godot/modules/multiplayer/scene_multiplayer.h
Fabio Alessandrelli 7536d15fe3 [MP] Let MultiplayerAPI handle packet relaying and peer signaling.
MultiplayerPeer changes:

- Adds is_server_relay_supported virtual method

Informs the upper MultiplayerAPI layer if it can signal peers connected
to the server to other clients, and perform packet relaying among them.

- Adds get_packet_channel and get_packet_mode virtual methods

Allows the MultiplayerAPI to retrieve the channel and transfer modes to
use when relaying the last received packet.

SceneMultiplayerPeer changes:

- Implement peer signaling and packet relaying when the MultiplayerPeer
  advertise they are supported.

ENet, WebRTC, WebSocket changes:

- Removed custom code for relaying from WebSocket and ENet, and let it
  be handled by the upper layer.
- Update WebRTC to split create_client, create_server, and create_mesh,
  with the latter behaving like the old initialize with
  "server_compatibility = false", and the first two supporting the upper
  layer relaying protocol.
2022-10-27 18:08:58 +02:00

155 lines
5.8 KiB
C++

/*************************************************************************/
/* scene_multiplayer.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 */
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/*************************************************************************/
#ifndef SCENE_MULTIPLAYER_H
#define SCENE_MULTIPLAYER_H
#include "scene/main/multiplayer_api.h"
#include "scene_cache_interface.h"
#include "scene_replication_interface.h"
#include "scene_rpc_interface.h"
class SceneMultiplayer : public MultiplayerAPI {
GDCLASS(SceneMultiplayer, MultiplayerAPI);
public:
enum NetworkCommands {
NETWORK_COMMAND_REMOTE_CALL = 0,
NETWORK_COMMAND_SIMPLIFY_PATH,
NETWORK_COMMAND_CONFIRM_PATH,
NETWORK_COMMAND_RAW,
NETWORK_COMMAND_SPAWN,
NETWORK_COMMAND_DESPAWN,
NETWORK_COMMAND_SYNC,
NETWORK_COMMAND_SYS,
};
enum SysCommands {
SYS_COMMAND_ADD_PEER,
SYS_COMMAND_DEL_PEER,
SYS_COMMAND_RELAY,
};
enum {
SYS_CMD_SIZE = 6, // Command + sys command + peer_id (+ optional payload).
};
// For each command, the 4 MSB can contain custom flags, as defined by subsystems.
enum {
CMD_FLAG_0_SHIFT = 4,
CMD_FLAG_1_SHIFT = 5,
CMD_FLAG_2_SHIFT = 6,
CMD_FLAG_3_SHIFT = 7,
};
// This is the mask that will be used to extract the command.
enum {
CMD_MASK = 7, // 0x7 -> 0b00001111
};
private:
Ref<MultiplayerPeer> multiplayer_peer;
HashSet<int> connected_peers;
int remote_sender_id = 0;
int remote_sender_override = 0;
Vector<uint8_t> packet_cache;
NodePath root_path;
bool allow_object_decoding = false;
bool server_relay = true;
Ref<StreamPeerBuffer> relay_buffer;
Ref<SceneCacheInterface> cache;
Ref<SceneReplicationInterface> replicator;
Ref<SceneRPCInterface> rpc;
protected:
static void _bind_methods();
void _process_packet(int p_from, const uint8_t *p_packet, int p_packet_len);
void _process_raw(int p_from, const uint8_t *p_packet, int p_packet_len);
void _process_sys(int p_from, const uint8_t *p_packet, int p_packet_len, MultiplayerPeer::TransferMode p_mode, int p_channel);
void _add_peer(int p_id);
void _del_peer(int p_id);
void _connected_to_server();
void _connection_failed();
void _server_disconnected();
public:
virtual void set_multiplayer_peer(const Ref<MultiplayerPeer> &p_peer) override;
virtual Ref<MultiplayerPeer> get_multiplayer_peer() override;
virtual Error poll() override;
virtual int get_unique_id() override;
virtual Vector<int> get_peer_ids() override;
virtual int get_remote_sender_id() override { return remote_sender_override ? remote_sender_override : remote_sender_id; }
virtual Error rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) override;
virtual Error object_configuration_add(Object *p_obj, Variant p_config) override;
virtual Error object_configuration_remove(Object *p_obj, Variant p_config) override;
void clear();
// Usually from object_configuration_add/remove
void set_root_path(const NodePath &p_path);
NodePath get_root_path() const;
Error send_command(int p_to, const uint8_t *p_packet, int p_packet_len); // Used internally to relay packets when needed.
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);
String get_rpc_md5(const Object *p_obj);
const HashSet<int> get_connected_peers() const { return connected_peers; }
void set_remote_sender_override(int p_id) { remote_sender_override = p_id; }
void set_refuse_new_connections(bool p_refuse);
bool is_refusing_new_connections() const;
void set_allow_object_decoding(bool p_enable);
bool is_object_decoding_allowed() const;
void set_server_relay_enabled(bool p_enabled);
bool is_server_relay_enabled() const;
Ref<SceneCacheInterface> get_path_cache() { return cache; }
#ifdef DEBUG_ENABLED
void profile_bandwidth(const String &p_inout, int p_size);
#endif
SceneMultiplayer();
~SceneMultiplayer();
};
#endif // SCENE_MULTIPLAYER_H