bf9aae09ba
Move multiplayer classes to "core/multiplayer" subdir. Move the RPCConfig and enums (TransferMode, RPCMode) to a separate file (multiplayer.h), and bind them to the global namespace. Move the RPC handling code to its own class (RPCManager). Renames "get_rpc_sender_id" to "get_remote_sender_id".
80 lines
3.4 KiB
C++
80 lines
3.4 KiB
C++
/*************************************************************************/
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/* multiplayer_peer.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 NETWORKED_MULTIPLAYER_PEER_H
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#define NETWORKED_MULTIPLAYER_PEER_H
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#include "core/io/packet_peer.h"
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#include "core/multiplayer/multiplayer.h"
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class MultiplayerPeer : public PacketPeer {
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GDCLASS(MultiplayerPeer, PacketPeer);
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protected:
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static void _bind_methods();
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public:
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enum {
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TARGET_PEER_BROADCAST = 0,
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TARGET_PEER_SERVER = 1
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};
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enum ConnectionStatus {
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CONNECTION_DISCONNECTED,
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CONNECTION_CONNECTING,
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CONNECTION_CONNECTED,
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};
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virtual void set_transfer_channel(int p_channel) = 0;
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virtual int get_transfer_channel() const = 0;
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virtual void set_transfer_mode(Multiplayer::TransferMode p_mode) = 0;
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virtual Multiplayer::TransferMode get_transfer_mode() const = 0;
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virtual void set_target_peer(int p_peer_id) = 0;
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virtual int get_packet_peer() const = 0;
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virtual bool is_server() const = 0;
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virtual void poll() = 0;
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virtual int get_unique_id() const = 0;
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virtual void set_refuse_new_connections(bool p_enable) = 0;
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virtual bool is_refusing_new_connections() const = 0;
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virtual ConnectionStatus get_connection_status() const = 0;
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uint32_t generate_unique_id() const;
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MultiplayerPeer() {}
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};
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VARIANT_ENUM_CAST(MultiplayerPeer::ConnectionStatus)
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#endif // NETWORKED_MULTIPLAYER_PEER_H
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