godot/modules/enet/networked_multiplayer_enet.h
Fabio Alessandrelli 8b9e5453a5 Use 2 different ENet channels for reliable/unreliable packets
This avoids stalling other sequenced but unreliable packets
(i.e. UNRELIABLE_ORDERED) when sending RELIABLE packets.
2016-09-30 02:48:25 +02:00

122 lines
2.7 KiB
C++

#ifndef NETWORKED_MULTIPLAYER_ENET_H
#define NETWORKED_MULTIPLAYER_ENET_H
#include "io/networked_multiplayer_peer.h"
#include "enet/enet.h"
#include "io/compression.h"
class NetworkedMultiplayerENet : public NetworkedMultiplayerPeer {
OBJ_TYPE(NetworkedMultiplayerENet,NetworkedMultiplayerPeer)
public:
enum CompressionMode {
COMPRESS_NONE,
COMPRESS_RANGE_CODER,
COMPRESS_FASTLZ,
COMPRESS_ZLIB
};
private:
enum {
SYSMSG_ADD_PEER,
SYSMSG_REMOVE_PEER
};
enum {
SYSCH_CONFIG,
SYSCH_RELIABLE,
SYSCH_UNRELIABLE,
SYSCH_MAX
};
bool active;
bool server;
uint32_t unique_id;
int target_peer;
TransferMode transfer_mode;
ENetEvent event;
ENetPeer *peer;
ENetHost *host;
bool refuse_connections;
ConnectionStatus connection_status;
Map<int,ENetPeer*> peer_map;
struct Packet {
ENetPacket *packet;
int from;
};
CompressionMode compression_mode;
mutable List<Packet> incoming_packets;
mutable Packet current_packet;
uint32_t _gen_unique_id() const;
void _pop_current_packet() const;
Vector<uint8_t> src_compressor_mem;
Vector<uint8_t> dst_compressor_mem;
ENetCompressor enet_compressor;
static size_t enet_compress(void * context, const ENetBuffer * inBuffers, size_t inBufferCount, size_t inLimit, enet_uint8 * outData, size_t outLimit);
static size_t enet_decompress (void * context, const enet_uint8 * inData, size_t inLimit, enet_uint8 * outData, size_t outLimit);
static void enet_compressor_destroy(void * context);
void _setup_compressor();
enet_uint32 bind_ip;
protected:
static void _bind_methods();
public:
virtual void set_transfer_mode(TransferMode p_mode);
virtual void set_target_peer(int p_peer);
virtual int get_packet_peer() const;
Error create_server(int p_port, int p_max_peers=32, int p_in_bandwidth=0, int p_out_bandwidth=0);
Error create_client(const IP_Address& p_ip, int p_port, int p_in_bandwidth=0, int p_out_bandwidth=0);
void close_connection();
virtual void poll();
virtual bool is_server() const;
virtual int get_available_packet_count() const;
virtual Error get_packet(const uint8_t **r_buffer,int &r_buffer_size) const; ///< buffer is GONE after next get_packet
virtual Error put_packet(const uint8_t *p_buffer,int p_buffer_size);
virtual int get_max_packet_size() const;
virtual ConnectionStatus get_connection_status() const;
virtual void set_refuse_new_connections(bool p_enable);
virtual bool is_refusing_new_connections() const;
virtual int get_unique_id() const;
void set_compression_mode(CompressionMode p_mode);
CompressionMode get_compression_mode() const;
NetworkedMultiplayerENet();
~NetworkedMultiplayerENet();
void set_bind_ip(const IP_Address& p_ip);
};
VARIANT_ENUM_CAST(NetworkedMultiplayerENet::CompressionMode);
#endif // NETWORKED_MULTIPLAYER_ENET_H