virtualx-engine/modules/multiplayer/scene_multiplayer.h
Rémi Verschelde 25b2f1780a
Style: Harmonize header includes in modules
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module ("local" includes) should be listed
first in their own block using relative paths, before Godot's "core" includes
which use "absolute" (project folder relative) paths, and finally thirdparty
includes.

Includes in `#ifdef`s come after their relevant section, i.e. the overall
structure is:

- Local includes
  * Conditional local includes
- Core includes
  * Conditional core includes
- Thirdparty includes
  * Conditional thirdparty includes
2023-06-15 14:35:45 +02:00

211 lines
8.1 KiB
C++

/**************************************************************************/
/* scene_multiplayer.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_MULTIPLAYER_H
#define SCENE_MULTIPLAYER_H
#include "scene_cache_interface.h"
#include "scene_replication_interface.h"
#include "scene_rpc_interface.h"
#include "scene/main/multiplayer_api.h"
class OfflineMultiplayerPeer : public MultiplayerPeer {
GDCLASS(OfflineMultiplayerPeer, MultiplayerPeer);
public:
virtual int get_available_packet_count() const override { return 0; }
virtual Error get_packet(const uint8_t **r_buffer, int &r_buffer_size) override {
*r_buffer = nullptr;
r_buffer_size = 0;
return OK;
}
virtual Error put_packet(const uint8_t *p_buffer, int p_buffer_size) override { return OK; }
virtual int get_max_packet_size() const override { return 0; }
virtual void set_target_peer(int p_peer_id) override {}
virtual int get_packet_peer() const override { return 0; }
virtual TransferMode get_packet_mode() const override { return TRANSFER_MODE_RELIABLE; };
virtual int get_packet_channel() const override { return 0; }
virtual void disconnect_peer(int p_peer, bool p_force = false) override {}
virtual bool is_server() const override { return true; }
virtual void poll() override {}
virtual void close() override {}
virtual int get_unique_id() const override { return TARGET_PEER_SERVER; }
virtual ConnectionStatus get_connection_status() const override { return CONNECTION_CONNECTED; };
};
class SceneMultiplayer : public MultiplayerAPI {
GDCLASS(SceneMultiplayer, MultiplayerAPI);
public:
enum NetworkCommands {
NETWORK_COMMAND_REMOTE_CALL = 0,
NETWORK_COMMAND_SIMPLIFY_PATH,
NETWORK_COMMAND_CONFIRM_PATH,
NETWORK_COMMAND_RAW,
NETWORK_COMMAND_SPAWN,
NETWORK_COMMAND_DESPAWN,
NETWORK_COMMAND_SYNC,
NETWORK_COMMAND_SYS,
};
enum SysCommands {
SYS_COMMAND_AUTH,
SYS_COMMAND_ADD_PEER,
SYS_COMMAND_DEL_PEER,
SYS_COMMAND_RELAY,
};
enum {
SYS_CMD_SIZE = 6, // Command + sys command + peer_id (+ optional payload).
};
// For each command, the 4 MSB can contain custom flags, as defined by subsystems.
enum {
CMD_FLAG_0_SHIFT = 4,
CMD_FLAG_1_SHIFT = 5,
CMD_FLAG_2_SHIFT = 6,
CMD_FLAG_3_SHIFT = 7,
};
// This is the mask that will be used to extract the command.
enum {
CMD_MASK = 7, // 0x7 -> 0b00001111
};
private:
struct PendingPeer {
bool local = false;
bool remote = false;
uint64_t time = 0;
};
Ref<MultiplayerPeer> multiplayer_peer;
MultiplayerPeer::ConnectionStatus last_connection_status = MultiplayerPeer::CONNECTION_DISCONNECTED;
HashMap<int, PendingPeer> pending_peers; // true if locally finalized.
Callable auth_callback;
uint64_t auth_timeout = 3000;
HashSet<int> connected_peers;
int remote_sender_id = 0;
int remote_sender_override = 0;
Vector<uint8_t> packet_cache;
NodePath root_path;
bool allow_object_decoding = false;
bool server_relay = true;
Ref<StreamPeerBuffer> relay_buffer;
Ref<SceneCacheInterface> cache;
Ref<SceneReplicationInterface> replicator;
Ref<SceneRPCInterface> rpc;
#ifdef DEBUG_ENABLED
_FORCE_INLINE_ void _profile_bandwidth(const String &p_what, int p_value);
_FORCE_INLINE_ Error _send(const uint8_t *p_packet, int p_packet_len); // Also profiles.
#else
_FORCE_INLINE_ Error _send(const uint8_t *p_packet, int p_packet_len) {
return multiplayer_peer->put_packet(p_packet, p_packet_len);
}
#endif
protected:
static void _bind_methods();
void _process_packet(int p_from, const uint8_t *p_packet, int p_packet_len);
void _process_raw(int p_from, const uint8_t *p_packet, int p_packet_len);
void _process_sys(int p_from, const uint8_t *p_packet, int p_packet_len, MultiplayerPeer::TransferMode p_mode, int p_channel);
void _add_peer(int p_id);
void _admit_peer(int p_id);
void _del_peer(int p_id);
void _update_status();
public:
virtual void set_multiplayer_peer(const Ref<MultiplayerPeer> &p_peer) override;
virtual Ref<MultiplayerPeer> get_multiplayer_peer() override;
virtual Error poll() override;
virtual int get_unique_id() override;
virtual Vector<int> get_peer_ids() override;
virtual int get_remote_sender_id() override { return remote_sender_override ? remote_sender_override : remote_sender_id; }
virtual Error rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) override;
virtual Error object_configuration_add(Object *p_obj, Variant p_config) override;
virtual Error object_configuration_remove(Object *p_obj, Variant p_config) override;
void clear();
// Usually from object_configuration_add/remove
void set_root_path(const NodePath &p_path);
NodePath get_root_path() const;
void disconnect_peer(int p_id);
Error send_auth(int p_to, Vector<uint8_t> p_bytes);
Error complete_auth(int p_peer);
void set_auth_callback(Callable p_callback);
Callable get_auth_callback() const;
void set_auth_timeout(double p_timeout);
double get_auth_timeout() const;
Vector<int> get_authenticating_peer_ids();
Error send_command(int p_to, const uint8_t *p_packet, int p_packet_len); // Used internally to relay packets when needed.
Error send_bytes(Vector<uint8_t> p_data, int p_to = MultiplayerPeer::TARGET_PEER_BROADCAST, MultiplayerPeer::TransferMode p_mode = MultiplayerPeer::TRANSFER_MODE_RELIABLE, int p_channel = 0);
String get_rpc_md5(const Object *p_obj);
const HashSet<int> get_connected_peers() const { return connected_peers; }
void set_remote_sender_override(int p_id) { remote_sender_override = p_id; }
void set_refuse_new_connections(bool p_refuse);
bool is_refusing_new_connections() const;
void set_allow_object_decoding(bool p_enable);
bool is_object_decoding_allowed() const;
void set_server_relay_enabled(bool p_enabled);
bool is_server_relay_enabled() const;
void set_max_sync_packet_size(int p_size);
int get_max_sync_packet_size() const;
void set_max_delta_packet_size(int p_size);
int get_max_delta_packet_size() const;
Ref<SceneCacheInterface> get_path_cache() { return cache; }
Ref<SceneReplicationInterface> get_replicator() { return replicator; }
SceneMultiplayer();
~SceneMultiplayer();
};
#endif // SCENE_MULTIPLAYER_H