/**************************************************************************/ /* scene_rpc_interface.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 SCENE_RPC_INTERFACE_H #define SCENE_RPC_INTERFACE_H #include "core/object/ref_counted.h" #include "scene/main/multiplayer_api.h" class SceneMultiplayer; class SceneCacheInterface; class SceneReplicationInterface; class Node; class SceneRPCInterface : public RefCounted { GDCLASS(SceneRPCInterface, RefCounted); private: struct RPCConfig { StringName name; MultiplayerAPI::RPCMode rpc_mode = MultiplayerAPI::RPC_MODE_DISABLED; bool call_local = false; MultiplayerPeer::TransferMode transfer_mode = MultiplayerPeer::TRANSFER_MODE_RELIABLE; int channel = 0; bool operator==(RPCConfig const &p_other) const { return name == p_other.name; } }; struct RPCConfigCache { HashMap<uint16_t, RPCConfig> configs; HashMap<StringName, uint16_t> ids; }; struct SortRPCConfig { StringName::AlphCompare compare; bool operator()(const RPCConfig &p_a, const RPCConfig &p_b) const { return compare(p_a.name, p_b.name); } }; enum NetworkNodeIdCompression { NETWORK_NODE_ID_COMPRESSION_8 = 0, NETWORK_NODE_ID_COMPRESSION_16, NETWORK_NODE_ID_COMPRESSION_32, }; enum NetworkNameIdCompression { NETWORK_NAME_ID_COMPRESSION_8 = 0, NETWORK_NAME_ID_COMPRESSION_16, }; SceneMultiplayer *multiplayer = nullptr; SceneCacheInterface *multiplayer_cache = nullptr; SceneReplicationInterface *multiplayer_replicator = nullptr; Vector<uint8_t> packet_cache; HashMap<ObjectID, RPCConfigCache> rpc_cache; #ifdef DEBUG_ENABLED _FORCE_INLINE_ void _profile_node_data(const String &p_what, ObjectID p_id, int p_size); #endif protected: void _process_rpc(Node *p_node, const uint16_t p_rpc_method_id, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset); void _send_rpc(Node *p_from, int p_to, uint16_t p_rpc_id, const RPCConfig &p_config, const StringName &p_name, const Variant **p_arg, int p_argcount); Node *_process_get_node(int p_from, const uint8_t *p_packet, uint32_t p_node_target, int p_packet_len); void _parse_rpc_config(const Variant &p_config, bool p_for_node, RPCConfigCache &r_cache); const RPCConfigCache &_get_node_config(const Node *p_node); public: Error rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount); void process_rpc(int p_from, const uint8_t *p_packet, int p_packet_len); String get_rpc_md5(const Object *p_obj); SceneRPCInterface(SceneMultiplayer *p_multiplayer, SceneCacheInterface *p_cache, SceneReplicationInterface *p_replicator) { multiplayer = p_multiplayer; multiplayer_cache = p_cache; multiplayer_replicator = p_replicator; } }; #endif // SCENE_RPC_INTERFACE_H