godot/modules/enet/enet_multiplayer_peer.h
2021-09-24 18:40:39 +02:00

138 lines
4.9 KiB
C++

/*************************************************************************/
/* enet_multiplayer_peer.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 NETWORKED_MULTIPLAYER_ENET_H
#define NETWORKED_MULTIPLAYER_ENET_H
#include "core/crypto/crypto.h"
#include "core/multiplayer/multiplayer_peer.h"
#include "enet_connection.h"
#include <enet/enet.h>
class ENetMultiplayerPeer : public MultiplayerPeer {
GDCLASS(ENetMultiplayerPeer, MultiplayerPeer);
private:
enum {
SYSMSG_ADD_PEER,
SYSMSG_REMOVE_PEER
};
enum {
SYSCH_CONFIG = 0,
SYSCH_RELIABLE = 1,
SYSCH_UNRELIABLE = 2,
SYSCH_MAX = 3
};
enum Mode {
MODE_NONE,
MODE_SERVER,
MODE_CLIENT,
MODE_MESH,
};
Mode active_mode = MODE_NONE;
uint32_t unique_id = 0;
int target_peer = 0;
bool server_relay = true;
ConnectionStatus connection_status = CONNECTION_DISCONNECTED;
Map<int, Ref<ENetConnection>> hosts;
Map<int, Ref<ENetPacketPeer>> peers;
struct Packet {
ENetPacket *packet = nullptr;
int from = 0;
int channel = 0;
};
List<Packet> incoming_packets;
Packet current_packet;
void _pop_current_packet();
bool _poll_server();
bool _poll_client();
bool _poll_mesh();
void _relay(int p_from, int p_to, enet_uint8 p_channel, ENetPacket *p_packet);
void _notify_peers(int p_id, bool p_connected);
void _destroy_unused(ENetPacket *p_packet);
_FORCE_INLINE_ bool _is_active() const { return active_mode != MODE_NONE; }
IPAddress bind_ip;
protected:
static void _bind_methods();
public:
virtual void set_target_peer(int p_peer) override;
virtual int get_packet_peer() const override;
virtual void poll() override;
virtual bool is_server() const override;
// Overriden so we can instrument the DTLSServer when needed.
virtual void set_refuse_new_connections(bool p_enabled) override;
virtual ConnectionStatus get_connection_status() const override;
virtual int get_unique_id() const override;
virtual int get_max_packet_size() const override;
virtual int get_available_packet_count() const override;
virtual Error get_packet(const uint8_t **r_buffer, int &r_buffer_size) override;
virtual Error put_packet(const uint8_t *p_buffer, int p_buffer_size) override;
Error create_server(int p_port, int p_max_clients = 32, int p_max_channels = 0, int p_in_bandwidth = 0, int p_out_bandwidth = 0);
Error create_client(const String &p_address, int p_port, int p_channel_count = 0, int p_in_bandwidth = 0, int p_out_bandwidth = 0, int p_local_port = 0);
Error create_mesh(int p_id);
Error add_mesh_peer(int p_id, Ref<ENetConnection> p_host);
void close_connection(uint32_t wait_usec = 100);
void disconnect_peer(int p_peer, bool now = false);
void set_bind_ip(const IPAddress &p_ip);
void set_server_relay_enabled(bool p_enabled);
bool is_server_relay_enabled() const;
Ref<ENetConnection> get_host() const;
Ref<ENetPacketPeer> get_peer(int p_id) const;
ENetMultiplayerPeer();
~ENetMultiplayerPeer();
};
#endif // NETWORKED_MULTIPLAYER_ENET_H