/**************************************************************************/ /* websocket_multiplayer_peer.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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_list.h" #include "core/io/networked_multiplayer_peer.h" #include "core/list.h" #include "websocket_peer.h" class WebSocketMultiplayerPeer : public NetworkedMultiplayerPeer { GDCLASS(WebSocketMultiplayerPeer, NetworkedMultiplayerPeer); private: PoolVector _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; int destination; uint8_t *data; uint32_t size; }; List _incoming_packets; Map> _peer_map; Packet _current_packet; bool _is_multiplayer; int _target_peer; int _peer_id; int _refusing; static void _bind_methods(); void _send_add(int32_t p_peer_id); void _send_sys(Ref p_peer, uint8_t p_type, int32_t p_peer_id); void _send_del(int32_t p_peer_id); int _gen_unique_id() const; public: /* NetworkedMultiplayerPeer */ void set_transfer_mode(TransferMode p_mode); TransferMode get_transfer_mode() const; void set_target_peer(int p_target_peer); int get_packet_peer() const; int get_unique_id() const; virtual bool is_server() const = 0; void set_refuse_new_connections(bool p_enable); bool is_refusing_new_connections() const; virtual ConnectionStatus get_connection_status() const = 0; /* PacketPeer */ virtual int get_available_packet_count() const; virtual int get_max_packet_size() const = 0; virtual Error get_packet(const uint8_t **r_buffer, int &r_buffer_size); virtual Error put_packet(const uint8_t *p_buffer, int p_buffer_size); /* WebSocketPeer */ virtual Error set_buffers(int p_in_buffer, int p_in_packets, int p_out_buffer, int p_out_packets) = 0; virtual Ref get_peer(int p_peer_id) const = 0; void _process_multiplayer(Ref p_peer, uint32_t p_peer_id); void _clear(); WebSocketMultiplayerPeer(); ~WebSocketMultiplayerPeer(); }; #endif // WEBSOCKET_MULTIPLAYER_PEER_H