godot/core/multiplayer/rpc_manager.h
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00

90 lines
4.3 KiB
C++

/*************************************************************************/
/* rpc_manager.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 MULTIPLAYER_RPC_H
#define MULTIPLAYER_RPC_H
#include "core/multiplayer/multiplayer.h"
#include "core/multiplayer/multiplayer_api.h"
#include "core/object/ref_counted.h"
class RPCManager : public RefCounted {
GDCLASS(RPCManager, RefCounted);
private:
enum NetworkNodeIdCompression {
NETWORK_NODE_ID_COMPRESSION_8 = 0,
NETWORK_NODE_ID_COMPRESSION_16,
NETWORK_NODE_ID_COMPRESSION_32,
};
enum NetworkNameIdCompression {
NETWORK_NAME_ID_COMPRESSION_8 = 0,
NETWORK_NAME_ID_COMPRESSION_16,
};
// The RPC meta is composed by a single byte that contains (starting from the least significant bit):
// - `NetworkCommands` in the first four bits.
// - `NetworkNodeIdCompression` in the next 2 bits.
// - `NetworkNameIdCompression` in the next 1 bit.
// - `byte_only_or_no_args` in the next 1 bit.
enum {
NODE_ID_COMPRESSION_SHIFT = MultiplayerAPI::CMD_FLAG_0_SHIFT, // 2 bits for this.
NAME_ID_COMPRESSION_SHIFT = MultiplayerAPI::CMD_FLAG_2_SHIFT,
BYTE_ONLY_OR_NO_ARGS_SHIFT = MultiplayerAPI::CMD_FLAG_3_SHIFT,
};
enum {
NODE_ID_COMPRESSION_FLAG = (1 << NODE_ID_COMPRESSION_SHIFT) | (1 << (NODE_ID_COMPRESSION_SHIFT + 1)), // 2 bits for this.
NAME_ID_COMPRESSION_FLAG = (1 << NAME_ID_COMPRESSION_SHIFT),
BYTE_ONLY_OR_NO_ARGS_FLAG = (1 << BYTE_ONLY_OR_NO_ARGS_SHIFT),
};
MultiplayerAPI *multiplayer = nullptr;
Vector<uint8_t> packet_cache;
protected:
_FORCE_INLINE_ void _profile_node_data(const String &p_what, ObjectID p_id);
void _process_rpc(Node *p_node, const uint16_t p_rpc_method_id, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset);
void _send_rpc(Node *p_from, int p_to, uint16_t p_rpc_id, const Multiplayer::RPCConfig &p_config, const StringName &p_name, const Variant **p_arg, int p_argcount);
Node *_process_get_node(int p_from, const uint8_t *p_packet, uint32_t p_node_target, int p_packet_len);
public:
// Called by Node.rpc
void rpcp(Node *p_node, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount);
void process_rpc(int p_from, const uint8_t *p_packet, int p_packet_len);
String get_rpc_md5(const Node *p_node);
RPCManager(MultiplayerAPI *p_multiplayer) { multiplayer = p_multiplayer; }
};
#endif // MULTIPLAYER_RPC_H