0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
109 lines
4.4 KiB
C++
109 lines
4.4 KiB
C++
/*************************************************************************/
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/* websocket_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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 WEBSOCKET_MULTIPLAYER_PEER_H
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#define WEBSOCKET_MULTIPLAYER_PEER_H
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#include "core/error_list.h"
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#include "core/io/networked_multiplayer_peer.h"
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#include "core/list.h"
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#include "websocket_peer.h"
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class WebSocketMultiplayerPeer : public NetworkedMultiplayerPeer {
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GDCLASS(WebSocketMultiplayerPeer, NetworkedMultiplayerPeer);
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private:
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Vector<uint8_t> _make_pkt(uint8_t p_type, int32_t p_from, int32_t p_to, const uint8_t *p_data, uint32_t p_data_size);
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void _store_pkt(int32_t p_source, int32_t p_dest, const uint8_t *p_data, uint32_t p_data_size);
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Error _server_relay(int32_t p_from, int32_t p_to, const uint8_t *p_buffer, uint32_t p_buffer_size);
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protected:
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enum {
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SYS_NONE = 0,
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SYS_ADD = 1,
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SYS_DEL = 2,
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SYS_ID = 3,
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PROTO_SIZE = 9
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};
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struct Packet {
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int source;
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int destination;
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uint8_t *data;
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uint32_t size;
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};
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List<Packet> _incoming_packets;
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Map<int, Ref<WebSocketPeer>> _peer_map;
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Packet _current_packet;
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bool _is_multiplayer;
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int _target_peer;
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int _peer_id;
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int _refusing;
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static void _bind_methods();
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void _send_add(int32_t p_peer_id);
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void _send_sys(Ref<WebSocketPeer> p_peer, uint8_t p_type, int32_t p_peer_id);
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void _send_del(int32_t p_peer_id);
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int _gen_unique_id() const;
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public:
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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_target_peer);
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int get_packet_peer() const;
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int get_unique_id() const;
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virtual bool is_server() const = 0;
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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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virtual ConnectionStatus get_connection_status() const = 0;
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/* PacketPeer */
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virtual int get_available_packet_count() const;
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virtual int get_max_packet_size() const = 0;
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virtual Error get_packet(const uint8_t **r_buffer, int &r_buffer_size);
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virtual Error put_packet(const uint8_t *p_buffer, int p_buffer_size);
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/* WebSocketPeer */
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virtual Error set_buffers(int p_in_buffer, int p_in_packets, int p_out_buffer, int p_out_packets) = 0;
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virtual Ref<WebSocketPeer> get_peer(int p_peer_id) const = 0;
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void _process_multiplayer(Ref<WebSocketPeer> p_peer, uint32_t p_peer_id);
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void _clear();
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WebSocketMultiplayerPeer();
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~WebSocketMultiplayerPeer();
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};
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#endif // WEBSOCKET_MULTIPLAYER_PEER_H
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