mirror of
https://github.com/godotengine/godot
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138 lines
4.9 KiB
C++
138 lines
4.9 KiB
C++
/*************************************************************************/
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/* enet_multiplayer_peer.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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#ifndef NETWORKED_MULTIPLAYER_ENET_H
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#define NETWORKED_MULTIPLAYER_ENET_H
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#include "core/crypto/crypto.h"
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#include "core/multiplayer/multiplayer_peer.h"
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#include "enet_connection.h"
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#include <enet/enet.h>
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class ENetMultiplayerPeer : public MultiplayerPeer {
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GDCLASS(ENetMultiplayerPeer, MultiplayerPeer);
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private:
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enum {
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SYSMSG_ADD_PEER,
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SYSMSG_REMOVE_PEER
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};
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enum {
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SYSCH_CONFIG = 0,
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SYSCH_RELIABLE = 1,
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SYSCH_UNRELIABLE = 2,
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SYSCH_MAX = 3
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};
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enum Mode {
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MODE_NONE,
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MODE_SERVER,
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MODE_CLIENT,
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MODE_MESH,
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};
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Mode active_mode = MODE_NONE;
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uint32_t unique_id = 0;
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int target_peer = 0;
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bool server_relay = true;
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ConnectionStatus connection_status = CONNECTION_DISCONNECTED;
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Map<int, Ref<ENetConnection>> hosts;
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Map<int, Ref<ENetPacketPeer>> peers;
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struct Packet {
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ENetPacket *packet = nullptr;
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int from = 0;
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int channel = 0;
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};
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List<Packet> incoming_packets;
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Packet current_packet;
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void _pop_current_packet();
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bool _poll_server();
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bool _poll_client();
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bool _poll_mesh();
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void _relay(int p_from, int p_to, enet_uint8 p_channel, ENetPacket *p_packet);
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void _notify_peers(int p_id, bool p_connected);
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void _destroy_unused(ENetPacket *p_packet);
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_FORCE_INLINE_ bool _is_active() const { return active_mode != MODE_NONE; }
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IPAddress bind_ip;
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protected:
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static void _bind_methods();
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public:
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virtual void set_target_peer(int p_peer) override;
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virtual int get_packet_peer() const override;
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virtual void poll() override;
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virtual bool is_server() const override;
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// Overriden so we can instrument the DTLSServer when needed.
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virtual void set_refuse_new_connections(bool p_enabled) override;
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virtual ConnectionStatus get_connection_status() const override;
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virtual int get_unique_id() const override;
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virtual int get_max_packet_size() const override;
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virtual int get_available_packet_count() const override;
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virtual Error get_packet(const uint8_t **r_buffer, int &r_buffer_size) override;
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virtual Error put_packet(const uint8_t *p_buffer, int p_buffer_size) override;
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Error create_server(int p_port, int p_max_clients = 32, int p_max_channels = 0, int p_in_bandwidth = 0, int p_out_bandwidth = 0);
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Error create_client(const String &p_address, int p_port, int p_channel_count = 0, int p_in_bandwidth = 0, int p_out_bandwidth = 0, int p_local_port = 0);
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Error create_mesh(int p_id);
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Error add_mesh_peer(int p_id, Ref<ENetConnection> p_host);
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void close_connection(uint32_t wait_usec = 100);
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void disconnect_peer(int p_peer, bool now = false);
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void set_bind_ip(const IPAddress &p_ip);
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void set_server_relay_enabled(bool p_enabled);
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bool is_server_relay_enabled() const;
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Ref<ENetConnection> get_host() const;
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Ref<ENetPacketPeer> get_peer(int p_id) const;
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ENetMultiplayerPeer();
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~ENetMultiplayerPeer();
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};
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#endif // NETWORKED_MULTIPLAYER_ENET_H
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