b5334d14f7
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
77 lines
3.7 KiB
C++
77 lines
3.7 KiB
C++
/*************************************************************************/
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/* multiplayer_peer_gdnative.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_PEER_GDNATIVE_H
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#define MULTIPLAYER_PEER_GDNATIVE_H
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#include "core/io/networked_multiplayer_peer.h"
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#include "modules/gdnative/gdnative.h"
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#include "modules/gdnative/include/net/godot_net.h"
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class MultiplayerPeerGDNative : public NetworkedMultiplayerPeer {
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GDCLASS(MultiplayerPeerGDNative, NetworkedMultiplayerPeer);
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protected:
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static void _bind_methods();
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const godot_net_multiplayer_peer *interface;
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public:
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MultiplayerPeerGDNative();
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~MultiplayerPeerGDNative();
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/* Sets the interface implementation from GDNative */
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void set_native_multiplayer_peer(const godot_net_multiplayer_peer *p_impl);
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/* Specific to PacketPeer */
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virtual Error get_packet(const uint8_t **r_buffer, int &r_buffer_size) override;
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virtual Error put_packet(const uint8_t *p_buffer, int p_buffer_size) override;
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virtual int get_max_packet_size() const override;
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virtual int get_available_packet_count() const override;
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/* Specific to NetworkedMultiplayerPeer */
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virtual void set_transfer_mode(TransferMode p_mode) override;
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virtual TransferMode get_transfer_mode() const override;
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virtual void set_target_peer(int p_peer_id) override;
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virtual int get_packet_peer() const override;
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virtual bool is_server() const override;
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virtual void poll() override;
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virtual int get_unique_id() const override;
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virtual void set_refuse_new_connections(bool p_enable) override;
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virtual bool is_refusing_new_connections() const override;
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virtual ConnectionStatus get_connection_status() const override;
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};
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#endif // MULTIPLAYER_PEER_GDNATIVE_H
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