virtualx-engine/core/multiplayer/multiplayer_peer.h
Fabio Alessandrelli bf9aae09ba [Net] Move multiplayer to core subdir, split RPCManager.
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".
2021-09-07 11:14:30 +02:00

80 lines
3.4 KiB
C++

/*************************************************************************/
/* multiplayer_peer.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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_PEER_H
#define NETWORKED_MULTIPLAYER_PEER_H
#include "core/io/packet_peer.h"
#include "core/multiplayer/multiplayer.h"
class MultiplayerPeer : public PacketPeer {
GDCLASS(MultiplayerPeer, PacketPeer);
protected:
static void _bind_methods();
public:
enum {
TARGET_PEER_BROADCAST = 0,
TARGET_PEER_SERVER = 1
};
enum ConnectionStatus {
CONNECTION_DISCONNECTED,
CONNECTION_CONNECTING,
CONNECTION_CONNECTED,
};
virtual void set_transfer_channel(int p_channel) = 0;
virtual int get_transfer_channel() const = 0;
virtual void set_transfer_mode(Multiplayer::TransferMode p_mode) = 0;
virtual Multiplayer::TransferMode get_transfer_mode() const = 0;
virtual void set_target_peer(int p_peer_id) = 0;
virtual int get_packet_peer() const = 0;
virtual bool is_server() const = 0;
virtual void poll() = 0;
virtual int get_unique_id() const = 0;
virtual void set_refuse_new_connections(bool p_enable) = 0;
virtual bool is_refusing_new_connections() const = 0;
virtual ConnectionStatus get_connection_status() const = 0;
uint32_t generate_unique_id() const;
MultiplayerPeer() {}
};
VARIANT_ENUM_CAST(MultiplayerPeer::ConnectionStatus)
#endif // NETWORKED_MULTIPLAYER_PEER_H