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			Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
		
	
			
		
			
				
	
	
		
			150 lines
		
	
	
	
		
			6.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			150 lines
		
	
	
	
		
			6.5 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) 2007-2021 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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| 
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| #ifndef MULTIPLAYER_API_H
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| #define MULTIPLAYER_API_H
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| 
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| #include "core/io/networked_multiplayer_peer.h"
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| #include "core/object/reference.h"
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| 
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| class MultiplayerAPI : public Reference {
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| 	GDCLASS(MultiplayerAPI, Reference);
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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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| 
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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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| 
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| 		Map<int, NodeInfo> nodes;
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| 	};
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| 
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| 	Ref<NetworkedMultiplayerPeer> network_peer;
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| 	int rpc_sender_id = 0;
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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 = nullptr;
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| 	bool allow_object_decoding = false;
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| 
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| protected:
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| 	static void _bind_methods();
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| 
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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, uint32_t p_node_target, int p_packet_len);
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| 	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);
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| 	void _process_rset(Node *p_node, const uint16_t p_rpc_property_id, 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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| 
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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(Node *p_node, NodePath p_path, PathSentCache *psc, int p_target);
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| 
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| 	Error _encode_and_compress_variant(const Variant &p_variant, uint8_t *p_buffer, int &r_len);
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| 	Error _decode_and_decompress_variant(Variant &r_variant, const uint8_t *p_buffer, int p_len, int *r_len);
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| 
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| public:
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| 	enum NetworkCommands {
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| 		NETWORK_COMMAND_REMOTE_CALL = 0,
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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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| 
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| 	enum NetworkNodeIdCompression {
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| 		NETWORK_NODE_ID_COMPRESSION_8 = 0,
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| 		NETWORK_NODE_ID_COMPRESSION_16,
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| 		NETWORK_NODE_ID_COMPRESSION_32,
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| 	};
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| 
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| 	enum NetworkNameIdCompression {
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| 		NETWORK_NAME_ID_COMPRESSION_8 = 0,
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| 		NETWORK_NAME_ID_COMPRESSION_16,
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| 	};
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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_REMOTESYNC, // Using rpc() on it will call method / set property in all remote peers and locally
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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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| 
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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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| 	Node *get_root_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(Vector<uint8_t> p_data, int p_to = NetworkedMultiplayerPeer::TARGET_PEER_BROADCAST, NetworkedMultiplayerPeer::TransferMode p_mode = NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 	MultiplayerAPI();
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| 	~MultiplayerAPI();
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| };
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| 
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| VARIANT_ENUM_CAST(MultiplayerAPI::RPCMode);
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| 
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| #endif // MULTIPLAYER_API_H
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