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
)
121 lines
5.1 KiB
C++
121 lines
5.1 KiB
C++
/*************************************************************************/
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/* godot_net.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 GODOT_NATIVENET_H
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#define GODOT_NATIVENET_H
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#include <gdnative/gdnative.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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// For future versions of the API we should only add new functions at the end of the structure and use the
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// version info to detect whether a call is available
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// Use these to populate version in your plugin
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#define GODOT_NET_API_MAJOR 3
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#define GODOT_NET_API_MINOR 1
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typedef struct {
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godot_gdnative_api_version version; /* version of our API */
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godot_object *data; /* User reference */
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/* This is StreamPeer */
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godot_error (*get_data)(void *user, uint8_t *p_buffer, int p_bytes);
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godot_error (*get_partial_data)(void *user, uint8_t *p_buffer, int p_bytes, int *r_received);
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godot_error (*put_data)(void *user, const uint8_t *p_data, int p_bytes);
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godot_error (*put_partial_data)(void *user, const uint8_t *p_data, int p_bytes, int *r_sent);
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int (*get_available_bytes)(const void *user);
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void *next; /* For extension? */
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} godot_net_stream_peer;
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/* Binds a StreamPeerGDNative to the provided interface */
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void godot_net_bind_stream_peer(godot_object *p_obj, const godot_net_stream_peer *p_interface);
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typedef struct {
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godot_gdnative_api_version version; /* version of our API */
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godot_object *data; /* User reference */
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/* This is PacketPeer */
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godot_error (*get_packet)(void *, const uint8_t **, int *);
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godot_error (*put_packet)(void *, const uint8_t *, int);
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godot_int (*get_available_packet_count)(const void *);
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godot_int (*get_max_packet_size)(const void *);
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void *next; /* For extension? */
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} godot_net_packet_peer;
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/* Binds a PacketPeerGDNative to the provided interface */
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void GDAPI godot_net_bind_packet_peer(godot_object *p_obj, const godot_net_packet_peer *);
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typedef struct {
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godot_gdnative_api_version version; /* version of our API */
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godot_object *data; /* User reference */
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/* This is PacketPeer */
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godot_error (*get_packet)(void *, const uint8_t **, int *);
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godot_error (*put_packet)(void *, const uint8_t *, int);
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godot_int (*get_available_packet_count)(const void *);
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godot_int (*get_max_packet_size)(const void *);
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/* This is NetworkedMultiplayerPeer */
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void (*set_transfer_mode)(void *, godot_int);
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godot_int (*get_transfer_mode)(const void *);
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// 0 = broadcast, 1 = server, <0 = all but abs(value)
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void (*set_target_peer)(void *, godot_int);
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godot_int (*get_packet_peer)(const void *);
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godot_bool (*is_server)(const void *);
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void (*poll)(void *);
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// Must be > 0, 1 is for server
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int32_t (*get_unique_id)(const void *);
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void (*set_refuse_new_connections)(void *, godot_bool);
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godot_bool (*is_refusing_new_connections)(const void *);
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godot_int (*get_connection_status)(const void *);
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void *next; /* For extension? Or maybe not... */
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} godot_net_multiplayer_peer;
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/* Binds a MultiplayerPeerGDNative to the provided interface */
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void GDAPI godot_net_bind_multiplayer_peer(godot_object *p_obj, const godot_net_multiplayer_peer *);
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#ifdef __cplusplus
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}
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#endif
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// WebRTC Bindings
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#include "net/godot_webrtc.h"
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#endif /* GODOT_NATIVENET_H */
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