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[Net] Add generate_unique_id to MultiplayerPeer.
Used by ENetMultiplayerPeer and WebSocketServer to generate network IDs, and exposed to the user for p2p networks (e.g. WebRTCMultiplayerPeer) and custom MultiplayerPeer implementations.
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@ -30,6 +30,29 @@
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#include "multiplayer_peer.h"
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#include "core/os/os.h"
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uint32_t MultiplayerPeer::generate_unique_id() const {
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uint32_t hash = 0;
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while (hash == 0 || hash == 1) {
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hash = hash_djb2_one_32(
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(uint32_t)OS::get_singleton()->get_ticks_usec());
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hash = hash_djb2_one_32(
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(uint32_t)OS::get_singleton()->get_unix_time(), hash);
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hash = hash_djb2_one_32(
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(uint32_t)OS::get_singleton()->get_user_data_dir().hash64(), hash);
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hash = hash_djb2_one_32(
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(uint32_t)((uint64_t)this), hash); // Rely on ASLR heap
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hash = hash_djb2_one_32(
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(uint32_t)((uint64_t)&hash), hash); // Rely on ASLR stack
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hash = hash & 0x7FFFFFFF; // Make it compatible with unsigned, since negative ID is used for exclusion
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}
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return hash;
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}
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void MultiplayerPeer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_transfer_mode", "mode"), &MultiplayerPeer::set_transfer_mode);
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ClassDB::bind_method(D_METHOD("get_transfer_mode"), &MultiplayerPeer::get_transfer_mode);
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@ -41,6 +64,7 @@ void MultiplayerPeer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_connection_status"), &MultiplayerPeer::get_connection_status);
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ClassDB::bind_method(D_METHOD("get_unique_id"), &MultiplayerPeer::get_unique_id);
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ClassDB::bind_method(D_METHOD("generate_unique_id"), &MultiplayerPeer::generate_unique_id);
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ClassDB::bind_method(D_METHOD("set_refuse_new_connections", "enable"), &MultiplayerPeer::set_refuse_new_connections);
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ClassDB::bind_method(D_METHOD("is_refusing_new_connections"), &MultiplayerPeer::is_refusing_new_connections);
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@ -72,6 +72,7 @@ public:
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virtual bool is_refusing_new_connections() const = 0;
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virtual ConnectionStatus get_connection_status() const = 0;
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uint32_t generate_unique_id() const;
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MultiplayerPeer() {}
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};
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@ -12,6 +12,13 @@
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<link title="WebRTC Signaling Demo">https://godotengine.org/asset-library/asset/537</link>
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</tutorials>
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<methods>
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<method name="generate_unique_id" qualifiers="const">
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<return type="int">
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</return>
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<description>
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Returns a randomly generated integer that can be used as a network unique ID.
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</description>
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</method>
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<method name="get_connection_status" qualifiers="const">
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<return type="int" enum="MultiplayerPeer.ConnectionStatus">
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</return>
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@ -179,7 +179,7 @@ Error ENetMultiplayerPeer::create_client(const String &p_address, int p_port, in
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#endif
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address.port = p_port;
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unique_id = _gen_unique_id();
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unique_id = generate_unique_id();
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// Initiate connection, allocating enough channels
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ENetPeer *peer = enet_host_connect(host, &address, channel_count, unique_id);
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@ -608,27 +608,6 @@ MultiplayerPeer::ConnectionStatus ENetMultiplayerPeer::get_connection_status() c
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return connection_status;
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}
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uint32_t ENetMultiplayerPeer::_gen_unique_id() const {
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uint32_t hash = 0;
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while (hash == 0 || hash == 1) {
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hash = hash_djb2_one_32(
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(uint32_t)OS::get_singleton()->get_ticks_usec());
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hash = hash_djb2_one_32(
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(uint32_t)OS::get_singleton()->get_unix_time(), hash);
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hash = hash_djb2_one_32(
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(uint32_t)OS::get_singleton()->get_user_data_dir().hash64(), hash);
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hash = hash_djb2_one_32(
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(uint32_t)((uint64_t)this), hash); // Rely on ASLR heap
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hash = hash_djb2_one_32(
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(uint32_t)((uint64_t)&hash), hash); // Rely on ASLR stack
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hash = hash & 0x7FFFFFFF; // Make it compatible with unsigned, since negative ID is used for exclusion
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}
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return hash;
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}
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int ENetMultiplayerPeer::get_unique_id() const {
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ERR_FAIL_COND_V_MSG(!active, 0, "The multiplayer instance isn't currently active.");
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return unique_id;
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@ -96,7 +96,6 @@ private:
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Packet current_packet;
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uint32_t _gen_unique_id() const;
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void _pop_current_packet();
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Vector<uint8_t> src_compressor_mem;
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@ -39,26 +39,6 @@ WebSocketMultiplayerPeer::~WebSocketMultiplayerPeer() {
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_clear();
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}
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int WebSocketMultiplayerPeer::_gen_unique_id() const {
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uint32_t hash = 0;
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while (hash == 0 || hash == 1) {
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hash = hash_djb2_one_32(
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(uint32_t)OS::get_singleton()->get_ticks_usec());
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hash = hash_djb2_one_32(
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(uint32_t)OS::get_singleton()->get_unix_time(), hash);
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hash = hash_djb2_one_32(
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(uint32_t)OS::get_singleton()->get_data_path().hash64(), hash);
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hash = hash_djb2_one_32(
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(uint32_t)((uint64_t)this), hash); //rely on aslr heap
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hash = hash_djb2_one_32(
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(uint32_t)((uint64_t)&hash), hash); //rely on aslr stack
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hash = hash & 0x7FFFFFFF; // make it compatible with unsigned, since negative id is used for exclusion
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}
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return hash;
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}
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void WebSocketMultiplayerPeer::_clear() {
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_peer_map.clear();
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if (_current_packet.data != nullptr) {
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@ -75,7 +75,6 @@ protected:
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void _send_add(int32_t p_peer_id);
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void _send_sys(Ref<WebSocketPeer> p_peer, uint8_t p_type, int32_t p_peer_id);
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void _send_del(int32_t p_peer_id);
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int _gen_unique_id() const;
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public:
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/* MultiplayerPeer */
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@ -207,7 +207,7 @@ void WSLServer::poll() {
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continue;
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}
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// Creating new peer
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int32_t id = _gen_unique_id();
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int32_t id = generate_unique_id();
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WSLPeer::PeerData *data = memnew(struct WSLPeer::PeerData);
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data->obj = this;
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