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ca7d572908
- 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.
103 lines
4.4 KiB
C++
103 lines
4.4 KiB
C++
/*************************************************************************/
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/* scene_rpc_interface.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SCENE_RPC_INTERFACE_H
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#define SCENE_RPC_INTERFACE_H
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#include "core/object/ref_counted.h"
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#include "scene/main/multiplayer_api.h"
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class SceneMultiplayer;
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class Node;
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class SceneRPCInterface : public RefCounted {
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GDCLASS(SceneRPCInterface, RefCounted);
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private:
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struct RPCConfig {
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StringName name;
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MultiplayerAPI::RPCMode rpc_mode = MultiplayerAPI::RPC_MODE_DISABLED;
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bool call_local = false;
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MultiplayerPeer::TransferMode transfer_mode = MultiplayerPeer::TRANSFER_MODE_RELIABLE;
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int channel = 0;
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bool operator==(RPCConfig const &p_other) const {
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return name == p_other.name;
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}
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};
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struct RPCConfigCache {
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HashMap<uint16_t, RPCConfig> configs;
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HashMap<StringName, uint16_t> ids;
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};
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struct SortRPCConfig {
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StringName::AlphCompare compare;
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bool operator()(const RPCConfig &p_a, const RPCConfig &p_b) const {
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return compare(p_a.name, p_b.name);
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}
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};
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enum NetworkNodeIdCompression {
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NETWORK_NODE_ID_COMPRESSION_8 = 0,
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NETWORK_NODE_ID_COMPRESSION_16,
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NETWORK_NODE_ID_COMPRESSION_32,
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};
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enum NetworkNameIdCompression {
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NETWORK_NAME_ID_COMPRESSION_8 = 0,
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NETWORK_NAME_ID_COMPRESSION_16,
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};
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SceneMultiplayer *multiplayer = nullptr;
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Vector<uint8_t> packet_cache;
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HashMap<ObjectID, RPCConfigCache> rpc_cache;
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protected:
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_FORCE_INLINE_ void _profile_node_data(const String &p_what, ObjectID p_id);
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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);
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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);
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Node *_process_get_node(int p_from, const uint8_t *p_packet, uint32_t p_node_target, int p_packet_len);
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void _parse_rpc_config(const Variant &p_config, bool p_for_node, RPCConfigCache &r_cache);
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const RPCConfigCache &_get_node_config(const Node *p_node);
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public:
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Error rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount);
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void process_rpc(int p_from, const uint8_t *p_packet, int p_packet_len);
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String get_rpc_md5(const Object *p_obj);
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SceneRPCInterface(SceneMultiplayer *p_multiplayer) { multiplayer = p_multiplayer; }
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};
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#endif // SCENE_RPC_INTERFACE_H
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