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/*************************************************************************/
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/* scene_multiplayer.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 SCENE_MULTIPLAYER_H
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#define SCENE_MULTIPLAYER_H
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#include "scene/main/multiplayer_api.h"
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#include "scene_cache_interface.h"
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#include "scene_replication_interface.h"
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#include "scene_rpc_interface.h"
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class SceneMultiplayer : public MultiplayerAPI {
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GDCLASS(SceneMultiplayer, MultiplayerAPI);
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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_SIMPLIFY_PATH,
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NETWORK_COMMAND_CONFIRM_PATH,
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NETWORK_COMMAND_RAW,
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NETWORK_COMMAND_SPAWN,
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NETWORK_COMMAND_DESPAWN,
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NETWORK_COMMAND_SYNC,
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NETWORK_COMMAND_SYS,
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};
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enum SysCommands {
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SYS_COMMAND_AUTH,
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SYS_COMMAND_ADD_PEER,
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SYS_COMMAND_DEL_PEER,
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SYS_COMMAND_RELAY,
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};
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enum {
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SYS_CMD_SIZE = 6, // Command + sys command + peer_id (+ optional payload).
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};
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// For each command, the 4 MSB can contain custom flags, as defined by subsystems.
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enum {
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CMD_FLAG_0_SHIFT = 4,
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CMD_FLAG_1_SHIFT = 5,
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CMD_FLAG_2_SHIFT = 6,
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CMD_FLAG_3_SHIFT = 7,
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};
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// This is the mask that will be used to extract the command.
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enum {
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CMD_MASK = 7, // 0x7 -> 0b00001111
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};
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private:
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struct PendingPeer {
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bool local = false;
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bool remote = false;
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uint64_t time = 0;
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};
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Ref<MultiplayerPeer> multiplayer_peer;
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MultiplayerPeer::ConnectionStatus last_connection_status = MultiplayerPeer::CONNECTION_DISCONNECTED;
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HashMap<int, PendingPeer> pending_peers; // true if locally finalized.
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Callable auth_callback;
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uint64_t auth_timeout = 3000;
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HashSet<int> connected_peers;
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int remote_sender_id = 0;
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int remote_sender_override = 0;
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Vector<uint8_t> packet_cache;
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NodePath root_path;
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bool allow_object_decoding = false;
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bool server_relay = true;
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Ref<StreamPeerBuffer> relay_buffer;
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Ref<SceneCacheInterface> cache;
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Ref<SceneReplicationInterface> replicator;
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Ref<SceneRPCInterface> rpc;
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protected:
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static void _bind_methods();
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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_raw(int p_from, const uint8_t *p_packet, int p_packet_len);
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void _process_sys(int p_from, const uint8_t *p_packet, int p_packet_len, MultiplayerPeer::TransferMode p_mode, int p_channel);
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void _add_peer(int p_id);
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void _admit_peer(int p_id);
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void _del_peer(int p_id);
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void _update_status();
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public:
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virtual void set_multiplayer_peer(const Ref<MultiplayerPeer> &p_peer) override;
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virtual Ref<MultiplayerPeer> get_multiplayer_peer() override;
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virtual Error poll() override;
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virtual int get_unique_id() override;
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virtual Vector<int> get_peer_ids() override;
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virtual int get_remote_sender_id() override { return remote_sender_override ? remote_sender_override : remote_sender_id; }
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virtual Error rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) override;
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virtual Error object_configuration_add(Object *p_obj, Variant p_config) override;
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virtual Error object_configuration_remove(Object *p_obj, Variant p_config) override;
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void clear();
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// Usually from object_configuration_add/remove
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void set_root_path(const NodePath &p_path);
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NodePath get_root_path() const;
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void disconnect_peer(int p_id);
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Error send_auth(int p_to, Vector<uint8_t> p_bytes);
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Error complete_auth(int p_peer);
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void set_auth_callback(Callable p_callback);
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Callable get_auth_callback() const;
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void set_auth_timeout(double p_timeout);
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double get_auth_timeout() const;
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Vector<int> get_authenticating_peer_ids();
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Error send_command(int p_to, const uint8_t *p_packet, int p_packet_len); // Used internally to relay packets when needed.
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Error send_bytes(Vector<uint8_t> p_data, int p_to = MultiplayerPeer::TARGET_PEER_BROADCAST, MultiplayerPeer::TransferMode p_mode = MultiplayerPeer::TRANSFER_MODE_RELIABLE, int p_channel = 0);
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String get_rpc_md5(const Object *p_obj);
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const HashSet<int> get_connected_peers() const { return connected_peers; }
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void set_remote_sender_override(int p_id) { remote_sender_override = p_id; }
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void set_refuse_new_connections(bool p_refuse);
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bool is_refusing_new_connections() const;
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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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void set_server_relay_enabled(bool p_enabled);
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bool is_server_relay_enabled() const;
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Ref<SceneCacheInterface> get_path_cache() { return cache; }
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#ifdef DEBUG_ENABLED
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void profile_bandwidth(const String &p_inout, int p_size);
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#endif
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SceneMultiplayer();
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~SceneMultiplayer();
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};
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#endif // SCENE_MULTIPLAYER_H
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