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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.
117 lines
4.2 KiB
C++
117 lines
4.2 KiB
C++
/*************************************************************************/
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/* webrtc_multiplayer.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 WEBRTC_MULTIPLAYER_H
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#define WEBRTC_MULTIPLAYER_H
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#include "core/io/networked_multiplayer_peer.h"
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#include "webrtc_peer_connection.h"
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class WebRTCMultiplayer : public NetworkedMultiplayerPeer {
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GDCLASS(WebRTCMultiplayer, NetworkedMultiplayerPeer);
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protected:
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static void _bind_methods();
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private:
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enum {
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CH_RELIABLE = 0,
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CH_ORDERED = 1,
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CH_UNRELIABLE = 2,
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CH_RESERVED_MAX = 3
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};
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class ConnectedPeer : public Reference {
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public:
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Ref<WebRTCPeerConnection> connection;
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List<Ref<WebRTCDataChannel> > channels;
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bool connected;
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ConnectedPeer() {
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connected = false;
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for (int i = 0; i < CH_RESERVED_MAX; i++)
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channels.push_front(Ref<WebRTCDataChannel>());
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}
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};
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uint32_t unique_id;
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int target_peer;
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int client_count;
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bool refuse_connections;
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ConnectionStatus connection_status;
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TransferMode transfer_mode;
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int next_packet_peer;
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bool server_compat;
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Map<int, Ref<ConnectedPeer> > peer_map;
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void _peer_to_dict(Ref<ConnectedPeer> p_connected_peer, Dictionary &r_dict);
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void _find_next_peer();
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public:
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WebRTCMultiplayer();
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~WebRTCMultiplayer();
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Error initialize(int p_self_id, bool p_server_compat = false);
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Error add_peer(Ref<WebRTCPeerConnection> p_peer, int p_peer_id, int p_unreliable_lifetime = 1);
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void remove_peer(int p_peer_id);
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bool has_peer(int p_peer_id);
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Dictionary get_peer(int p_peer_id);
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Dictionary get_peers();
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void close();
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// PacketPeer
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Error get_packet(const uint8_t **r_buffer, int &r_buffer_size); ///< buffer is GONE after next get_packet
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Error put_packet(const uint8_t *p_buffer, int p_buffer_size);
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int get_available_packet_count() const;
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int get_max_packet_size() const;
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// NetworkedMultiplayerPeer
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void set_transfer_mode(TransferMode p_mode);
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TransferMode get_transfer_mode() const;
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void set_target_peer(int p_peer_id);
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int get_unique_id() const;
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int get_packet_peer() const;
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bool is_server() const;
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void poll();
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void set_refuse_new_connections(bool p_enable);
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bool is_refusing_new_connections() const;
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ConnectionStatus get_connection_status() const;
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};
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#endif
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