godot/modules/gdnative/net/multiplayer_peer_gdnative.h
Rémi Verschelde 49646383f1
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00

78 lines
3.5 KiB
C++

/*************************************************************************/
/* multiplayer_peer_gdnative.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 MULTIPLAYER_PEER_GDNATIVE_H
#define MULTIPLAYER_PEER_GDNATIVE_H
#include "core/io/networked_multiplayer_peer.h"
#include "modules/gdnative/gdnative.h"
#include "modules/gdnative/include/net/godot_net.h"
class MultiplayerPeerGDNative : public NetworkedMultiplayerPeer {
GDCLASS(MultiplayerPeerGDNative, NetworkedMultiplayerPeer);
protected:
static void _bind_methods();
const godot_net_multiplayer_peer *interface;
public:
MultiplayerPeerGDNative();
~MultiplayerPeerGDNative();
/* Sets the interface implementation from GDNative */
void set_native_multiplayer_peer(const godot_net_multiplayer_peer *p_impl);
/* Specific to PacketPeer */
virtual Error get_packet(const uint8_t **r_buffer, int &r_buffer_size);
virtual Error put_packet(const uint8_t *p_buffer, int p_buffer_size);
virtual int get_max_packet_size() const;
virtual int get_available_packet_count() const;
/* Specific to NetworkedMultiplayerPeer */
virtual void set_transfer_mode(TransferMode p_mode);
virtual TransferMode get_transfer_mode() const;
virtual void set_target_peer(int p_peer_id);
virtual int get_packet_peer() const;
virtual bool is_server() const;
virtual void poll();
virtual int get_unique_id() const;
virtual void set_refuse_new_connections(bool p_enable);
virtual bool is_refusing_new_connections() const;
virtual ConnectionStatus get_connection_status() const;
};
#endif // MULTIPLAYER_PEER_GDNATIVE_H