5b25457794
Removes _networking_ prefix from some methods and members, now that multiplayer has been largely moved out of Node and SceneTree and is seperated into its own set of classes.
80 lines
3.3 KiB
C++
80 lines
3.3 KiB
C++
/*************************************************************************/
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/* multiplayer.h */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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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#ifndef MULTIPLAYER_H
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#define MULTIPLAYER_H
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#include "core/variant/binder_common.h"
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#include "core/string/string_name.h"
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namespace Multiplayer {
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enum TransferMode {
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TRANSFER_MODE_UNRELIABLE,
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TRANSFER_MODE_ORDERED,
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TRANSFER_MODE_RELIABLE
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};
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enum RPCMode {
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RPC_MODE_DISABLED, // No rpc for this method, calls to this will be blocked (default)
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RPC_MODE_ANY, // Any peer can call this RPC
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RPC_MODE_AUTHORITY, // / Only the node's multiplayer authority (server by default) can call this RPC
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};
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struct RPCConfig {
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StringName name;
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RPCMode rpc_mode = RPC_MODE_DISABLED;
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bool sync = false;
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TransferMode transfer_mode = TRANSFER_MODE_RELIABLE;
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int channel = 0;
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bool operator==(RPCConfig const &p_other) const {
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return name == p_other.name;
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}
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};
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struct SortRPCConfig {
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StringName::AlphCompare compare;
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bool operator()(const RPCConfig &p_a, const RPCConfig &p_b) const {
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return compare(p_a.name, p_b.name);
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}
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};
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}; // namespace Multiplayer
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// This is needed for proper docs generation (i.e. not "Multiplayer."-prefixed).
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typedef Multiplayer::RPCMode RPCMode;
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typedef Multiplayer::TransferMode TransferMode;
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VARIANT_ENUM_CAST(RPCMode);
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VARIANT_ENUM_CAST(TransferMode);
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#endif // MULTIPLAYER_H
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