818f1eed31
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
87 lines
3.7 KiB
C++
87 lines
3.7 KiB
C++
/*************************************************************************/
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/* networked_multiplayer_custom.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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_CUSTOM_H
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#define NETWORKED_MULTIPLAYER_CUSTOM_H
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#include "core/io/networked_multiplayer_peer.h"
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class NetworkedMultiplayerCustom : public NetworkedMultiplayerPeer {
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GDCLASS(NetworkedMultiplayerCustom, NetworkedMultiplayerPeer);
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protected:
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int self_id;
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TransferMode transfer_mode;
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ConnectionStatus connection_status;
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bool refusing_new_connections;
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int target_id;
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int max_packet_size;
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struct Packet {
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PoolVector<uint8_t> data;
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int from;
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};
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List<Packet> incoming_packets;
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Packet current_packet;
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static void _bind_methods();
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public:
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NetworkedMultiplayerCustom();
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~NetworkedMultiplayerCustom();
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// PacketPeer.
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Error get_packet(const uint8_t **r_buffer, int &r_buffer_size);
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Error put_packet(const uint8_t *p_buffer, int p_buffer_size);
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int get_available_packet_count() const;
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int get_max_packet_size() const;
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// NetworkedMultiplayerPeer.
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void set_transfer_mode(TransferMode p_mode);
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TransferMode get_transfer_mode() const;
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void set_target_peer(int p_peer);
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int get_packet_peer() const;
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bool is_server() const;
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void poll();
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int get_unique_id() const;
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void set_refuse_new_connections(bool p_enable);
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bool is_refusing_new_connections() const;
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ConnectionStatus get_connection_status() const;
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// Custom methods.
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void initialize(int p_self_id);
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void set_max_packet_size(int p_max_packet_size);
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void set_connection_status(ConnectionStatus p_connection_status);
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void deliver_packet(const PoolByteArray &p_data, int p_from_peer_id);
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};
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#endif // NETWORKED_MULTIPLAYER_CUSTOM_H
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