godot/modules/websocket/websocket_multiplayer_peer.h
reduz 746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00

100 lines
4.1 KiB
C++

/*************************************************************************/
/* websocket_multiplayer_peer.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. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef WEBSOCKET_MULTIPLAYER_PEER_H
#define WEBSOCKET_MULTIPLAYER_PEER_H
#include "core/error/error_list.h"
#include "core/multiplayer/multiplayer_peer.h"
#include "core/templates/list.h"
#include "websocket_peer.h"
class WebSocketMultiplayerPeer : public MultiplayerPeer {
GDCLASS(WebSocketMultiplayerPeer, MultiplayerPeer);
private:
Vector<uint8_t> _make_pkt(uint8_t p_type, int32_t p_from, int32_t p_to, const uint8_t *p_data, uint32_t p_data_size);
void _store_pkt(int32_t p_source, int32_t p_dest, const uint8_t *p_data, uint32_t p_data_size);
Error _server_relay(int32_t p_from, int32_t p_to, const uint8_t *p_buffer, uint32_t p_buffer_size);
protected:
enum {
SYS_NONE = 0,
SYS_ADD = 1,
SYS_DEL = 2,
SYS_ID = 3,
PROTO_SIZE = 9
};
struct Packet {
int source = 0;
int destination = 0;
uint8_t *data = nullptr;
uint32_t size = 0;
};
List<Packet> _incoming_packets;
HashMap<int, Ref<WebSocketPeer>> _peer_map;
Packet _current_packet;
bool _is_multiplayer = false;
int _target_peer = 0;
int _peer_id = 0;
static void _bind_methods();
void _send_add(int32_t p_peer_id);
void _send_sys(Ref<WebSocketPeer> p_peer, uint8_t p_type, int32_t p_peer_id);
void _send_del(int32_t p_peer_id);
public:
/* MultiplayerPeer */
void set_target_peer(int p_target_peer) override;
int get_packet_peer() const override;
int get_unique_id() const override;
/* PacketPeer */
virtual int get_available_packet_count() const override;
virtual Error get_packet(const uint8_t **r_buffer, int &r_buffer_size) override;
virtual Error put_packet(const uint8_t *p_buffer, int p_buffer_size) override;
/* WebSocketPeer */
virtual Error set_buffers(int p_in_buffer, int p_in_packets, int p_out_buffer, int p_out_packets) = 0;
virtual Ref<WebSocketPeer> get_peer(int p_peer_id) const = 0;
void _process_multiplayer(Ref<WebSocketPeer> p_peer, uint32_t p_peer_id);
void _clear();
WebSocketMultiplayerPeer();
~WebSocketMultiplayerPeer();
};
#endif // WEBSOCKET_MULTIPLAYER_PEER_H