From empirical testing, this seems to provide the best compression compared to other compression algorithms when used in the Multiplayer Bomber demo. Other algorithms may provide better compression ratios for more complex games, but some compression is probably better than no compression. Zstandard was also not very efficient in my testing, so I added a note in the documentation.
185 lines
6.4 KiB
C++
185 lines
6.4 KiB
C++
/*************************************************************************/
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/* enet_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) 2007-2021 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 NETWORKED_MULTIPLAYER_ENET_H
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#define NETWORKED_MULTIPLAYER_ENET_H
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#include "core/crypto/crypto.h"
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#include "core/io/compression.h"
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#include "core/io/multiplayer_peer.h"
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#include <enet/enet.h>
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class ENetMultiplayerPeer : public MultiplayerPeer {
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GDCLASS(ENetMultiplayerPeer, MultiplayerPeer);
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public:
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enum CompressionMode {
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COMPRESS_NONE,
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COMPRESS_RANGE_CODER,
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COMPRESS_FASTLZ,
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COMPRESS_ZLIB,
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COMPRESS_ZSTD
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};
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private:
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enum {
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SYSMSG_ADD_PEER,
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SYSMSG_REMOVE_PEER
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};
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enum {
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SYSCH_CONFIG,
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SYSCH_RELIABLE,
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SYSCH_UNRELIABLE,
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SYSCH_MAX
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};
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bool active = false;
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bool server = false;
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uint32_t unique_id = 0;
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int target_peer = 0;
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TransferMode transfer_mode = TRANSFER_MODE_RELIABLE;
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int transfer_channel = -1;
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int channel_count = SYSCH_MAX;
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bool always_ordered = false;
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ENetEvent event;
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ENetPeer *peer = nullptr;
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ENetHost *host = nullptr;
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bool refuse_connections = false;
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bool server_relay = true;
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ConnectionStatus connection_status = CONNECTION_DISCONNECTED;
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Map<int, ENetPeer *> peer_map;
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struct Packet {
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ENetPacket *packet = nullptr;
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int from = 0;
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int channel = 0;
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};
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CompressionMode compression_mode = COMPRESS_RANGE_CODER;
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List<Packet> incoming_packets;
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Packet current_packet;
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uint32_t _gen_unique_id() const;
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void _pop_current_packet();
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Vector<uint8_t> src_compressor_mem;
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Vector<uint8_t> dst_compressor_mem;
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ENetCompressor enet_compressor;
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static size_t enet_compress(void *context, const ENetBuffer *inBuffers, size_t inBufferCount, size_t inLimit, enet_uint8 *outData, size_t outLimit);
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static size_t enet_decompress(void *context, const enet_uint8 *inData, size_t inLimit, enet_uint8 *outData, size_t outLimit);
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static void enet_compressor_destroy(void *context);
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void _setup_compressor();
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IPAddress bind_ip;
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bool dtls_enabled = false;
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Ref<CryptoKey> dtls_key;
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Ref<X509Certificate> dtls_cert;
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bool dtls_verify = true;
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protected:
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static void _bind_methods();
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public:
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virtual void set_transfer_mode(TransferMode p_mode) override;
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virtual TransferMode get_transfer_mode() const override;
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virtual void set_target_peer(int p_peer) override;
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virtual int get_packet_peer() const override;
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virtual IPAddress get_peer_address(int p_peer_id) const;
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virtual int get_peer_port(int p_peer_id) const;
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virtual int get_local_port() const;
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void set_peer_timeout(int p_peer_id, int p_timeout_limit, int p_timeout_min, int p_timeout_max);
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Error create_server(int p_port, int p_max_clients = 32, int p_in_bandwidth = 0, int p_out_bandwidth = 0);
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Error create_client(const String &p_address, int p_port, int p_in_bandwidth = 0, int p_out_bandwidth = 0, int p_local_port = 0);
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void close_connection(uint32_t wait_usec = 100);
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void disconnect_peer(int p_peer, bool now = false);
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virtual void poll() override;
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virtual bool is_server() const override;
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virtual int get_available_packet_count() const override;
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virtual Error get_packet(const uint8_t **r_buffer, int &r_buffer_size) override; ///< buffer is GONE after next get_packet
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virtual Error put_packet(const uint8_t *p_buffer, int p_buffer_size) override;
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virtual int get_max_packet_size() const override;
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virtual ConnectionStatus get_connection_status() const override;
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virtual void set_refuse_new_connections(bool p_enable) override;
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virtual bool is_refusing_new_connections() const override;
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virtual int get_unique_id() const override;
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void set_compression_mode(CompressionMode p_mode);
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CompressionMode get_compression_mode() const;
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int get_packet_channel() const;
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int get_last_packet_channel() const;
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void set_transfer_channel(int p_channel);
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int get_transfer_channel() const;
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void set_channel_count(int p_channel);
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int get_channel_count() const;
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void set_always_ordered(bool p_ordered);
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bool is_always_ordered() const;
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void set_server_relay_enabled(bool p_enabled);
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bool is_server_relay_enabled() const;
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ENetMultiplayerPeer();
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~ENetMultiplayerPeer();
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void set_bind_ip(const IPAddress &p_ip);
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void set_dtls_enabled(bool p_enabled);
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bool is_dtls_enabled() const;
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void set_dtls_verify_enabled(bool p_enabled);
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bool is_dtls_verify_enabled() const;
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void set_dtls_key(Ref<CryptoKey> p_key);
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void set_dtls_certificate(Ref<X509Certificate> p_cert);
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};
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VARIANT_ENUM_CAST(ENetMultiplayerPeer::CompressionMode);
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#endif // NETWORKED_MULTIPLAYER_ENET_H
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