawn/despawn messages can now contain a state. The state can be automatically encoded/decoded by passing the desired object properties to `spawnable_config`. You can use script properties to optimize the state representation. 2 Callables can be also specified to completely override the default implementation for sending and receiving the spawn/despawn event. (9 bytes overhead, and there's room for improvement here). When using a custom implementation `spawn` and `despawn` can be called with any Object, `send_spawn`/`send_despawn` can receive any Variant as a state, and the path is not required. Two new functions, `spawn` and `despawn`, convey the implementation independent method for requesting a spawn/despawn of an Object, while `send_spawn` and `send_despawn` represent the more low-level send event for a Variant to be used by the custom implementations.
183 lines
6.9 KiB
C++
183 lines
6.9 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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};
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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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