virtualx-engine/core/io/networked_multiplayer_custom.h
Rémi Verschelde 1426cd3b3a
One Copyright Update to rule them all
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.
2023-01-10 15:26:54 +01:00

87 lines
3.7 KiB
C++

/**************************************************************************/
/* networked_multiplayer_custom.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 NETWORKED_MULTIPLAYER_CUSTOM_H
#define NETWORKED_MULTIPLAYER_CUSTOM_H
#include "core/io/networked_multiplayer_peer.h"
class NetworkedMultiplayerCustom : public NetworkedMultiplayerPeer {
GDCLASS(NetworkedMultiplayerCustom, NetworkedMultiplayerPeer);
protected:
int self_id;
TransferMode transfer_mode;
ConnectionStatus connection_status;
bool refusing_new_connections;
int target_id;
int max_packet_size;
struct Packet {
PoolVector<uint8_t> data;
int from;
};
List<Packet> incoming_packets;
Packet current_packet;
static void _bind_methods();
public:
NetworkedMultiplayerCustom();
~NetworkedMultiplayerCustom();
// PacketPeer.
Error get_packet(const uint8_t **r_buffer, int &r_buffer_size);
Error put_packet(const uint8_t *p_buffer, int p_buffer_size);
int get_available_packet_count() const;
int get_max_packet_size() const;
// NetworkedMultiplayerPeer.
void set_transfer_mode(TransferMode p_mode);
TransferMode get_transfer_mode() const;
void set_target_peer(int p_peer);
int get_packet_peer() const;
bool is_server() const;
void poll();
int get_unique_id() const;
void set_refuse_new_connections(bool p_enable);
bool is_refusing_new_connections() const;
ConnectionStatus get_connection_status() const;
// Custom methods.
void initialize(int p_self_id);
void set_max_packet_size(int p_max_packet_size);
void set_connection_status(ConnectionStatus p_connection_status);
void deliver_packet(const PoolByteArray &p_data, int p_from_peer_id);
};
#endif // NETWORKED_MULTIPLAYER_CUSTOM_H