godot/modules/multiplayer/scene_rpc_interface.h
Fabio Alessandrelli ca7d572908 [Net] Modularize multiplayer, expose MultiplayerAPI to extensions.
- RPC configurations are now dictionaries.
- Script.get_rpc_methods renamed to Script.get_rpc_config.
- Node.rpc[_id] and Callable.rpc now return an Error.
- Refactor MultiplayerAPI to allow extension.
- New MultiplayerAPI.rpc method with Array argument (for scripts).
- Move the default MultiplayerAPI implementation to a module.
2022-07-26 09:31:12 +02:00

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4.4 KiB
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/*************************************************************************/
/* scene_rpc_interface.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 */
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/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
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/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
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/* The above copyright notice and this permission notice shall be */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#ifndef SCENE_RPC_INTERFACE_H
#define SCENE_RPC_INTERFACE_H
#include "core/object/ref_counted.h"
#include "scene/main/multiplayer_api.h"
class SceneMultiplayer;
class Node;
class SceneRPCInterface : public RefCounted {
GDCLASS(SceneRPCInterface, RefCounted);
private:
struct RPCConfig {
StringName name;
MultiplayerAPI::RPCMode rpc_mode = MultiplayerAPI::RPC_MODE_DISABLED;
bool call_local = false;
MultiplayerPeer::TransferMode transfer_mode = MultiplayerPeer::TRANSFER_MODE_RELIABLE;
int channel = 0;
bool operator==(RPCConfig const &p_other) const {
return name == p_other.name;
}
};
struct RPCConfigCache {
HashMap<uint16_t, RPCConfig> configs;
HashMap<StringName, uint16_t> ids;
};
struct SortRPCConfig {
StringName::AlphCompare compare;
bool operator()(const RPCConfig &p_a, const RPCConfig &p_b) const {
return compare(p_a.name, p_b.name);
}
};
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,
};
SceneMultiplayer *multiplayer = nullptr;
Vector<uint8_t> packet_cache;
HashMap<ObjectID, RPCConfigCache> rpc_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 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);
void _parse_rpc_config(const Variant &p_config, bool p_for_node, RPCConfigCache &r_cache);
const RPCConfigCache &_get_node_config(const Node *p_node);
public:
Error rpcp(Object *p_obj, 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 Object *p_obj);
SceneRPCInterface(SceneMultiplayer *p_multiplayer) { multiplayer = p_multiplayer; }
};
#endif // SCENE_RPC_INTERFACE_H