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								/*************************************************************************/
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								/*  multiplayer_peer_gdnative.cpp                                        */
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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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											2021-01-01 20:13:46 +01:00
										 
									 
								 
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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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								#include "multiplayer_peer_gdnative.h"
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								MultiplayerPeerGDNative::MultiplayerPeerGDNative() {
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									interface = nullptr;
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								}
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								MultiplayerPeerGDNative::~MultiplayerPeerGDNative() {
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								}
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								void MultiplayerPeerGDNative::set_native_multiplayer_peer(const godot_net_multiplayer_peer *p_interface) {
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									interface = p_interface;
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								}
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								Error MultiplayerPeerGDNative::get_packet(const uint8_t **r_buffer, int &r_buffer_size) {
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									ERR_FAIL_COND_V(interface == nullptr, ERR_UNCONFIGURED);
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									return (Error)interface->get_packet(interface->data, r_buffer, &r_buffer_size);
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								}
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								Error MultiplayerPeerGDNative::put_packet(const uint8_t *p_buffer, int p_buffer_size) {
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									ERR_FAIL_COND_V(interface == nullptr, ERR_UNCONFIGURED);
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									return (Error)interface->put_packet(interface->data, p_buffer, p_buffer_size);
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								}
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								int MultiplayerPeerGDNative::get_max_packet_size() const {
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									ERR_FAIL_COND_V(interface == nullptr, 0);
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									return interface->get_max_packet_size(interface->data);
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								}
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								int MultiplayerPeerGDNative::get_available_packet_count() const {
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									ERR_FAIL_COND_V(interface == nullptr, 0);
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									return interface->get_available_packet_count(interface->data);
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								}
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								/* NetworkedMultiplayerPeer */
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								void MultiplayerPeerGDNative::set_transfer_mode(TransferMode p_mode) {
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									ERR_FAIL_COND(interface == nullptr);
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									interface->set_transfer_mode(interface->data, (godot_int)p_mode);
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								}
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								NetworkedMultiplayerPeer::TransferMode MultiplayerPeerGDNative::get_transfer_mode() const {
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									ERR_FAIL_COND_V(interface == nullptr, TRANSFER_MODE_UNRELIABLE);
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									return (TransferMode)interface->get_transfer_mode(interface->data);
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								}
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								void MultiplayerPeerGDNative::set_target_peer(int p_peer_id) {
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									ERR_FAIL_COND(interface == nullptr);
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									interface->set_target_peer(interface->data, p_peer_id);
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								}
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								int MultiplayerPeerGDNative::get_packet_peer() const {
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									ERR_FAIL_COND_V(interface == nullptr, 0);
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									return interface->get_packet_peer(interface->data);
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								}
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								bool MultiplayerPeerGDNative::is_server() const {
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									ERR_FAIL_COND_V(interface == nullptr, false);
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									return interface->is_server(interface->data);
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								}
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								void MultiplayerPeerGDNative::poll() {
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									ERR_FAIL_COND(interface == nullptr);
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									interface->poll(interface->data);
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								}
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								int MultiplayerPeerGDNative::get_unique_id() const {
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									ERR_FAIL_COND_V(interface == nullptr, 0);
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									return interface->get_unique_id(interface->data);
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								}
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								void MultiplayerPeerGDNative::set_refuse_new_connections(bool p_enable) {
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									ERR_FAIL_COND(interface == nullptr);
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									interface->set_refuse_new_connections(interface->data, p_enable);
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								}
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								bool MultiplayerPeerGDNative::is_refusing_new_connections() const {
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									ERR_FAIL_COND_V(interface == nullptr, true);
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									return interface->is_refusing_new_connections(interface->data);
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								}
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								NetworkedMultiplayerPeer::ConnectionStatus MultiplayerPeerGDNative::get_connection_status() const {
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									ERR_FAIL_COND_V(interface == nullptr, CONNECTION_DISCONNECTED);
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									return (ConnectionStatus)interface->get_connection_status(interface->data);
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								}
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								void MultiplayerPeerGDNative::_bind_methods() {
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									ADD_PROPERTY_DEFAULT("transfer_mode", TRANSFER_MODE_UNRELIABLE);
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									ADD_PROPERTY_DEFAULT("refuse_new_connections", true);
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								}
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								extern "C" {
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								void GDAPI godot_net_bind_multiplayer_peer(godot_object *p_obj, const godot_net_multiplayer_peer *p_impl) {
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									((MultiplayerPeerGDNative *)p_obj)->set_native_multiplayer_peer(p_impl);
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								}
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								}
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