godot/scene/multiplayer/scene_rpc_interface.h
Fabio Alessandrelli 347d2dfc42 [Net] Move RPC, Node cache out of MultiplayerAPI.
Now uses two interfaces so it can be overridden in the future, and
core no longer depends on Node.

The interfaces are implements in scene/multiplayer.
Replaces root_node with root_path.
Remove all Node references from MultiplayerAPI.
2022-02-05 02:00:23 +01:00

92 lines
4.5 KiB
C++

/*************************************************************************/
/* scene_rpc_interface.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#ifndef SCENE_RPC_INTERFACE_H
#define SCENE_RPC_INTERFACE_H
#include "core/multiplayer/multiplayer.h"
#include "core/multiplayer/multiplayer_api.h"
class SceneRPCInterface : public MultiplayerRPCInterface {
GDCLASS(SceneRPCInterface, MultiplayerRPCInterface);
private:
enum NetworkNodeIdCompression {
NETWORK_NODE_ID_COMPRESSION_8 = 0,
NETWORK_NODE_ID_COMPRESSION_16,
NETWORK_NODE_ID_COMPRESSION_32,
};
enum NetworkNameIdCompression {
NETWORK_NAME_ID_COMPRESSION_8 = 0,
NETWORK_NAME_ID_COMPRESSION_16,
};
// The RPC meta is composed by a single byte that contains (starting from the least significant bit):
// - `NetworkCommands` in the first four bits.
// - `NetworkNodeIdCompression` in the next 2 bits.
// - `NetworkNameIdCompression` in the next 1 bit.
// - `byte_only_or_no_args` in the next 1 bit.
enum {
NODE_ID_COMPRESSION_SHIFT = MultiplayerAPI::CMD_FLAG_0_SHIFT, // 2 bits for this.
NAME_ID_COMPRESSION_SHIFT = MultiplayerAPI::CMD_FLAG_2_SHIFT,
BYTE_ONLY_OR_NO_ARGS_SHIFT = MultiplayerAPI::CMD_FLAG_3_SHIFT,
};
enum {
NODE_ID_COMPRESSION_FLAG = (1 << NODE_ID_COMPRESSION_SHIFT) | (1 << (NODE_ID_COMPRESSION_SHIFT + 1)), // 2 bits for this.
NAME_ID_COMPRESSION_FLAG = (1 << NAME_ID_COMPRESSION_SHIFT),
BYTE_ONLY_OR_NO_ARGS_FLAG = (1 << BYTE_ONLY_OR_NO_ARGS_SHIFT),
};
MultiplayerAPI *multiplayer = nullptr;
Vector<uint8_t> packet_cache;
protected:
static MultiplayerRPCInterface *_create(MultiplayerAPI *p_multiplayer);
_FORCE_INLINE_ void _profile_node_data(const String &p_what, ObjectID p_id);
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);
void _send_rpc(Node *p_from, int p_to, uint16_t p_rpc_id, const Multiplayer::RPCConfig &p_config, const StringName &p_name, const Variant **p_arg, int p_argcount);
Node *_process_get_node(int p_from, const uint8_t *p_packet, uint32_t p_node_target, int p_packet_len);
public:
static void make_default();
virtual void rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) override;
virtual void process_rpc(int p_from, const uint8_t *p_packet, int p_packet_len) override;
virtual String get_rpc_md5(const Object *p_obj) const override;
SceneRPCInterface(MultiplayerAPI *p_multiplayer) { multiplayer = p_multiplayer; }
};
#endif // SCENE_RPC_INTERFACE_H