/*************************************************************************/ /* multiplayer_api.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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. */ /*************************************************************************/ #include "core/io/multiplayer_api.h" #include "core/io/marshalls.h" #include "scene/main/node.h" _FORCE_INLINE_ bool _should_call_local(MultiplayerAPI::RPCMode mode, bool is_master, bool &r_skip_rpc) { switch (mode) { case MultiplayerAPI::RPC_MODE_DISABLED: { //do nothing } break; case MultiplayerAPI::RPC_MODE_REMOTE: { //do nothing also, no need to call local } break; case MultiplayerAPI::RPC_MODE_REMOTESYNC: case MultiplayerAPI::RPC_MODE_MASTERSYNC: case MultiplayerAPI::RPC_MODE_SLAVESYNC: case MultiplayerAPI::RPC_MODE_SYNC: { //call it, sync always results in call return true; } break; case MultiplayerAPI::RPC_MODE_MASTER: { if (is_master) r_skip_rpc = true; //no other master so.. return is_master; } break; case MultiplayerAPI::RPC_MODE_SLAVE: { return !is_master; } break; } return false; } _FORCE_INLINE_ bool _can_call_mode(Node *p_node, MultiplayerAPI::RPCMode mode, int p_remote_id) { switch (mode) { case MultiplayerAPI::RPC_MODE_DISABLED: { return false; } break; case MultiplayerAPI::RPC_MODE_REMOTE: { return true; } break; case MultiplayerAPI::RPC_MODE_REMOTESYNC: case MultiplayerAPI::RPC_MODE_SYNC: { return true; } break; case MultiplayerAPI::RPC_MODE_MASTERSYNC: case MultiplayerAPI::RPC_MODE_MASTER: { return p_node->is_network_master(); } break; case MultiplayerAPI::RPC_MODE_SLAVESYNC: case MultiplayerAPI::RPC_MODE_SLAVE: { return !p_node->is_network_master() && p_remote_id == p_node->get_network_master(); } break; } return false; } void MultiplayerAPI::poll() { if (!network_peer.is_valid() || network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED) return; network_peer->poll(); if (!network_peer.is_valid()) //it's possible that polling might have resulted in a disconnection, so check here return; while (network_peer->get_available_packet_count()) { int sender = network_peer->get_packet_peer(); const uint8_t *packet; int len; Error err = network_peer->get_packet(&packet, len); if (err != OK) { ERR_PRINT("Error getting packet!"); } rpc_sender_id = sender; _process_packet(sender, packet, len); rpc_sender_id = 0; if (!network_peer.is_valid()) { break; //it's also possible that a packet or RPC caused a disconnection, so also check here } } } void MultiplayerAPI::clear() { connected_peers.clear(); path_get_cache.clear(); path_send_cache.clear(); last_send_cache_id = 1; } void MultiplayerAPI::set_root_node(Node *p_node) { root_node = p_node; } void MultiplayerAPI::set_network_peer(const Ref &p_peer) { if (network_peer.is_valid()) { network_peer->disconnect("peer_connected", this, "_add_peer"); network_peer->disconnect("peer_disconnected", this, "_del_peer"); network_peer->disconnect("connection_succeeded", this, "_connected_to_server"); network_peer->disconnect("connection_failed", this, "_connection_failed"); network_peer->disconnect("server_disconnected", this, "_server_disconnected"); clear(); } network_peer = p_peer; ERR_EXPLAIN("Supplied NetworkedNetworkPeer must be connecting or connected."); ERR_FAIL_COND(p_peer.is_valid() && p_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED); if (network_peer.is_valid()) { network_peer->connect("peer_connected", this, "_add_peer"); network_peer->connect("peer_disconnected", this, "_del_peer"); network_peer->connect("connection_succeeded", this, "_connected_to_server"); network_peer->connect("connection_failed", this, "_connection_failed"); network_peer->connect("server_disconnected", this, "_server_disconnected"); } } Ref MultiplayerAPI::get_network_peer() const { return network_peer; } void MultiplayerAPI::_process_packet(int p_from, const uint8_t *p_packet, int p_packet_len) { ERR_FAIL_COND(root_node == NULL); ERR_FAIL_COND(p_packet_len < 1); uint8_t packet_type = p_packet[0]; switch (packet_type) { case NETWORK_COMMAND_SIMPLIFY_PATH: { _process_simplify_path(p_from, p_packet, p_packet_len); } break; case NETWORK_COMMAND_CONFIRM_PATH: { _process_confirm_path(p_from, p_packet, p_packet_len); } break; case NETWORK_COMMAND_REMOTE_CALL: case NETWORK_COMMAND_REMOTE_SET: { ERR_FAIL_COND(p_packet_len < 6); Node *node = _process_get_node(p_from, p_packet, p_packet_len); ERR_FAIL_COND(node == NULL); //detect cstring end int len_end = 5; for (; len_end < p_packet_len; len_end++) { if (p_packet[len_end] == 0) { break; } } ERR_FAIL_COND(len_end >= p_packet_len); StringName name = String::utf8((const char *)&p_packet[5]); if (packet_type == NETWORK_COMMAND_REMOTE_CALL) { _process_rpc(node, name, p_from, p_packet, p_packet_len, len_end + 1); } else { _process_rset(node, name, p_from, p_packet, p_packet_len, len_end + 1); } } break; case NETWORK_COMMAND_RAW: { _process_raw(p_from, p_packet, p_packet_len); } break; } } Node *MultiplayerAPI::_process_get_node(int p_from, const uint8_t *p_packet, int p_packet_len) { uint32_t target = decode_uint32(&p_packet[1]); Node *node = NULL; if (target & 0x80000000) { //use full path (not cached yet) int ofs = target & 0x7FFFFFFF; ERR_FAIL_COND_V(ofs >= p_packet_len, NULL); String paths; paths.parse_utf8((const char *)&p_packet[ofs], p_packet_len - ofs); NodePath np = paths; node = root_node->get_node(np); if (!node) ERR_PRINTS("Failed to get path from RPC: " + String(np)); } else { //use cached path int id = target; Map::Element *E = path_get_cache.find(p_from); ERR_FAIL_COND_V(!E, NULL); Map::Element *F = E->get().nodes.find(id); ERR_FAIL_COND_V(!F, NULL); PathGetCache::NodeInfo *ni = &F->get(); //do proper caching later node = root_node->get_node(ni->path); if (!node) ERR_PRINTS("Failed to get cached path from RPC: " + String(ni->path)); } return node; } void MultiplayerAPI::_process_rpc(Node *p_node, const StringName &p_name, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset) { ERR_FAIL_COND(p_offset >= p_packet_len); // Check that remote can call the RPC on this node RPCMode rpc_mode = RPC_MODE_DISABLED; const Map::Element *E = p_node->get_node_rpc_mode(p_name); if (E) { rpc_mode = E->get(); } else if (p_node->get_script_instance()) { rpc_mode = p_node->get_script_instance()->get_rpc_mode(p_name); } ERR_FAIL_COND(!_can_call_mode(p_node, rpc_mode, p_from)); int argc = p_packet[p_offset]; Vector args; Vector argp; args.resize(argc); argp.resize(argc); p_offset++; for (int i = 0; i < argc; i++) { ERR_FAIL_COND(p_offset >= p_packet_len); int vlen; Error err = decode_variant(args[i], &p_packet[p_offset], p_packet_len - p_offset, &vlen); ERR_FAIL_COND(err != OK); //args[i]=p_packet[3+i]; argp[i] = &args[i]; p_offset += vlen; } Variant::CallError ce; p_node->call(p_name, (const Variant **)argp.ptr(), argc, ce); if (ce.error != Variant::CallError::CALL_OK) { String error = Variant::get_call_error_text(p_node, p_name, (const Variant **)argp.ptr(), argc, ce); error = "RPC - " + error; ERR_PRINTS(error); } } void MultiplayerAPI::_process_rset(Node *p_node, const StringName &p_name, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset) { ERR_FAIL_COND(p_offset >= p_packet_len); // Check that remote can call the RSET on this node RPCMode rset_mode = RPC_MODE_DISABLED; const Map::Element *E = p_node->get_node_rset_mode(p_name); if (E) { rset_mode = E->get(); } else if (p_node->get_script_instance()) { rset_mode = p_node->get_script_instance()->get_rset_mode(p_name); } ERR_FAIL_COND(!_can_call_mode(p_node, rset_mode, p_from)); Variant value; decode_variant(value, &p_packet[p_offset], p_packet_len - p_offset); bool valid; p_node->set(p_name, value, &valid); if (!valid) { String error = "Error setting remote property '" + String(p_name) + "', not found in object of type " + p_node->get_class(); ERR_PRINTS(error); } } void MultiplayerAPI::_process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len) { ERR_FAIL_COND(p_packet_len < 5); int id = decode_uint32(&p_packet[1]); String paths; paths.parse_utf8((const char *)&p_packet[5], p_packet_len - 5); NodePath path = paths; if (!path_get_cache.has(p_from)) { path_get_cache[p_from] = PathGetCache(); } PathGetCache::NodeInfo ni; ni.path = path; ni.instance = 0; path_get_cache[p_from].nodes[id] = ni; //send ack //encode path CharString pname = String(path).utf8(); int len = encode_cstring(pname.get_data(), NULL); Vector packet; packet.resize(1 + len); packet[0] = NETWORK_COMMAND_CONFIRM_PATH; encode_cstring(pname.get_data(), &packet[1]); network_peer->set_transfer_mode(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE); network_peer->set_target_peer(p_from); network_peer->put_packet(packet.ptr(), packet.size()); } void MultiplayerAPI::_process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len) { ERR_FAIL_COND(p_packet_len < 2); String paths; paths.parse_utf8((const char *)&p_packet[1], p_packet_len - 1); NodePath path = paths; PathSentCache *psc = path_send_cache.getptr(path); ERR_FAIL_COND(!psc); Map::Element *E = psc->confirmed_peers.find(p_from); ERR_FAIL_COND(!E); E->get() = true; } bool MultiplayerAPI::_send_confirm_path(NodePath p_path, PathSentCache *psc, int p_target) { bool has_all_peers = true; List peers_to_add; //if one is missing, take note to add it for (Set::Element *E = connected_peers.front(); E; E = E->next()) { if (p_target < 0 && E->get() == -p_target) continue; //continue, excluded if (p_target > 0 && E->get() != p_target) continue; //continue, not for this peer Map::Element *F = psc->confirmed_peers.find(E->get()); if (!F || F->get() == false) { //path was not cached, or was cached but is unconfirmed if (!F) { //not cached at all, take note peers_to_add.push_back(E->get()); } has_all_peers = false; } } //those that need to be added, send a message for this for (List::Element *E = peers_to_add.front(); E; E = E->next()) { //encode function name CharString pname = String(p_path).utf8(); int len = encode_cstring(pname.get_data(), NULL); Vector packet; packet.resize(1 + 4 + len); packet[0] = NETWORK_COMMAND_SIMPLIFY_PATH; encode_uint32(psc->id, &packet[1]); encode_cstring(pname.get_data(), &packet[5]); network_peer->set_target_peer(E->get()); //to all of you network_peer->set_transfer_mode(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE); network_peer->put_packet(packet.ptr(), packet.size()); psc->confirmed_peers.insert(E->get(), false); //insert into confirmed, but as false since it was not confirmed } return has_all_peers; } void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p_set, const StringName &p_name, const Variant **p_arg, int p_argcount) { if (network_peer.is_null()) { ERR_EXPLAIN("Attempt to remote call/set when networking is not active in SceneTree."); ERR_FAIL(); } if (network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_CONNECTING) { ERR_EXPLAIN("Attempt to remote call/set when networking is not connected yet in SceneTree."); ERR_FAIL(); } if (network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED) { ERR_EXPLAIN("Attempt to remote call/set when networking is disconnected."); ERR_FAIL(); } if (p_argcount > 255) { ERR_EXPLAIN("Too many arguments >255."); ERR_FAIL(); } if (p_to != 0 && !connected_peers.has(ABS(p_to))) { if (p_to == network_peer->get_unique_id()) { ERR_EXPLAIN("Attempt to remote call/set yourself! unique ID: " + itos(network_peer->get_unique_id())); } else { ERR_EXPLAIN("Attempt to remote call unexisting ID: " + itos(p_to)); } ERR_FAIL(); } NodePath from_path = (root_node->get_path()).rel_path_to(p_from->get_path()); ERR_FAIL_COND(from_path.is_empty()); //see if the path is cached PathSentCache *psc = path_send_cache.getptr(from_path); if (!psc) { //path is not cached, create path_send_cache[from_path] = PathSentCache(); psc = path_send_cache.getptr(from_path); psc->id = last_send_cache_id++; } //create base packet, lots of hardcode because it must be tight int ofs = 0; #define MAKE_ROOM(m_amount) \ if (packet_cache.size() < m_amount) packet_cache.resize(m_amount); //encode type MAKE_ROOM(1); packet_cache[0] = p_set ? NETWORK_COMMAND_REMOTE_SET : NETWORK_COMMAND_REMOTE_CALL; ofs += 1; //encode ID MAKE_ROOM(ofs + 4); encode_uint32(psc->id, &(packet_cache[ofs])); ofs += 4; //encode function name CharString name = String(p_name).utf8(); int len = encode_cstring(name.get_data(), NULL); MAKE_ROOM(ofs + len); encode_cstring(name.get_data(), &(packet_cache[ofs])); ofs += len; if (p_set) { //set argument Error err = encode_variant(*p_arg[0], NULL, len); ERR_FAIL_COND(err != OK); MAKE_ROOM(ofs + len); encode_variant(*p_arg[0], &(packet_cache[ofs]), len); ofs += len; } else { //call arguments MAKE_ROOM(ofs + 1); packet_cache[ofs] = p_argcount; ofs += 1; for (int i = 0; i < p_argcount; i++) { Error err = encode_variant(*p_arg[i], NULL, len); ERR_FAIL_COND(err != OK); MAKE_ROOM(ofs + len); encode_variant(*p_arg[i], &(packet_cache[ofs]), len); ofs += len; } } //see if all peers have cached path (is so, call can be fast) bool has_all_peers = _send_confirm_path(from_path, psc, p_to); //take chance and set transfer mode, since all send methods will use it network_peer->set_transfer_mode(p_unreliable ? NetworkedMultiplayerPeer::TRANSFER_MODE_UNRELIABLE : NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE); if (has_all_peers) { //they all have verified paths, so send fast network_peer->set_target_peer(p_to); //to all of you network_peer->put_packet(packet_cache.ptr(), ofs); //a message with love } else { //not all verified path, so send one by one //apend path at the end, since we will need it for some packets CharString pname = String(from_path).utf8(); int path_len = encode_cstring(pname.get_data(), NULL); MAKE_ROOM(ofs + path_len); encode_cstring(pname.get_data(), &(packet_cache[ofs])); for (Set::Element *E = connected_peers.front(); E; E = E->next()) { if (p_to < 0 && E->get() == -p_to) continue; //continue, excluded if (p_to > 0 && E->get() != p_to) continue; //continue, not for this peer Map::Element *F = psc->confirmed_peers.find(E->get()); ERR_CONTINUE(!F); //should never happen network_peer->set_target_peer(E->get()); //to this one specifically if (F->get() == true) { //this one confirmed path, so use id encode_uint32(psc->id, &(packet_cache[1])); network_peer->put_packet(packet_cache.ptr(), ofs); } else { //this one did not confirm path yet, so use entire path (sorry!) encode_uint32(0x80000000 | ofs, &(packet_cache[1])); //offset to path and flag network_peer->put_packet(packet_cache.ptr(), ofs + path_len); } } } } void MultiplayerAPI::_add_peer(int p_id) { connected_peers.insert(p_id); path_get_cache.insert(p_id, PathGetCache()); emit_signal("network_peer_connected", p_id); } void MultiplayerAPI::_del_peer(int p_id) { connected_peers.erase(p_id); path_get_cache.erase(p_id); //I no longer need your cache, sorry emit_signal("network_peer_disconnected", p_id); } void MultiplayerAPI::_connected_to_server() { emit_signal("connected_to_server"); } void MultiplayerAPI::_connection_failed() { emit_signal("connection_failed"); } void MultiplayerAPI::_server_disconnected() { emit_signal("server_disconnected"); } void MultiplayerAPI::rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount) { ERR_FAIL_COND(!p_node->is_inside_tree()); ERR_FAIL_COND(!network_peer.is_valid()); int node_id = network_peer->get_unique_id(); bool skip_rpc = false; bool call_local_native = false; bool call_local_script = false; bool is_master = p_node->is_network_master(); if (p_peer_id == 0 || p_peer_id == node_id || (p_peer_id < 0 && p_peer_id != -node_id)) { //check that send mode can use local call const Map::Element *E = p_node->get_node_rpc_mode(p_method); if (E) { call_local_native = _should_call_local(E->get(), is_master, skip_rpc); } if (call_local_native) { // done below } else if (p_node->get_script_instance()) { //attempt with script RPCMode rpc_mode = p_node->get_script_instance()->get_rpc_mode(p_method); call_local_script = _should_call_local(rpc_mode, is_master, skip_rpc); } } if (!skip_rpc) { _send_rpc(p_node, p_peer_id, p_unreliable, false, p_method, p_arg, p_argcount); } if (call_local_native) { Variant::CallError ce; p_node->call(p_method, p_arg, p_argcount, ce); if (ce.error != Variant::CallError::CALL_OK) { String error = Variant::get_call_error_text(p_node, p_method, p_arg, p_argcount, ce); error = "rpc() aborted in local call: - " + error; ERR_PRINTS(error); return; } } if (call_local_script) { Variant::CallError ce; ce.error = Variant::CallError::CALL_OK; p_node->get_script_instance()->call(p_method, p_arg, p_argcount, ce); if (ce.error != Variant::CallError::CALL_OK) { String error = Variant::get_call_error_text(p_node, p_method, p_arg, p_argcount, ce); error = "rpc() aborted in script local call: - " + error; ERR_PRINTS(error); return; } } } void MultiplayerAPI::rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value) { ERR_FAIL_COND(!p_node->is_inside_tree()); ERR_FAIL_COND(!network_peer.is_valid()); int node_id = network_peer->get_unique_id(); bool is_master = p_node->is_network_master(); bool skip_rset = false; if (p_peer_id == 0 || p_peer_id == node_id || (p_peer_id < 0 && p_peer_id != -node_id)) { //check that send mode can use local call bool set_local = false; const Map::Element *E = p_node->get_node_rset_mode(p_property); if (E) { set_local = _should_call_local(E->get(), is_master, skip_rset); } if (set_local) { bool valid; p_node->set(p_property, p_value, &valid); if (!valid) { String error = "rset() aborted in local set, property not found: - " + String(p_property); ERR_PRINTS(error); return; } } else if (p_node->get_script_instance()) { //attempt with script RPCMode rpc_mode = p_node->get_script_instance()->get_rset_mode(p_property); set_local = _should_call_local(rpc_mode, is_master, skip_rset); if (set_local) { bool valid = p_node->get_script_instance()->set(p_property, p_value); if (!valid) { String error = "rset() aborted in local script set, property not found: - " + String(p_property); ERR_PRINTS(error); return; } } } } if (skip_rset) return; const Variant *vptr = &p_value; _send_rpc(p_node, p_peer_id, p_unreliable, true, p_property, &vptr, 1); } Error MultiplayerAPI::send_bytes(PoolVector p_data, int p_to, NetworkedMultiplayerPeer::TransferMode p_mode) { ERR_FAIL_COND_V(p_data.size() < 1, ERR_INVALID_DATA); ERR_FAIL_COND_V(!network_peer.is_valid(), ERR_UNCONFIGURED); ERR_FAIL_COND_V(network_peer->get_connection_status() != NetworkedMultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED); MAKE_ROOM(p_data.size() + 1); PoolVector::Read r = p_data.read(); packet_cache[0] = NETWORK_COMMAND_RAW; memcpy(&packet_cache[1], &r[0], p_data.size()); network_peer->set_target_peer(p_to); network_peer->set_transfer_mode(p_mode); return network_peer->put_packet(packet_cache.ptr(), p_data.size() + 1); } void MultiplayerAPI::_process_raw(int p_from, const uint8_t *p_packet, int p_packet_len) { ERR_FAIL_COND(p_packet_len < 2); PoolVector out; int len = p_packet_len - 1; out.resize(len); { PoolVector::Write w = out.write(); memcpy(&w[0], &p_packet[1], len); } emit_signal("network_peer_packet", p_from, out); } int MultiplayerAPI::get_network_unique_id() const { ERR_FAIL_COND_V(!network_peer.is_valid(), 0); return network_peer->get_unique_id(); } bool MultiplayerAPI::is_network_server() const { ERR_FAIL_COND_V(!network_peer.is_valid(), false); return network_peer->is_server(); } void MultiplayerAPI::set_refuse_new_network_connections(bool p_refuse) { ERR_FAIL_COND(!network_peer.is_valid()); network_peer->set_refuse_new_connections(p_refuse); } bool MultiplayerAPI::is_refusing_new_network_connections() const { ERR_FAIL_COND_V(!network_peer.is_valid(), false); return network_peer->is_refusing_new_connections(); } Vector MultiplayerAPI::get_network_connected_peers() const { ERR_FAIL_COND_V(!network_peer.is_valid(), Vector()); Vector ret; for (Set::Element *E = connected_peers.front(); E; E = E->next()) { ret.push_back(E->get()); } return ret; } void MultiplayerAPI::_bind_methods() { ClassDB::bind_method(D_METHOD("set_root_node", "node"), &MultiplayerAPI::set_root_node); ClassDB::bind_method(D_METHOD("send_bytes", "bytes", "id"), &MultiplayerAPI::send_bytes, DEFVAL(NetworkedMultiplayerPeer::TARGET_PEER_BROADCAST), DEFVAL(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE)); ClassDB::bind_method(D_METHOD("has_network_peer"), &MultiplayerAPI::has_network_peer); ClassDB::bind_method(D_METHOD("get_network_peer"), &MultiplayerAPI::get_network_peer); ClassDB::bind_method(D_METHOD("get_network_unique_id"), &MultiplayerAPI::get_network_unique_id); ClassDB::bind_method(D_METHOD("is_network_server"), &MultiplayerAPI::is_network_server); ClassDB::bind_method(D_METHOD("get_rpc_sender_id"), &MultiplayerAPI::get_rpc_sender_id); ClassDB::bind_method(D_METHOD("_add_peer", "id"), &MultiplayerAPI::_add_peer); ClassDB::bind_method(D_METHOD("_del_peer", "id"), &MultiplayerAPI::_del_peer); ClassDB::bind_method(D_METHOD("set_network_peer", "peer"), &MultiplayerAPI::set_network_peer); ClassDB::bind_method(D_METHOD("poll"), &MultiplayerAPI::poll); ClassDB::bind_method(D_METHOD("clear"), &MultiplayerAPI::clear); ClassDB::bind_method(D_METHOD("_connected_to_server"), &MultiplayerAPI::_connected_to_server); ClassDB::bind_method(D_METHOD("_connection_failed"), &MultiplayerAPI::_connection_failed); ClassDB::bind_method(D_METHOD("_server_disconnected"), &MultiplayerAPI::_server_disconnected); ClassDB::bind_method(D_METHOD("get_network_connected_peers"), &MultiplayerAPI::get_network_connected_peers); ClassDB::bind_method(D_METHOD("set_refuse_new_network_connections", "refuse"), &MultiplayerAPI::set_refuse_new_network_connections); ClassDB::bind_method(D_METHOD("is_refusing_new_network_connections"), &MultiplayerAPI::is_refusing_new_network_connections); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_network_connections"), "set_refuse_new_network_connections", "is_refusing_new_network_connections"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "network_peer", PROPERTY_HINT_RESOURCE_TYPE, "NetworkedMultiplayerPeer", 0), "set_network_peer", "get_network_peer"); ADD_SIGNAL(MethodInfo("network_peer_connected", PropertyInfo(Variant::INT, "id"))); ADD_SIGNAL(MethodInfo("network_peer_disconnected", PropertyInfo(Variant::INT, "id"))); ADD_SIGNAL(MethodInfo("network_peer_packet", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::POOL_BYTE_ARRAY, "packet"))); ADD_SIGNAL(MethodInfo("connected_to_server")); ADD_SIGNAL(MethodInfo("connection_failed")); ADD_SIGNAL(MethodInfo("server_disconnected")); BIND_ENUM_CONSTANT(RPC_MODE_DISABLED); BIND_ENUM_CONSTANT(RPC_MODE_REMOTE); BIND_ENUM_CONSTANT(RPC_MODE_SYNC); BIND_ENUM_CONSTANT(RPC_MODE_MASTER); BIND_ENUM_CONSTANT(RPC_MODE_SLAVE); BIND_ENUM_CONSTANT(RPC_MODE_REMOTESYNC); BIND_ENUM_CONSTANT(RPC_MODE_MASTERSYNC); BIND_ENUM_CONSTANT(RPC_MODE_SLAVESYNC); } MultiplayerAPI::MultiplayerAPI() { clear(); } MultiplayerAPI::~MultiplayerAPI() { clear(); }