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bf9aae09ba
Move multiplayer classes to "core/multiplayer" subdir. Move the RPCConfig and enums (TransferMode, RPCMode) to a separate file (multiplayer.h), and bind them to the global namespace. Move the RPC handling code to its own class (RPCManager). Renames "get_rpc_sender_id" to "get_remote_sender_id".
108 lines
4.5 KiB
C++
108 lines
4.5 KiB
C++
/*************************************************************************/
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/* websocket_multiplayer_peer.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 WEBSOCKET_MULTIPLAYER_PEER_H
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#define WEBSOCKET_MULTIPLAYER_PEER_H
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#include "core/error/error_list.h"
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#include "core/multiplayer/multiplayer_peer.h"
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#include "core/templates/list.h"
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#include "websocket_peer.h"
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class WebSocketMultiplayerPeer : public MultiplayerPeer {
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GDCLASS(WebSocketMultiplayerPeer, MultiplayerPeer);
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private:
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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);
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void _store_pkt(int32_t p_source, int32_t p_dest, const uint8_t *p_data, uint32_t p_data_size);
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Error _server_relay(int32_t p_from, int32_t p_to, const uint8_t *p_buffer, uint32_t p_buffer_size);
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protected:
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enum {
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SYS_NONE = 0,
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SYS_ADD = 1,
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SYS_DEL = 2,
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SYS_ID = 3,
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PROTO_SIZE = 9
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};
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struct Packet {
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int source = 0;
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int destination = 0;
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uint8_t *data = nullptr;
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uint32_t size = 0;
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};
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List<Packet> _incoming_packets;
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Map<int, Ref<WebSocketPeer>> _peer_map;
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Packet _current_packet;
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bool _is_multiplayer = false;
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int _target_peer = 0;
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int _peer_id = 0;
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int _refusing = false;
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static void _bind_methods();
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void _send_add(int32_t p_peer_id);
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void _send_sys(Ref<WebSocketPeer> p_peer, uint8_t p_type, int32_t p_peer_id);
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void _send_del(int32_t p_peer_id);
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public:
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/* MultiplayerPeer */
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void set_transfer_channel(int p_channel) override;
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int get_transfer_channel() const override;
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void set_transfer_mode(Multiplayer::TransferMode p_mode) override;
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Multiplayer::TransferMode get_transfer_mode() const override;
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void set_target_peer(int p_target_peer) override;
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int get_packet_peer() const override;
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int get_unique_id() const override;
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void set_refuse_new_connections(bool p_enable) override;
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bool is_refusing_new_connections() const override;
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/* PacketPeer */
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virtual int get_available_packet_count() const override;
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virtual Error get_packet(const uint8_t **r_buffer, int &r_buffer_size) override;
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virtual Error put_packet(const uint8_t *p_buffer, int p_buffer_size) override;
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/* WebSocketPeer */
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virtual Error set_buffers(int p_in_buffer, int p_in_packets, int p_out_buffer, int p_out_packets) = 0;
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virtual Ref<WebSocketPeer> get_peer(int p_peer_id) const = 0;
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void _process_multiplayer(Ref<WebSocketPeer> p_peer, uint32_t p_peer_id);
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void _clear();
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WebSocketMultiplayerPeer();
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~WebSocketMultiplayerPeer();
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};
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#endif // WEBSOCKET_MULTIPLAYER_PEER_H
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