godot/modules/gdnative/include/net/godot_net.h
Rémi Verschelde 818f1eed31 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 14:53:37 +02:00

121 lines
5.1 KiB
C++

/*************************************************************************/
/* godot_net.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 */
/* 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. */
/*************************************************************************/
#ifndef GODOT_NET_H
#define GODOT_NET_H
#include <gdnative/gdnative.h>
#ifdef __cplusplus
extern "C" {
#endif
// For future versions of the API we should only add new functions at the end of the structure and use the
// version info to detect whether a call is available
// Use these to populate version in your plugin
#define GODOT_NET_API_MAJOR 3
#define GODOT_NET_API_MINOR 1
typedef struct {
godot_gdnative_api_version version; /* version of our API */
godot_object *data; /* User reference */
/* This is StreamPeer */
godot_error (*get_data)(void *user, uint8_t *p_buffer, int p_bytes);
godot_error (*get_partial_data)(void *user, uint8_t *p_buffer, int p_bytes, int *r_received);
godot_error (*put_data)(void *user, const uint8_t *p_data, int p_bytes);
godot_error (*put_partial_data)(void *user, const uint8_t *p_data, int p_bytes, int *r_sent);
int (*get_available_bytes)(const void *user);
void *next; /* For extension? */
} godot_net_stream_peer;
/* Binds a StreamPeerGDNative to the provided interface */
void godot_net_bind_stream_peer(godot_object *p_obj, const godot_net_stream_peer *p_interface);
typedef struct {
godot_gdnative_api_version version; /* version of our API */
godot_object *data; /* User reference */
/* This is PacketPeer */
godot_error (*get_packet)(void *, const uint8_t **, int *);
godot_error (*put_packet)(void *, const uint8_t *, int);
godot_int (*get_available_packet_count)(const void *);
godot_int (*get_max_packet_size)(const void *);
void *next; /* For extension? */
} godot_net_packet_peer;
/* Binds a PacketPeerGDNative to the provided interface */
void GDAPI godot_net_bind_packet_peer(godot_object *p_obj, const godot_net_packet_peer *);
typedef struct {
godot_gdnative_api_version version; /* version of our API */
godot_object *data; /* User reference */
/* This is PacketPeer */
godot_error (*get_packet)(void *, const uint8_t **, int *);
godot_error (*put_packet)(void *, const uint8_t *, int);
godot_int (*get_available_packet_count)(const void *);
godot_int (*get_max_packet_size)(const void *);
/* This is NetworkedMultiplayerPeer */
void (*set_transfer_mode)(void *, godot_int);
godot_int (*get_transfer_mode)(const void *);
// 0 = broadcast, 1 = server, <0 = all but abs(value)
void (*set_target_peer)(void *, godot_int);
godot_int (*get_packet_peer)(const void *);
godot_bool (*is_server)(const void *);
void (*poll)(void *);
// Must be > 0, 1 is for server
int32_t (*get_unique_id)(const void *);
void (*set_refuse_new_connections)(void *, godot_bool);
godot_bool (*is_refusing_new_connections)(const void *);
godot_int (*get_connection_status)(const void *);
void *next; /* For extension? Or maybe not... */
} godot_net_multiplayer_peer;
/* Binds a MultiplayerPeerGDNative to the provided interface */
void GDAPI godot_net_bind_multiplayer_peer(godot_object *p_obj, const godot_net_multiplayer_peer *);
#ifdef __cplusplus
}
#endif
// WebRTC Bindings
#include "net/godot_webrtc.h"
#endif // GODOT_NET_H