/**************************************************************************/ /* networked_multiplayer_custom.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 NETWORKED_MULTIPLAYER_CUSTOM_H #define NETWORKED_MULTIPLAYER_CUSTOM_H #include "core/io/networked_multiplayer_peer.h" class NetworkedMultiplayerCustom : public NetworkedMultiplayerPeer { GDCLASS(NetworkedMultiplayerCustom, NetworkedMultiplayerPeer); protected: int self_id; TransferMode transfer_mode; ConnectionStatus connection_status; bool refusing_new_connections; int target_id; int max_packet_size; struct Packet { PoolVector data; int from; }; List incoming_packets; Packet current_packet; static void _bind_methods(); public: NetworkedMultiplayerCustom(); ~NetworkedMultiplayerCustom(); // PacketPeer. Error get_packet(const uint8_t **r_buffer, int &r_buffer_size); Error put_packet(const uint8_t *p_buffer, int p_buffer_size); int get_available_packet_count() const; int get_max_packet_size() const; // NetworkedMultiplayerPeer. void set_transfer_mode(TransferMode p_mode); TransferMode get_transfer_mode() const; void set_target_peer(int p_peer); int get_packet_peer() const; bool is_server() const; void poll(); int get_unique_id() const; void set_refuse_new_connections(bool p_enable); bool is_refusing_new_connections() const; ConnectionStatus get_connection_status() const; // Custom methods. void initialize(int p_self_id); void set_max_packet_size(int p_max_packet_size); void set_connection_status(ConnectionStatus p_connection_status); void deliver_packet(const PoolByteArray &p_data, int p_from_peer_id); }; #endif // NETWORKED_MULTIPLAYER_CUSTOM_H