#ifndef MULTIPLAYER_PROTOCOL_H #define MULTIPLAYER_PROTOCOL_H #include "core/io/networked_multiplayer_peer.h" #include "core/reference.h" class MultiplayerAPI : public Reference { GDCLASS(MultiplayerAPI, Reference); private: //path sent caches struct PathSentCache { Map confirmed_peers; int id; }; //path get caches struct PathGetCache { struct NodeInfo { NodePath path; ObjectID instance; }; Map nodes; }; Ref network_peer; int rpc_sender_id; Set connected_peers; HashMap path_send_cache; Map path_get_cache; int last_send_cache_id; Vector packet_cache; Node *root_node; protected: static void _bind_methods(); void _process_packet(int p_from, const uint8_t *p_packet, int p_packet_len); void _process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len); void _process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len); Node *_process_get_node(int p_from, const uint8_t *p_packet, int p_packet_len); void _process_rpc(Node *p_node, const StringName &p_name, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset); void _process_rset(Node *p_node, const StringName &p_name, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset); void _send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p_set, const StringName &p_name, const Variant **p_arg, int p_argcount); bool _send_confirm_path(NodePath p_path, PathSentCache *psc, int p_from); public: enum NetworkCommands { NETWORK_COMMAND_REMOTE_CALL, NETWORK_COMMAND_REMOTE_SET, NETWORK_COMMAND_SIMPLIFY_PATH, NETWORK_COMMAND_CONFIRM_PATH, }; void poll(); void clear(); void set_root_node(Node *p_node); void set_network_peer(const Ref &p_peer); Ref get_network_peer() const; // Called by Node.rpc void rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount); // Called by Node.rset void rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value); void _add_peer(int p_id); void _del_peer(int p_id); void _connected_to_server(); void _connection_failed(); void _server_disconnected(); bool has_network_peer() const { return network_peer.is_valid(); } Vector get_network_connected_peers() const; int get_rpc_sender_id() const { return rpc_sender_id; } int get_network_unique_id() const; bool is_network_server() const; void set_refuse_new_network_connections(bool p_refuse); bool is_refusing_new_network_connections() const; MultiplayerAPI(); ~MultiplayerAPI(); }; #endif // MULTIPLAYER_PROTOCOL_H