1426cd3b3a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see". Backported from #70885.
189 lines
7.3 KiB
C++
189 lines
7.3 KiB
C++
/**************************************************************************/
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/* networked_multiplayer_custom.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "core/io/networked_multiplayer_custom.h"
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NetworkedMultiplayerCustom::NetworkedMultiplayerCustom() {
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self_id = 0;
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transfer_mode = TransferMode::TRANSFER_MODE_RELIABLE;
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connection_status = ConnectionStatus::CONNECTION_DISCONNECTED;
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refusing_new_connections = false;
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target_id = 0;
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// Default to a large value.
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max_packet_size = 1 << 24;
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}
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NetworkedMultiplayerCustom::~NetworkedMultiplayerCustom() {
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}
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void NetworkedMultiplayerCustom::_bind_methods() {
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ClassDB::bind_method(D_METHOD("initialize", "self_peer_id"), &NetworkedMultiplayerCustom::initialize);
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ClassDB::bind_method(D_METHOD("set_max_packet_size", "max_packet_size"), &NetworkedMultiplayerCustom::set_max_packet_size);
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ClassDB::bind_method(D_METHOD("set_connection_status", "connection_status"), &NetworkedMultiplayerCustom::set_connection_status);
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ClassDB::bind_method(D_METHOD("deliver_packet", "buffer", "from_peer_id"), &NetworkedMultiplayerCustom::deliver_packet);
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ADD_SIGNAL(MethodInfo("packet_generated", PropertyInfo(Variant::INT, "peer_id"), PropertyInfo(Variant::POOL_BYTE_ARRAY, "buffer"), PropertyInfo(Variant::INT, "transfer_mode")));
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}
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//
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// PacketPeer
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//
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Error NetworkedMultiplayerCustom::get_packet(const uint8_t **r_buffer, int &r_buffer_size) {
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ERR_FAIL_COND_V(incoming_packets.size() == 0, Error::ERR_UNAVAILABLE);
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current_packet = incoming_packets.front()->get();
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incoming_packets.pop_front();
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*r_buffer = current_packet.data.read().ptr();
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r_buffer_size = current_packet.data.size();
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return Error::OK;
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}
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Error NetworkedMultiplayerCustom::put_packet(const uint8_t *p_buffer, int p_buffer_size) {
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PoolByteArray a;
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a.resize(p_buffer_size);
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PoolByteArray::Write w = a.write();
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memcpy(w.ptr(), p_buffer, p_buffer_size);
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emit_signal("packet_generated", target_id, a, transfer_mode);
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return Error::OK;
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}
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int NetworkedMultiplayerCustom::get_available_packet_count() const {
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return incoming_packets.size();
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}
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int NetworkedMultiplayerCustom::get_max_packet_size() const {
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return max_packet_size;
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}
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//
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// NetworkedMultiplayerPeer.
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//
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void NetworkedMultiplayerCustom::set_transfer_mode(NetworkedMultiplayerPeer::TransferMode p_mode) {
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transfer_mode = p_mode;
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}
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NetworkedMultiplayerPeer::TransferMode NetworkedMultiplayerCustom::get_transfer_mode() const {
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return transfer_mode;
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}
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void NetworkedMultiplayerCustom::set_target_peer(int p_target_peer) {
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target_id = p_target_peer;
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}
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int NetworkedMultiplayerCustom::get_packet_peer() const {
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ERR_FAIL_COND_V(connection_status != ConnectionStatus::CONNECTION_CONNECTED, 1);
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ERR_FAIL_COND_V(incoming_packets.size() == 0, 1);
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return incoming_packets.front()->get().from;
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}
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bool NetworkedMultiplayerCustom::is_server() const {
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return self_id == 1;
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}
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void NetworkedMultiplayerCustom::poll() {
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}
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int NetworkedMultiplayerCustom::get_unique_id() const {
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return self_id;
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}
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void NetworkedMultiplayerCustom::set_refuse_new_connections(bool p_refuse_new_connections) {
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refusing_new_connections = p_refuse_new_connections;
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}
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bool NetworkedMultiplayerCustom::is_refusing_new_connections() const {
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return refusing_new_connections;
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}
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NetworkedMultiplayerPeer::ConnectionStatus NetworkedMultiplayerCustom::get_connection_status() const {
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return connection_status;
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}
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//
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// Custom methods.
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//
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void NetworkedMultiplayerCustom::initialize(int p_self_id) {
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ERR_FAIL_COND_MSG(connection_status != ConnectionStatus::CONNECTION_CONNECTING,
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"Can only initialize if connection status is CONNECTION_CONNECTING.");
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ERR_FAIL_COND_MSG(p_self_id < 0 || p_self_id > ~(1 << 31),
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"Cannot initialize with invalid unique network id.");
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self_id = p_self_id;
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if (self_id == 1) {
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set_connection_status(ConnectionStatus::CONNECTION_CONNECTED);
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}
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}
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void NetworkedMultiplayerCustom::set_max_packet_size(int p_max_packet_size) {
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max_packet_size = p_max_packet_size;
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}
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void NetworkedMultiplayerCustom::set_connection_status(NetworkedMultiplayerPeer::ConnectionStatus p_connection_status) {
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if (connection_status == p_connection_status) {
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return;
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}
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ERR_FAIL_COND_MSG(p_connection_status == ConnectionStatus::CONNECTION_CONNECTING && connection_status != ConnectionStatus::CONNECTION_DISCONNECTED,
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"Can only change connection status to CONNECTION_CONNECTING from CONNECTION_DISCONNECTED.");
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ERR_FAIL_COND_MSG(p_connection_status == ConnectionStatus::CONNECTION_CONNECTED && connection_status != ConnectionStatus::CONNECTION_CONNECTING,
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"Can only change connection status to CONNECTION_CONNECTED from CONNECTION_CONNECTING.");
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if (p_connection_status == ConnectionStatus::CONNECTION_CONNECTED) {
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connection_status = p_connection_status;
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emit_signal("connection_succeeded");
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} else if (p_connection_status == ConnectionStatus::CONNECTION_DISCONNECTED) {
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ConnectionStatus old_connection_status = connection_status;
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connection_status = p_connection_status;
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if (self_id != 1) {
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if (old_connection_status == ConnectionStatus::CONNECTION_CONNECTING) {
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emit_signal("connection_failed");
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} else {
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emit_signal("server_disconnected");
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}
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}
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} else {
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connection_status = p_connection_status;
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}
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}
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void NetworkedMultiplayerCustom::deliver_packet(const PoolByteArray &p_data, int p_from_peer_id) {
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Packet p = { p_data, p_from_peer_id };
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incoming_packets.push_back(p);
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}
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