virtualx-engine/modules/enet/networked_multiplayer_enet.cpp
Fabio Alessandrelli dc583a6225 Add check to validate client IDs in ENet.
Server now checks that the ID received from the client is not already
used by someone else and is a valid ID (>=2)
2019-02-20 16:28:53 +01:00

893 lines
26 KiB
C++

/*************************************************************************/
/* networked_multiplayer_enet.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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. */
/*************************************************************************/
#include "networked_multiplayer_enet.h"
#include "core/io/ip.h"
#include "core/io/marshalls.h"
#include "core/os/os.h"
void NetworkedMultiplayerENet::set_transfer_mode(TransferMode p_mode) {
transfer_mode = p_mode;
}
NetworkedMultiplayerPeer::TransferMode NetworkedMultiplayerENet::get_transfer_mode() const {
return transfer_mode;
}
void NetworkedMultiplayerENet::set_target_peer(int p_peer) {
target_peer = p_peer;
}
int NetworkedMultiplayerENet::get_packet_peer() const {
ERR_FAIL_COND_V(!active, 1);
ERR_FAIL_COND_V(incoming_packets.size() == 0, 1);
return incoming_packets.front()->get().from;
}
int NetworkedMultiplayerENet::get_packet_channel() const {
ERR_FAIL_COND_V(!active, -1);
ERR_FAIL_COND_V(incoming_packets.size() == 0, -1);
return incoming_packets.front()->get().channel;
}
int NetworkedMultiplayerENet::get_last_packet_channel() const {
ERR_FAIL_COND_V(!active, -1);
ERR_FAIL_COND_V(!current_packet.packet, -1);
return current_packet.channel;
}
Error NetworkedMultiplayerENet::create_server(int p_port, int p_max_clients, int p_in_bandwidth, int p_out_bandwidth) {
ERR_FAIL_COND_V(active, ERR_ALREADY_IN_USE);
ERR_FAIL_COND_V(p_port < 0 || p_port > 65535, ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(p_max_clients < 0, ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(p_in_bandwidth < 0, ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(p_out_bandwidth < 0, ERR_INVALID_PARAMETER);
ENetAddress address;
#ifdef GODOT_ENET
if (bind_ip.is_wildcard()) {
address.wildcard = 1;
} else {
enet_address_set_ip(&address, bind_ip.get_ipv6(), 16);
}
#else
if (bind_ip.is_wildcard()) {
address.host = 0;
} else {
ERR_FAIL_COND_V(!bind_ip.is_ipv4(), ERR_INVALID_PARAMETER);
address.host = *(uint32_t *)bind_ip.get_ipv4();
}
#endif
address.port = p_port;
host = enet_host_create(&address /* the address to bind the server host to */,
p_max_clients /* allow up to 32 clients and/or outgoing connections */,
channel_count /* allow up to channel_count to be used */,
p_in_bandwidth /* limit incoming bandwidth if > 0 */,
p_out_bandwidth /* limit outgoing bandwidth if > 0 */);
ERR_FAIL_COND_V(!host, ERR_CANT_CREATE);
_setup_compressor();
active = true;
server = true;
refuse_connections = false;
unique_id = 1;
connection_status = CONNECTION_CONNECTED;
return OK;
}
Error NetworkedMultiplayerENet::create_client(const String &p_address, int p_port, int p_in_bandwidth, int p_out_bandwidth, int p_client_port) {
ERR_FAIL_COND_V(active, ERR_ALREADY_IN_USE);
ERR_FAIL_COND_V(p_port < 0 || p_port > 65535, ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(p_client_port < 0 || p_client_port > 65535, ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(p_in_bandwidth < 0, ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(p_out_bandwidth < 0, ERR_INVALID_PARAMETER);
if (p_client_port != 0) {
ENetAddress c_client;
#ifdef GODOT_ENET
if (bind_ip.is_wildcard()) {
c_client.wildcard = 1;
} else {
enet_address_set_ip(&c_client, bind_ip.get_ipv6(), 16);
}
#else
if (bind_ip.is_wildcard()) {
c_client.host = 0;
} else {
ERR_FAIL_COND_V(!bind_ip.is_ipv4(), ERR_INVALID_PARAMETER);
c_client.host = *(uint32_t *)bind_ip.get_ipv4();
}
#endif
c_client.port = p_client_port;
host = enet_host_create(&c_client /* create a client host */,
1 /* only allow 1 outgoing connection */,
channel_count /* allow up to channel_count to be used */,
p_in_bandwidth /* limit incoming bandwidth if > 0 */,
p_out_bandwidth /* limit outgoing bandwidth if > 0 */);
} else {
host = enet_host_create(NULL /* create a client host */,
1 /* only allow 1 outgoing connection */,
channel_count /* allow up to channel_count to be used */,
p_in_bandwidth /* limit incoming bandwidth if > 0 */,
p_out_bandwidth /* limit outgoing bandwidth if > 0 */);
}
ERR_FAIL_COND_V(!host, ERR_CANT_CREATE);
_setup_compressor();
IP_Address ip;
if (p_address.is_valid_ip_address()) {
ip = p_address;
} else {
#ifdef GODOT_ENET
ip = IP::get_singleton()->resolve_hostname(p_address);
#else
ip = IP::get_singleton()->resolve_hostname(p_address, IP::TYPE_IPV4);
#endif
ERR_FAIL_COND_V(!ip.is_valid(), ERR_CANT_RESOLVE);
}
ENetAddress address;
#ifdef GODOT_ENET
enet_address_set_ip(&address, ip.get_ipv6(), 16);
#else
ERR_FAIL_COND_V(!ip.is_ipv4(), ERR_INVALID_PARAMETER);
address.host = *(uint32_t *)ip.get_ipv4();
#endif
address.port = p_port;
unique_id = _gen_unique_id();
// Initiate connection, allocating enough channels
ENetPeer *peer = enet_host_connect(host, &address, channel_count, unique_id);
if (peer == NULL) {
enet_host_destroy(host);
ERR_FAIL_COND_V(!peer, ERR_CANT_CREATE);
}
// Technically safe to ignore the peer or anything else.
connection_status = CONNECTION_CONNECTING;
active = true;
server = false;
refuse_connections = false;
return OK;
}
void NetworkedMultiplayerENet::poll() {
ERR_FAIL_COND(!active);
_pop_current_packet();
ENetEvent event;
/* Keep servicing until there are no available events left in queue. */
while (true) {
if (!host || !active) // Might have been disconnected while emitting a notification
return;
int ret = enet_host_service(host, &event, 0);
if (ret < 0) {
// Error, do something?
break;
} else if (ret == 0) {
break;
}
switch (event.type) {
case ENET_EVENT_TYPE_CONNECT: {
// Store any relevant client information here.
if (server && refuse_connections) {
enet_peer_reset(event.peer);
break;
}
// A client joined with an invalid ID (neagtive values, 0, and 1 are reserved).
// Probably trying to exploit us.
if (server && ((int)event.data < 2 || peer_map.has((int)event.data))) {
enet_peer_reset(event.peer);
ERR_CONTINUE(true);
}
int *new_id = memnew(int);
*new_id = event.data;
if (*new_id == 0) { // Data zero is sent by server (enet won't let you configure this). Server is always 1.
*new_id = 1;
}
event.peer->data = new_id;
peer_map[*new_id] = event.peer;
connection_status = CONNECTION_CONNECTED; // If connecting, this means it connected to something!
emit_signal("peer_connected", *new_id);
if (server) {
// Someone connected, notify all the peers available
for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
if (E->key() == *new_id)
continue;
// Send existing peers to new peer
ENetPacket *packet = enet_packet_create(NULL, 8, ENET_PACKET_FLAG_RELIABLE);
encode_uint32(SYSMSG_ADD_PEER, &packet->data[0]);
encode_uint32(E->key(), &packet->data[4]);
enet_peer_send(event.peer, SYSCH_CONFIG, packet);
// Send the new peer to existing peers
packet = enet_packet_create(NULL, 8, ENET_PACKET_FLAG_RELIABLE);
encode_uint32(SYSMSG_ADD_PEER, &packet->data[0]);
encode_uint32(*new_id, &packet->data[4]);
enet_peer_send(E->get(), SYSCH_CONFIG, packet);
}
} else {
emit_signal("connection_succeeded");
}
} break;
case ENET_EVENT_TYPE_DISCONNECT: {
// Reset the peer's client information.
int *id = (int *)event.peer->data;
if (!id) {
if (!server) {
emit_signal("connection_failed");
}
} else {
if (server) {
// Someone disconnected, notify everyone else
for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
if (E->key() == *id)
continue;
ENetPacket *packet = enet_packet_create(NULL, 8, ENET_PACKET_FLAG_RELIABLE);
encode_uint32(SYSMSG_REMOVE_PEER, &packet->data[0]);
encode_uint32(*id, &packet->data[4]);
enet_peer_send(E->get(), SYSCH_CONFIG, packet);
}
} else {
emit_signal("server_disconnected");
close_connection();
return;
}
emit_signal("peer_disconnected", *id);
peer_map.erase(*id);
memdelete(id);
}
} break;
case ENET_EVENT_TYPE_RECEIVE: {
if (event.channelID == SYSCH_CONFIG) {
// Some config message
ERR_CONTINUE(event.packet->dataLength < 8);
// Only server can send config messages
ERR_CONTINUE(server);
int msg = decode_uint32(&event.packet->data[0]);
int id = decode_uint32(&event.packet->data[4]);
switch (msg) {
case SYSMSG_ADD_PEER: {
peer_map[id] = NULL;
emit_signal("peer_connected", id);
} break;
case SYSMSG_REMOVE_PEER: {
peer_map.erase(id);
emit_signal("peer_disconnected", id);
} break;
}
enet_packet_destroy(event.packet);
} else if (event.channelID < channel_count) {
Packet packet;
packet.packet = event.packet;
uint32_t *id = (uint32_t *)event.peer->data;
ERR_CONTINUE(event.packet->dataLength < 12)
uint32_t source = decode_uint32(&event.packet->data[0]);
int target = decode_uint32(&event.packet->data[4]);
uint32_t flags = decode_uint32(&event.packet->data[8]);
packet.from = source;
packet.channel = event.channelID;
if (server) {
// Someone is cheating and trying to fake the source!
ERR_CONTINUE(source != *id);
packet.from = *id;
if (target == 0) {
// Re-send to everyone but sender :|
incoming_packets.push_back(packet);
// And make copies for sending
for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
if (uint32_t(E->key()) == source) // Do not resend to self
continue;
ENetPacket *packet2 = enet_packet_create(packet.packet->data, packet.packet->dataLength, flags);
enet_peer_send(E->get(), event.channelID, packet2);
}
} else if (target < 0) {
// To all but one
// And make copies for sending
for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
if (uint32_t(E->key()) == source || E->key() == -target) // Do not resend to self, also do not send to excluded
continue;
ENetPacket *packet2 = enet_packet_create(packet.packet->data, packet.packet->dataLength, flags);
enet_peer_send(E->get(), event.channelID, packet2);
}
if (-target != 1) {
// Server is not excluded
incoming_packets.push_back(packet);
} else {
// Server is excluded, erase packet
enet_packet_destroy(packet.packet);
}
} else if (target == 1) {
// To myself and only myself
incoming_packets.push_back(packet);
} else {
// To someone else, specifically
ERR_CONTINUE(!peer_map.has(target));
enet_peer_send(peer_map[target], event.channelID, packet.packet);
}
} else {
incoming_packets.push_back(packet);
}
// Destroy packet later
} else {
ERR_CONTINUE(true);
}
} break;
case ENET_EVENT_TYPE_NONE: {
// Do nothing
} break;
}
}
}
bool NetworkedMultiplayerENet::is_server() const {
ERR_FAIL_COND_V(!active, false);
return server;
}
void NetworkedMultiplayerENet::close_connection(uint32_t wait_usec) {
ERR_FAIL_COND(!active);
ERR_FAIL_COND(wait_usec < 0);
_pop_current_packet();
bool peers_disconnected = false;
for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
if (E->get()) {
enet_peer_disconnect_now(E->get(), unique_id);
peers_disconnected = true;
}
}
if (peers_disconnected) {
enet_host_flush(host);
if (wait_usec > 0) {
OS::get_singleton()->delay_usec(wait_usec); // Wait for disconnection packets to send
}
}
enet_host_destroy(host);
active = false;
incoming_packets.clear();
unique_id = 1; // Server is 1
connection_status = CONNECTION_DISCONNECTED;
}
void NetworkedMultiplayerENet::disconnect_peer(int p_peer, bool now) {
ERR_FAIL_COND(!active);
ERR_FAIL_COND(!is_server());
ERR_FAIL_COND(!peer_map.has(p_peer))
if (now) {
enet_peer_disconnect_now(peer_map[p_peer], 0);
// enet_peer_disconnect_now doesn't generate ENET_EVENT_TYPE_DISCONNECT,
// notify everyone else, send disconnect signal & remove from peer_map like in poll()
for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
if (E->key() == p_peer)
continue;
ENetPacket *packet = enet_packet_create(NULL, 8, ENET_PACKET_FLAG_RELIABLE);
encode_uint32(SYSMSG_REMOVE_PEER, &packet->data[0]);
encode_uint32(p_peer, &packet->data[4]);
enet_peer_send(E->get(), SYSCH_CONFIG, packet);
}
emit_signal("peer_disconnected", p_peer);
peer_map.erase(p_peer);
} else {
enet_peer_disconnect_later(peer_map[p_peer], 0);
}
}
int NetworkedMultiplayerENet::get_available_packet_count() const {
return incoming_packets.size();
}
Error NetworkedMultiplayerENet::get_packet(const uint8_t **r_buffer, int &r_buffer_size) {
ERR_FAIL_COND_V(incoming_packets.size() == 0, ERR_UNAVAILABLE);
_pop_current_packet();
current_packet = incoming_packets.front()->get();
incoming_packets.pop_front();
*r_buffer = (const uint8_t *)(&current_packet.packet->data[12]);
r_buffer_size = current_packet.packet->dataLength - 12;
return OK;
}
Error NetworkedMultiplayerENet::put_packet(const uint8_t *p_buffer, int p_buffer_size) {
ERR_FAIL_COND_V(!active, ERR_UNCONFIGURED);
ERR_FAIL_COND_V(connection_status != CONNECTION_CONNECTED, ERR_UNCONFIGURED);
int packet_flags = 0;
int channel = SYSCH_RELIABLE;
switch (transfer_mode) {
case TRANSFER_MODE_UNRELIABLE: {
if (always_ordered)
packet_flags = 0;
else
packet_flags = ENET_PACKET_FLAG_UNSEQUENCED;
channel = SYSCH_UNRELIABLE;
} break;
case TRANSFER_MODE_UNRELIABLE_ORDERED: {
packet_flags = 0;
channel = SYSCH_UNRELIABLE;
} break;
case TRANSFER_MODE_RELIABLE: {
packet_flags = ENET_PACKET_FLAG_RELIABLE;
channel = SYSCH_RELIABLE;
} break;
}
if (transfer_channel > SYSCH_CONFIG)
channel = transfer_channel;
Map<int, ENetPeer *>::Element *E = NULL;
if (target_peer != 0) {
E = peer_map.find(ABS(target_peer));
if (!E) {
ERR_EXPLAIN("Invalid Target Peer: " + itos(target_peer));
ERR_FAIL_V(ERR_INVALID_PARAMETER);
}
}
ENetPacket *packet = enet_packet_create(NULL, p_buffer_size + 12, packet_flags);
encode_uint32(unique_id, &packet->data[0]); // Source ID
encode_uint32(target_peer, &packet->data[4]); // Dest ID
encode_uint32(packet_flags, &packet->data[8]); // Dest ID
copymem(&packet->data[12], p_buffer, p_buffer_size);
if (server) {
if (target_peer == 0) {
enet_host_broadcast(host, channel, packet);
} else if (target_peer < 0) {
// Send to all but one
// and make copies for sending
int exclude = -target_peer;
for (Map<int, ENetPeer *>::Element *F = peer_map.front(); F; F = F->next()) {
if (F->key() == exclude) // Exclude packet
continue;
ENetPacket *packet2 = enet_packet_create(packet->data, packet->dataLength, packet_flags);
enet_peer_send(F->get(), channel, packet2);
}
enet_packet_destroy(packet); // Original packet no longer needed
} else {
enet_peer_send(E->get(), channel, packet);
}
} else {
ERR_FAIL_COND_V(!peer_map.has(1), ERR_BUG);
enet_peer_send(peer_map[1], channel, packet); // Send to server for broadcast
}
enet_host_flush(host);
return OK;
}
int NetworkedMultiplayerENet::get_max_packet_size() const {
return 1 << 24; // Anything is good
}
void NetworkedMultiplayerENet::_pop_current_packet() {
if (current_packet.packet) {
enet_packet_destroy(current_packet.packet);
current_packet.packet = NULL;
current_packet.from = 0;
current_packet.channel = -1;
}
}
NetworkedMultiplayerPeer::ConnectionStatus NetworkedMultiplayerENet::get_connection_status() const {
return connection_status;
}
uint32_t NetworkedMultiplayerENet::_gen_unique_id() const {
uint32_t hash = 0;
while (hash == 0 || hash == 1) {
hash = hash_djb2_one_32(
(uint32_t)OS::get_singleton()->get_ticks_usec());
hash = hash_djb2_one_32(
(uint32_t)OS::get_singleton()->get_unix_time(), hash);
hash = hash_djb2_one_32(
(uint32_t)OS::get_singleton()->get_user_data_dir().hash64(), hash);
hash = hash_djb2_one_32(
(uint32_t)((uint64_t)this), hash); // Rely on ASLR heap
hash = hash_djb2_one_32(
(uint32_t)((uint64_t)&hash), hash); // Rely on ASLR stack
hash = hash & 0x7FFFFFFF; // Make it compatible with unsigned, since negative ID is used for exclusion
}
return hash;
}
int NetworkedMultiplayerENet::get_unique_id() const {
ERR_FAIL_COND_V(!active, 0);
return unique_id;
}
void NetworkedMultiplayerENet::set_refuse_new_connections(bool p_enable) {
refuse_connections = p_enable;
}
bool NetworkedMultiplayerENet::is_refusing_new_connections() const {
return refuse_connections;
}
void NetworkedMultiplayerENet::set_compression_mode(CompressionMode p_mode) {
compression_mode = p_mode;
}
NetworkedMultiplayerENet::CompressionMode NetworkedMultiplayerENet::get_compression_mode() const {
return compression_mode;
}
size_t NetworkedMultiplayerENet::enet_compress(void *context, const ENetBuffer *inBuffers, size_t inBufferCount, size_t inLimit, enet_uint8 *outData, size_t outLimit) {
NetworkedMultiplayerENet *enet = (NetworkedMultiplayerENet *)(context);
if (size_t(enet->src_compressor_mem.size()) < inLimit) {
enet->src_compressor_mem.resize(inLimit);
}
int total = inLimit;
int ofs = 0;
while (total) {
for (size_t i = 0; i < inBufferCount; i++) {
int to_copy = MIN(total, int(inBuffers[i].dataLength));
copymem(&enet->src_compressor_mem.write[ofs], inBuffers[i].data, to_copy);
ofs += to_copy;
total -= to_copy;
}
}
Compression::Mode mode;
switch (enet->compression_mode) {
case COMPRESS_FASTLZ: {
mode = Compression::MODE_FASTLZ;
} break;
case COMPRESS_ZLIB: {
mode = Compression::MODE_DEFLATE;
} break;
case COMPRESS_ZSTD: {
mode = Compression::MODE_ZSTD;
} break;
default: { ERR_FAIL_V(0); }
}
int req_size = Compression::get_max_compressed_buffer_size(ofs, mode);
if (enet->dst_compressor_mem.size() < req_size) {
enet->dst_compressor_mem.resize(req_size);
}
int ret = Compression::compress(enet->dst_compressor_mem.ptrw(), enet->src_compressor_mem.ptr(), ofs, mode);
if (ret < 0)
return 0;
if (ret > int(outLimit))
return 0; // Do not bother
copymem(outData, enet->dst_compressor_mem.ptr(), ret);
return ret;
}
size_t NetworkedMultiplayerENet::enet_decompress(void *context, const enet_uint8 *inData, size_t inLimit, enet_uint8 *outData, size_t outLimit) {
NetworkedMultiplayerENet *enet = (NetworkedMultiplayerENet *)(context);
int ret = -1;
switch (enet->compression_mode) {
case COMPRESS_FASTLZ: {
ret = Compression::decompress(outData, outLimit, inData, inLimit, Compression::MODE_FASTLZ);
} break;
case COMPRESS_ZLIB: {
ret = Compression::decompress(outData, outLimit, inData, inLimit, Compression::MODE_DEFLATE);
} break;
case COMPRESS_ZSTD: {
ret = Compression::decompress(outData, outLimit, inData, inLimit, Compression::MODE_ZSTD);
} break;
default: {}
}
if (ret < 0) {
return 0;
} else {
return ret;
}
}
void NetworkedMultiplayerENet::_setup_compressor() {
switch (compression_mode) {
case COMPRESS_NONE: {
enet_host_compress(host, NULL);
} break;
case COMPRESS_RANGE_CODER: {
enet_host_compress_with_range_coder(host);
} break;
case COMPRESS_FASTLZ:
case COMPRESS_ZLIB:
case COMPRESS_ZSTD: {
enet_host_compress(host, &enet_compressor);
} break;
}
}
void NetworkedMultiplayerENet::enet_compressor_destroy(void *context) {
// Nothing to do
}
IP_Address NetworkedMultiplayerENet::get_peer_address(int p_peer_id) const {
ERR_FAIL_COND_V(!peer_map.has(p_peer_id), IP_Address());
ERR_FAIL_COND_V(!is_server() && p_peer_id != 1, IP_Address());
ERR_FAIL_COND_V(peer_map[p_peer_id] == NULL, IP_Address());
IP_Address out;
#ifdef GODOT_ENET
out.set_ipv6((uint8_t *)&(peer_map[p_peer_id]->address.host));
#else
out.set_ipv4((uint8_t *)&(peer_map[p_peer_id]->address.host));
#endif
return out;
}
int NetworkedMultiplayerENet::get_peer_port(int p_peer_id) const {
ERR_FAIL_COND_V(!peer_map.has(p_peer_id), 0);
ERR_FAIL_COND_V(!is_server() && p_peer_id != 1, 0);
ERR_FAIL_COND_V(peer_map[p_peer_id] == NULL, 0);
#ifdef GODOT_ENET
return peer_map[p_peer_id]->address.port;
#else
return peer_map[p_peer_id]->address.port;
#endif
}
void NetworkedMultiplayerENet::set_transfer_channel(int p_channel) {
ERR_FAIL_COND(p_channel < -1 || p_channel >= channel_count);
if (p_channel == SYSCH_CONFIG) {
ERR_EXPLAIN("Channel " + itos(SYSCH_CONFIG) + " is reserved");
ERR_FAIL();
}
transfer_channel = p_channel;
}
int NetworkedMultiplayerENet::get_transfer_channel() const {
return transfer_channel;
}
void NetworkedMultiplayerENet::set_channel_count(int p_channel) {
ERR_FAIL_COND(active);
ERR_FAIL_COND(p_channel < SYSCH_MAX);
channel_count = p_channel;
}
int NetworkedMultiplayerENet::get_channel_count() const {
return channel_count;
}
void NetworkedMultiplayerENet::set_always_ordered(bool p_ordered) {
always_ordered = p_ordered;
}
bool NetworkedMultiplayerENet::is_always_ordered() const {
return always_ordered;
}
void NetworkedMultiplayerENet::_bind_methods() {
ClassDB::bind_method(D_METHOD("create_server", "port", "max_clients", "in_bandwidth", "out_bandwidth"), &NetworkedMultiplayerENet::create_server, DEFVAL(32), DEFVAL(0), DEFVAL(0));
ClassDB::bind_method(D_METHOD("create_client", "address", "port", "in_bandwidth", "out_bandwidth", "client_port"), &NetworkedMultiplayerENet::create_client, DEFVAL(0), DEFVAL(0), DEFVAL(0));
ClassDB::bind_method(D_METHOD("close_connection", "wait_usec"), &NetworkedMultiplayerENet::close_connection, DEFVAL(100));
ClassDB::bind_method(D_METHOD("disconnect_peer", "id", "now"), &NetworkedMultiplayerENet::disconnect_peer, DEFVAL(false));
ClassDB::bind_method(D_METHOD("set_compression_mode", "mode"), &NetworkedMultiplayerENet::set_compression_mode);
ClassDB::bind_method(D_METHOD("get_compression_mode"), &NetworkedMultiplayerENet::get_compression_mode);
ClassDB::bind_method(D_METHOD("set_bind_ip", "ip"), &NetworkedMultiplayerENet::set_bind_ip);
ClassDB::bind_method(D_METHOD("get_peer_address", "id"), &NetworkedMultiplayerENet::get_peer_address);
ClassDB::bind_method(D_METHOD("get_peer_port", "id"), &NetworkedMultiplayerENet::get_peer_port);
ClassDB::bind_method(D_METHOD("get_packet_channel"), &NetworkedMultiplayerENet::get_packet_channel);
ClassDB::bind_method(D_METHOD("get_last_packet_channel"), &NetworkedMultiplayerENet::get_last_packet_channel);
ClassDB::bind_method(D_METHOD("set_transfer_channel", "channel"), &NetworkedMultiplayerENet::set_transfer_channel);
ClassDB::bind_method(D_METHOD("get_transfer_channel"), &NetworkedMultiplayerENet::get_transfer_channel);
ClassDB::bind_method(D_METHOD("set_channel_count", "channels"), &NetworkedMultiplayerENet::set_channel_count);
ClassDB::bind_method(D_METHOD("get_channel_count"), &NetworkedMultiplayerENet::get_channel_count);
ClassDB::bind_method(D_METHOD("set_always_ordered", "ordered"), &NetworkedMultiplayerENet::set_always_ordered);
ClassDB::bind_method(D_METHOD("is_always_ordered"), &NetworkedMultiplayerENet::is_always_ordered);
ADD_PROPERTY(PropertyInfo(Variant::INT, "compression_mode", PROPERTY_HINT_ENUM, "None,Range Coder,FastLZ,ZLib,ZStd"), "set_compression_mode", "get_compression_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "transfer_channel"), "set_transfer_channel", "get_transfer_channel");
ADD_PROPERTY(PropertyInfo(Variant::INT, "channel_count"), "set_channel_count", "get_channel_count");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "always_ordered"), "set_always_ordered", "is_always_ordered");
BIND_ENUM_CONSTANT(COMPRESS_NONE);
BIND_ENUM_CONSTANT(COMPRESS_RANGE_CODER);
BIND_ENUM_CONSTANT(COMPRESS_FASTLZ);
BIND_ENUM_CONSTANT(COMPRESS_ZLIB);
BIND_ENUM_CONSTANT(COMPRESS_ZSTD);
}
NetworkedMultiplayerENet::NetworkedMultiplayerENet() {
active = false;
server = false;
refuse_connections = false;
unique_id = 0;
target_peer = 0;
current_packet.packet = NULL;
transfer_mode = TRANSFER_MODE_RELIABLE;
channel_count = SYSCH_MAX;
transfer_channel = -1;
always_ordered = false;
connection_status = CONNECTION_DISCONNECTED;
compression_mode = COMPRESS_NONE;
enet_compressor.context = this;
enet_compressor.compress = enet_compress;
enet_compressor.decompress = enet_decompress;
enet_compressor.destroy = enet_compressor_destroy;
bind_ip = IP_Address("*");
}
NetworkedMultiplayerENet::~NetworkedMultiplayerENet() {
close_connection();
}
// Sets IP for ENet to bind when using create_server or create_client
// if no IP is set, then ENet bind to ENET_HOST_ANY
void NetworkedMultiplayerENet::set_bind_ip(const IP_Address &p_ip) {
ERR_FAIL_COND(!p_ip.is_valid() && !p_ip.is_wildcard());
bind_ip = p_ip;
}