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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
174 lines
6.9 KiB
C++
174 lines
6.9 KiB
C++
/*************************************************************************/
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/* multiplayer_api.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 MULTIPLAYER_PROTOCOL_H
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#define MULTIPLAYER_PROTOCOL_H
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#include "core/io/networked_multiplayer_peer.h"
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#include "core/reference.h"
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class MultiplayerAPI : public Reference {
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GDCLASS(MultiplayerAPI, Reference);
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public:
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struct ProfilingInfo {
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ObjectID node;
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String node_path;
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int incoming_rpc;
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int incoming_rset;
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int outgoing_rpc;
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int outgoing_rset;
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};
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private:
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//path sent caches
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struct PathSentCache {
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Map<int, bool> confirmed_peers;
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int id;
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};
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//path get caches
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struct PathGetCache {
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struct NodeInfo {
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NodePath path;
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ObjectID instance;
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};
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Map<int, NodeInfo> nodes;
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};
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#ifdef DEBUG_ENABLED
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struct BandwidthFrame {
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uint32_t timestamp;
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int packet_size;
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};
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int bandwidth_incoming_pointer;
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Vector<BandwidthFrame> bandwidth_incoming_data;
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int bandwidth_outgoing_pointer;
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Vector<BandwidthFrame> bandwidth_outgoing_data;
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Map<ObjectID, ProfilingInfo> profiler_frame_data;
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bool profiling;
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void _init_node_profile(ObjectID p_node);
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int _get_bandwidth_usage(const Vector<BandwidthFrame> &p_buffer, int p_pointer);
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#endif
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Ref<NetworkedMultiplayerPeer> network_peer;
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int rpc_sender_id;
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Set<int> connected_peers;
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HashMap<NodePath, PathSentCache> path_send_cache;
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Map<int, PathGetCache> path_get_cache;
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int last_send_cache_id;
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Vector<uint8_t> packet_cache;
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Node *root_node;
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bool allow_object_decoding;
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protected:
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static void _bind_methods();
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void _process_packet(int p_from, const uint8_t *p_packet, int p_packet_len);
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void _process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len);
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void _process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len);
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Node *_process_get_node(int p_from, const uint8_t *p_packet, int p_packet_len);
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void _process_rpc(Node *p_node, const StringName &p_name, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset);
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void _process_rset(Node *p_node, const StringName &p_name, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset);
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void _process_raw(int p_from, const uint8_t *p_packet, int p_packet_len);
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void _send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p_set, const StringName &p_name, const Variant **p_arg, int p_argcount);
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bool _send_confirm_path(NodePath p_path, PathSentCache *psc, int p_target);
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public:
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enum NetworkCommands {
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NETWORK_COMMAND_REMOTE_CALL,
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NETWORK_COMMAND_REMOTE_SET,
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NETWORK_COMMAND_SIMPLIFY_PATH,
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NETWORK_COMMAND_CONFIRM_PATH,
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NETWORK_COMMAND_RAW,
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};
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enum RPCMode {
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RPC_MODE_DISABLED, // No rpc for this method, calls to this will be blocked (default)
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RPC_MODE_REMOTE, // Using rpc() on it will call method / set property in all remote peers
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RPC_MODE_MASTER, // Using rpc() on it will call method on wherever the master is, be it local or remote
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RPC_MODE_PUPPET, // Using rpc() on it will call method for all puppets
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RPC_MODE_SLAVE = RPC_MODE_PUPPET, // Deprecated, same as puppet
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RPC_MODE_REMOTESYNC, // Using rpc() on it will call method / set property in all remote peers and locally
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RPC_MODE_SYNC = RPC_MODE_REMOTESYNC, // Deprecated. Same as RPC_MODE_REMOTESYNC
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RPC_MODE_MASTERSYNC, // Using rpc() on it will call method / set property in the master peer and locally
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RPC_MODE_PUPPETSYNC, // Using rpc() on it will call method / set property in all puppets peers and locally
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};
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void poll();
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void clear();
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void set_root_node(Node *p_node);
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void set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_peer);
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Ref<NetworkedMultiplayerPeer> get_network_peer() const;
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Error send_bytes(PoolVector<uint8_t> p_data, int p_to = NetworkedMultiplayerPeer::TARGET_PEER_BROADCAST, NetworkedMultiplayerPeer::TransferMode p_mode = NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
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// Called by Node.rpc
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void rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount);
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// Called by Node.rset
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void rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value);
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void _add_peer(int p_id);
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void _del_peer(int p_id);
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void _connected_to_server();
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void _connection_failed();
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void _server_disconnected();
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bool has_network_peer() const { return network_peer.is_valid(); }
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Vector<int> get_network_connected_peers() const;
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int get_rpc_sender_id() const { return rpc_sender_id; }
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int get_network_unique_id() const;
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bool is_network_server() const;
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void set_refuse_new_network_connections(bool p_refuse);
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bool is_refusing_new_network_connections() const;
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void set_allow_object_decoding(bool p_enable);
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bool is_object_decoding_allowed() const;
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void profiling_start();
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void profiling_end();
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int get_profiling_frame(ProfilingInfo *r_info);
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int get_incoming_bandwidth_usage();
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int get_outgoing_bandwidth_usage();
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MultiplayerAPI();
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~MultiplayerAPI();
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};
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VARIANT_ENUM_CAST(MultiplayerAPI::RPCMode);
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#endif // MULTIPLAYER_PROTOCOL_H
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