godot/modules/enet/networked_multiplayer_enet.h
Rémi Verschelde 277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00

169 lines
5.5 KiB
C++

/*************************************************************************/
/* networked_multiplayer_enet.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef NETWORKED_MULTIPLAYER_ENET_H
#define NETWORKED_MULTIPLAYER_ENET_H
#include "core/io/compression.h"
#include "core/io/networked_multiplayer_peer.h"
#include <enet/enet.h>
class NetworkedMultiplayerENet : public NetworkedMultiplayerPeer {
GDCLASS(NetworkedMultiplayerENet, NetworkedMultiplayerPeer)
public:
enum CompressionMode {
COMPRESS_NONE,
COMPRESS_RANGE_CODER,
COMPRESS_FASTLZ,
COMPRESS_ZLIB,
COMPRESS_ZSTD
};
private:
enum {
SYSMSG_ADD_PEER,
SYSMSG_REMOVE_PEER
};
enum {
SYSCH_CONFIG,
SYSCH_RELIABLE,
SYSCH_UNRELIABLE,
SYSCH_MAX
};
bool active;
bool server;
uint32_t unique_id;
int target_peer;
TransferMode transfer_mode;
int transfer_channel;
int channel_count;
bool always_ordered;
ENetEvent event;
ENetPeer *peer;
ENetHost *host;
bool refuse_connections;
ConnectionStatus connection_status;
Map<int, ENetPeer *> peer_map;
struct Packet {
ENetPacket *packet;
int from;
int channel;
};
CompressionMode compression_mode;
List<Packet> incoming_packets;
Packet current_packet;
uint32_t _gen_unique_id() const;
void _pop_current_packet();
Vector<uint8_t> src_compressor_mem;
Vector<uint8_t> dst_compressor_mem;
ENetCompressor enet_compressor;
static size_t enet_compress(void *context, const ENetBuffer *inBuffers, size_t inBufferCount, size_t inLimit, enet_uint8 *outData, size_t outLimit);
static size_t enet_decompress(void *context, const enet_uint8 *inData, size_t inLimit, enet_uint8 *outData, size_t outLimit);
static void enet_compressor_destroy(void *context);
void _setup_compressor();
IP_Address bind_ip;
protected:
static void _bind_methods();
public:
virtual void set_transfer_mode(TransferMode p_mode);
virtual TransferMode get_transfer_mode() const;
virtual void set_target_peer(int p_peer);
virtual int get_packet_peer() const;
virtual IP_Address get_peer_address(int p_peer_id) const;
virtual int get_peer_port(int p_peer_id) const;
Error create_server(int p_port, int p_max_clients = 32, int p_in_bandwidth = 0, int p_out_bandwidth = 0);
Error create_client(const String &p_address, int p_port, int p_in_bandwidth = 0, int p_out_bandwidth = 0, int p_client_port = 0);
void close_connection(uint32_t wait_usec = 100);
void disconnect_peer(int p_peer, bool now = false);
virtual void poll();
virtual bool is_server() const;
virtual int get_available_packet_count() const;
virtual Error get_packet(const uint8_t **r_buffer, int &r_buffer_size); ///< buffer is GONE after next get_packet
virtual Error put_packet(const uint8_t *p_buffer, int p_buffer_size);
virtual int get_max_packet_size() const;
virtual ConnectionStatus get_connection_status() const;
virtual void set_refuse_new_connections(bool p_enable);
virtual bool is_refusing_new_connections() const;
virtual int get_unique_id() const;
void set_compression_mode(CompressionMode p_mode);
CompressionMode get_compression_mode() const;
int get_packet_channel() const;
int get_last_packet_channel() const;
void set_transfer_channel(int p_channel);
int get_transfer_channel() const;
void set_channel_count(int p_channel);
int get_channel_count() const;
void set_always_ordered(bool p_ordered);
bool is_always_ordered() const;
NetworkedMultiplayerENet();
~NetworkedMultiplayerENet();
void set_bind_ip(const IP_Address &p_ip);
};
VARIANT_ENUM_CAST(NetworkedMultiplayerENet::CompressionMode);
#endif // NETWORKED_MULTIPLAYER_ENET_H