godot/modules/enet/networked_multiplayer_enet.cpp

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#include "networked_multiplayer_enet.h"
void NetworkedMultiplayerENet::set_transfer_mode(TransferMode p_mode) {
transfer_mode=p_mode;
}
void NetworkedMultiplayerENet::set_target_peer(const StringName &p_peer){
target_peer=p_peer;
}
void NetworkedMultiplayerENet::set_channel(int p_channel){
send_channel=p_channel;
}
StringName NetworkedMultiplayerENet::get_packet_peer() const{
ERR_FAIL_COND_V(!active,StringName());
ERR_FAIL_COND_V(incoming_packets.size()==0,StringName());
return incoming_packets.front()->get().from;
}
int NetworkedMultiplayerENet::get_packet_channel() const{
ERR_FAIL_COND_V(!active,0);
ERR_FAIL_COND_V(incoming_packets.size()==0,0);
return incoming_packets.front()->get().from_channel;
}
Error NetworkedMultiplayerENet::create_server(int p_port, int p_max_clients, int p_max_channels, int p_in_bandwidth, int p_out_bandwidth){
ERR_FAIL_COND_V(active,ERR_ALREADY_IN_USE);
ENetAddress address;
address.host = ENET_HOST_ANY;
/* Bind the server to port 1234. */
address.port = 1234;
host = enet_host_create (& address /* the address to bind the server host to */,
p_max_clients /* allow up to 32 clients and/or outgoing connections */,
p_max_channels /* allow up to 2 channels to be used, 0 and 1 */,
p_in_bandwidth /* assume any amount of incoming bandwidth */,
p_out_bandwidth /* assume any amount of outgoing bandwidth */);
ERR_FAIL_COND_V(!host,ERR_CANT_CREATE);
active=true;
server=true;
connection_status=CONNECTION_CONNECTED;
return OK;
}
Error NetworkedMultiplayerENet::create_client(const IP_Address& p_ip,int p_port, int p_max_channels, int p_in_bandwidth, int p_out_bandwidth){
ERR_FAIL_COND_V(active,ERR_ALREADY_IN_USE);
host = enet_host_create (NULL /* create a client host */,
1 /* only allow 1 outgoing connection */,
p_max_channels /* allow up 2 channels to be used, 0 and 1 */,
p_in_bandwidth /* 56K modem with 56 Kbps downstream bandwidth */,
p_out_bandwidth /* 56K modem with 14 Kbps upstream bandwidth */);
ERR_FAIL_COND_V(!host,ERR_CANT_CREATE);
ENetAddress address;
address.host=p_ip.host;
address.port=p_port;
/* Initiate the connection, allocating the two channels 0 and 1. */
ENetPeer *peer = enet_host_connect (host, & address, p_max_channels, 0);
if (peer == NULL) {
enet_host_destroy(host);
ERR_FAIL_COND_V(!peer,ERR_CANT_CREATE);
}
//technically safe to ignore the peer or anything else.
connection_status=CONNECTION_CONNECTING;
active=true;
server=false;
return OK;
}
void NetworkedMultiplayerENet::poll(){
ERR_FAIL_COND(!active);
_pop_current_packet();
ENetEvent event;
/* Wait up to 1000 milliseconds for an event. */
while (enet_host_service (host, & event, 1000) > 0)
{
switch (event.type)
{
case ENET_EVENT_TYPE_CONNECT: {
/* Store any relevant client information here. */
IP_Address ip;
ip.host=event.peer -> address.host;
StringName *new_id = memnew( StringName );
*new_id = String(ip) +":"+ itos(event.peer -> address.port);
peer_map[*new_id]=event.peer;
connection_status=CONNECTION_CONNECTED; //if connecting, this means it connected t something!
emit_signal("peer_connected",*new_id);
} break;
case ENET_EVENT_TYPE_DISCONNECT: {
/* Reset the peer's client information. */
StringName *id = (StringName*)event.peer -> data;
emit_signal("peer_disconnected",*id);
peer_map.erase(*id);
memdelete( id );
} break;
case ENET_EVENT_TYPE_RECEIVE: {
Packet packet;
packet.packet = event.packet;
StringName *id = (StringName*)event.peer -> data;
packet.from_channel=event.channelID;
packet.from=*id;
incoming_packets.push_back(packet);
//destroy packet later..
}break;
case ENET_EVENT_TYPE_NONE: {
//do nothing
} break;
}
}
}
bool NetworkedMultiplayerENet::is_server() const {
ERR_FAIL_COND_V(!active,false);
return server;
}
void NetworkedMultiplayerENet::close_connection() {
ERR_FAIL_COND(!active);
_pop_current_packet();
enet_host_destroy(host);
active=false;
incoming_packets.clear();
connection_status=CONNECTION_DISCONNECTED;
}
int NetworkedMultiplayerENet::get_available_packet_count() const {
return incoming_packets.size();
}
Error NetworkedMultiplayerENet::get_packet(const uint8_t **r_buffer,int &r_buffer_size) const{
ERR_FAIL_COND_V(incoming_packets.size()==0,ERR_UNAVAILABLE);
_pop_current_packet();
current_packet = incoming_packets.front()->get();
incoming_packets.pop_front();
r_buffer=(const uint8_t**)&current_packet.packet->data;
r_buffer_size=current_packet.packet->dataLength;
return OK;
}
Error NetworkedMultiplayerENet::put_packet(const uint8_t *p_buffer,int p_buffer_size){
ERR_FAIL_COND_V(incoming_packets.size()==0,ERR_UNAVAILABLE);
Map<StringName,ENetPeer*>::Element *E=NULL;
if (target_peer!=StringName()) {
peer_map.find(target_peer);
if (!E) {
ERR_EXPLAIN("Invalid Target Peer: "+String(target_peer));
ERR_FAIL_V(ERR_INVALID_PARAMETER);
}
}
int packet_flags=0;
switch(transfer_mode) {
case TRANSFER_MODE_UNRELIABLE: {
packet_flags=ENET_PACKET_FLAG_UNSEQUENCED;
} break;
case TRANSFER_MODE_RELIABLE: {
packet_flags=ENET_PACKET_FLAG_RELIABLE;
} break;
case TRANSFER_MODE_ORDERED: {
packet_flags=ENET_PACKET_FLAG_RELIABLE;
} break;
}
/* Create a reliable packet of size 7 containing "packet\0" */
ENetPacket * packet = enet_packet_create (p_buffer,p_buffer_size,packet_flags);
if (target_peer==StringName()) {
enet_host_broadcast(host,send_channel,packet);
} else {
enet_peer_send (E->get(), send_channel, packet);
}
enet_host_flush(host);
return OK;
}
int NetworkedMultiplayerENet::get_max_packet_size() const {
return 1<<24; //anything is good
}
void NetworkedMultiplayerENet::_pop_current_packet() const {
if (current_packet.packet) {
enet_packet_destroy(current_packet.packet);
current_packet.packet=NULL;
current_packet.from=StringName();
}
}
NetworkedMultiplayerPeer::ConnectionStatus NetworkedMultiplayerENet::get_connection_status() const {
return connection_status;
}
void NetworkedMultiplayerENet::_bind_methods() {
ObjectTypeDB::bind_method(_MD("create_server","port","max_clients","max_channels","in_bandwidth","out_bandwidth"),&NetworkedMultiplayerENet::create_server,DEFVAL(32),DEFVAL(1),DEFVAL(0),DEFVAL(0));
ObjectTypeDB::bind_method(_MD("create_client","ip","port","max_channels","in_bandwidth","out_bandwidth"),&NetworkedMultiplayerENet::create_client,DEFVAL(1),DEFVAL(0),DEFVAL(0));
ObjectTypeDB::bind_method(_MD("disconnect"),&NetworkedMultiplayerENet::disconnect);
}
NetworkedMultiplayerENet::NetworkedMultiplayerENet(){
active=false;
server=false;
send_channel=0;
current_packet.packet=NULL;
transfer_mode=TRANSFER_MODE_ORDERED;
connection_status=CONNECTION_DISCONNECTED;
}
NetworkedMultiplayerENet::~NetworkedMultiplayerENet(){
if (active) {
close_connection();
}
}