godot/modules/enet/networked_multiplayer_enet.h
Ferenc Arn f177c15347 Add zstd compression support.
zstd has much better compression speed and ratio, and better decompression speed than currently available methods.
Also set zstd as the default compression method for Compression as well as FileAccessCompressed functions.
2017-06-08 23:48:14 -05:00

150 lines
4.9 KiB
C++

/*************************************************************************/
/* networked_multiplayer_enet.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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 NETWORKED_MULTIPLAYER_ENET_H
#define NETWORKED_MULTIPLAYER_ENET_H
#include "io/compression.h"
#include "io/networked_multiplayer_peer.h"
#include <enet/enet.h>
class NetworkedMultiplayerENet : public NetworkedMultiplayerPeer {
GDCLASS(NetworkedMultiplayerENet, NetworkedMultiplayerPeer)
public:
enum CompressionMode {
COMPRESS_NONE,
COMPRESS_RANGE_CODER,
COMPRESS_FASTLZ,
COMPRESS_ZLIB,
COMPRESS_ZSTD
};
private:
enum {
SYSMSG_ADD_PEER,
SYSMSG_REMOVE_PEER
};
enum {
SYSCH_CONFIG,
SYSCH_RELIABLE,
SYSCH_UNRELIABLE,
SYSCH_MAX
};
bool active;
bool server;
uint32_t unique_id;
int target_peer;
TransferMode transfer_mode;
ENetEvent event;
ENetPeer *peer;
ENetHost *host;
bool refuse_connections;
ConnectionStatus connection_status;
Map<int, ENetPeer *> peer_map;
struct Packet {
ENetPacket *packet;
int from;
};
CompressionMode compression_mode;
mutable List<Packet> incoming_packets;
mutable Packet current_packet;
uint32_t _gen_unique_id() const;
void _pop_current_packet() const;
Vector<uint8_t> src_compressor_mem;
Vector<uint8_t> dst_compressor_mem;
ENetCompressor enet_compressor;
static size_t enet_compress(void *context, const ENetBuffer *inBuffers, size_t inBufferCount, size_t inLimit, enet_uint8 *outData, size_t outLimit);
static size_t enet_decompress(void *context, const enet_uint8 *inData, size_t inLimit, enet_uint8 *outData, size_t outLimit);
static void enet_compressor_destroy(void *context);
void _setup_compressor();
IP_Address bind_ip;
protected:
static void _bind_methods();
public:
virtual void set_transfer_mode(TransferMode p_mode);
virtual void set_target_peer(int p_peer);
virtual int get_packet_peer() const;
Error create_server(int p_port, int p_max_peers = 32, int p_in_bandwidth = 0, int p_out_bandwidth = 0);
Error create_client(const IP_Address &p_ip, int p_port, int p_in_bandwidth = 0, int p_out_bandwidth = 0);
void close_connection();
virtual void poll();
virtual bool is_server() const;
virtual int get_available_packet_count() const;
virtual Error get_packet(const uint8_t **r_buffer, int &r_buffer_size) const; ///< buffer is GONE after next get_packet
virtual Error put_packet(const uint8_t *p_buffer, int p_buffer_size);
virtual int get_max_packet_size() const;
virtual ConnectionStatus get_connection_status() const;
virtual void set_refuse_new_connections(bool p_enable);
virtual bool is_refusing_new_connections() const;
virtual int get_unique_id() const;
void set_compression_mode(CompressionMode p_mode);
CompressionMode get_compression_mode() const;
NetworkedMultiplayerENet();
~NetworkedMultiplayerENet();
void set_bind_ip(const IP_Address &p_ip);
};
VARIANT_ENUM_CAST(NetworkedMultiplayerENet::CompressionMode);
#endif // NETWORKED_MULTIPLAYER_ENET_H