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![Rémi Verschelde](/assets/img/avatar_default.png)
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 🎆
84 lines
3.2 KiB
C++
84 lines
3.2 KiB
C++
/*************************************************************************/
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/* udp_server.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 UDP_SERVER_H
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#define UDP_SERVER_H
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#include "core/io/net_socket.h"
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#include "core/io/packet_peer_udp.h"
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class UDPServer : public Reference {
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GDCLASS(UDPServer, Reference);
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protected:
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enum {
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PACKET_BUFFER_SIZE = 65536
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};
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struct Peer {
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PacketPeerUDP *peer;
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IP_Address ip;
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uint16_t port = 0;
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bool operator==(const Peer &p_other) const {
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return (ip == p_other.ip && port == p_other.port);
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}
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};
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uint8_t recv_buffer[PACKET_BUFFER_SIZE];
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int bind_port = 0;
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IP_Address bind_address;
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List<Peer> peers;
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List<Peer> pending;
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int max_pending_connections = 16;
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Ref<NetSocket> _sock;
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static void _bind_methods();
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public:
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void remove_peer(IP_Address p_ip, int p_port);
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Error listen(uint16_t p_port, const IP_Address &p_bind_address = IP_Address("*"));
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Error poll();
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bool is_listening() const;
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bool is_connection_available() const;
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void set_max_pending_connections(int p_max);
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int get_max_pending_connections() const;
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Ref<PacketPeerUDP> take_connection();
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void stop();
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UDPServer();
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~UDPServer();
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};
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#endif // UDP_SERVER_H
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