godot/modules/websocket/websocket_multiplayer_peer.h
Fabio Alessandrelli 1e8bf86379 [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.
2021-07-29 10:40:03 +02:00

106 lines
4.3 KiB
C++

/*************************************************************************/
/* websocket_multiplayer_peer.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 WEBSOCKET_MULTIPLAYER_PEER_H
#define WEBSOCKET_MULTIPLAYER_PEER_H
#include "core/error/error_list.h"
#include "core/io/multiplayer_peer.h"
#include "core/templates/list.h"
#include "websocket_peer.h"
class WebSocketMultiplayerPeer : public MultiplayerPeer {
GDCLASS(WebSocketMultiplayerPeer, MultiplayerPeer);
private:
Vector<uint8_t> _make_pkt(uint8_t p_type, int32_t p_from, int32_t p_to, const uint8_t *p_data, uint32_t p_data_size);
void _store_pkt(int32_t p_source, int32_t p_dest, const uint8_t *p_data, uint32_t p_data_size);
Error _server_relay(int32_t p_from, int32_t p_to, const uint8_t *p_buffer, uint32_t p_buffer_size);
protected:
enum {
SYS_NONE = 0,
SYS_ADD = 1,
SYS_DEL = 2,
SYS_ID = 3,
PROTO_SIZE = 9
};
struct Packet {
int source = 0;
int destination = 0;
uint8_t *data = nullptr;
uint32_t size = 0;
};
List<Packet> _incoming_packets;
Map<int, Ref<WebSocketPeer>> _peer_map;
Packet _current_packet;
bool _is_multiplayer = false;
int _target_peer = 0;
int _peer_id = 0;
int _refusing = false;
static void _bind_methods();
void _send_add(int32_t p_peer_id);
void _send_sys(Ref<WebSocketPeer> p_peer, uint8_t p_type, int32_t p_peer_id);
void _send_del(int32_t p_peer_id);
public:
/* MultiplayerPeer */
void set_transfer_mode(TransferMode p_mode) override;
TransferMode get_transfer_mode() const override;
void set_target_peer(int p_target_peer) override;
int get_packet_peer() const override;
int get_unique_id() const override;
void set_refuse_new_connections(bool p_enable) override;
bool is_refusing_new_connections() const override;
/* PacketPeer */
virtual int get_available_packet_count() const override;
virtual Error get_packet(const uint8_t **r_buffer, int &r_buffer_size) override;
virtual Error put_packet(const uint8_t *p_buffer, int p_buffer_size) override;
/* WebSocketPeer */
virtual Error set_buffers(int p_in_buffer, int p_in_packets, int p_out_buffer, int p_out_packets) = 0;
virtual Ref<WebSocketPeer> get_peer(int p_peer_id) const = 0;
void _process_multiplayer(Ref<WebSocketPeer> p_peer, uint32_t p_peer_id);
void _clear();
WebSocketMultiplayerPeer();
~WebSocketMultiplayerPeer();
};
#endif // WEBSOCKET_MULTIPLAYER_PEER_H