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.
961 lines
34 KiB
C++
961 lines
34 KiB
C++
/*************************************************************************/
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/* networked_multiplayer_enet.cpp */
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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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#include "networked_multiplayer_enet.h"
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#include "core/io/ip.h"
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#include "core/io/marshalls.h"
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#include "core/os/os.h"
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void NetworkedMultiplayerENet::set_transfer_mode(TransferMode p_mode) {
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transfer_mode = p_mode;
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}
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NetworkedMultiplayerPeer::TransferMode NetworkedMultiplayerENet::get_transfer_mode() const {
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return transfer_mode;
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}
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void NetworkedMultiplayerENet::set_target_peer(int p_peer) {
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target_peer = p_peer;
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}
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int NetworkedMultiplayerENet::get_packet_peer() const {
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ERR_FAIL_COND_V_MSG(!active, 1, "The multiplayer instance isn't currently active.");
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ERR_FAIL_COND_V(incoming_packets.size() == 0, 1);
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return incoming_packets.front()->get().from;
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}
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int NetworkedMultiplayerENet::get_packet_channel() const {
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ERR_FAIL_COND_V_MSG(!active, -1, "The multiplayer instance isn't currently active.");
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ERR_FAIL_COND_V(incoming_packets.size() == 0, -1);
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return incoming_packets.front()->get().channel;
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}
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int NetworkedMultiplayerENet::get_last_packet_channel() const {
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ERR_FAIL_COND_V_MSG(!active, -1, "The multiplayer instance isn't currently active.");
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ERR_FAIL_COND_V(!current_packet.packet, -1);
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return current_packet.channel;
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}
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Error NetworkedMultiplayerENet::create_server(int p_port, int p_max_clients, int p_in_bandwidth, int p_out_bandwidth) {
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ERR_FAIL_COND_V_MSG(active, ERR_ALREADY_IN_USE, "The multiplayer instance is already active.");
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ERR_FAIL_COND_V_MSG(p_port < 0 || p_port > 65535, ERR_INVALID_PARAMETER, "The port number must be set between 0 and 65535 (inclusive).");
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ERR_FAIL_COND_V_MSG(p_max_clients < 1 || p_max_clients > 4095, ERR_INVALID_PARAMETER, "The number of clients must be set between 1 and 4095 (inclusive).");
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ERR_FAIL_COND_V_MSG(p_in_bandwidth < 0, ERR_INVALID_PARAMETER, "The incoming bandwidth limit must be greater than or equal to 0 (0 disables the limit).");
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ERR_FAIL_COND_V_MSG(p_out_bandwidth < 0, ERR_INVALID_PARAMETER, "The outgoing bandwidth limit must be greater than or equal to 0 (0 disables the limit).");
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ERR_FAIL_COND_V(dtls_enabled && (dtls_key.is_null() || dtls_cert.is_null()), ERR_INVALID_PARAMETER);
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ENetAddress address;
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memset(&address, 0, sizeof(address));
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#ifdef GODOT_ENET
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if (bind_ip.is_wildcard()) {
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address.wildcard = 1;
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} else {
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enet_address_set_ip(&address, bind_ip.get_ipv6(), 16);
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}
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#else
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if (bind_ip.is_wildcard()) {
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address.host = 0;
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} else {
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ERR_FAIL_COND_V(!bind_ip.is_ipv4(), ERR_INVALID_PARAMETER);
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address.host = *(uint32_t *)bind_ip.get_ipv4();
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}
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#endif
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address.port = p_port;
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host = enet_host_create(&address /* the address to bind the server host to */,
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p_max_clients /* allow up to 32 clients and/or outgoing connections */,
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channel_count /* allow up to channel_count to be used */,
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p_in_bandwidth /* limit incoming bandwidth if > 0 */,
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p_out_bandwidth /* limit outgoing bandwidth if > 0 */);
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ERR_FAIL_COND_V_MSG(!host, ERR_CANT_CREATE, "Couldn't create an ENet multiplayer server.");
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#ifdef GODOT_ENET
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if (dtls_enabled) {
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enet_host_dtls_server_setup(host, dtls_key.ptr(), dtls_cert.ptr());
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}
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enet_host_refuse_new_connections(host, refuse_connections);
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#endif
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_setup_compressor();
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active = true;
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server = true;
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refuse_connections = false;
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unique_id = 1;
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connection_status = CONNECTION_CONNECTED;
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return OK;
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}
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Error NetworkedMultiplayerENet::create_client(const String &p_address, int p_port, int p_in_bandwidth, int p_out_bandwidth, int p_client_port) {
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ERR_FAIL_COND_V_MSG(active, ERR_ALREADY_IN_USE, "The multiplayer instance is already active.");
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ERR_FAIL_COND_V_MSG(p_port < 0 || p_port > 65535, ERR_INVALID_PARAMETER, "The server port number must be set between 0 and 65535 (inclusive).");
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ERR_FAIL_COND_V_MSG(p_client_port < 0 || p_client_port > 65535, ERR_INVALID_PARAMETER, "The client port number must be set between 0 and 65535 (inclusive).");
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ERR_FAIL_COND_V_MSG(p_in_bandwidth < 0, ERR_INVALID_PARAMETER, "The incoming bandwidth limit must be greater than or equal to 0 (0 disables the limit).");
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ERR_FAIL_COND_V_MSG(p_out_bandwidth < 0, ERR_INVALID_PARAMETER, "The outgoing bandwidth limit must be greater than or equal to 0 (0 disables the limit).");
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if (p_client_port != 0) {
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ENetAddress c_client;
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#ifdef GODOT_ENET
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if (bind_ip.is_wildcard()) {
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c_client.wildcard = 1;
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} else {
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enet_address_set_ip(&c_client, bind_ip.get_ipv6(), 16);
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}
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#else
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if (bind_ip.is_wildcard()) {
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c_client.host = 0;
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} else {
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ERR_FAIL_COND_V_MSG(!bind_ip.is_ipv4(), ERR_INVALID_PARAMETER, "Wildcard IP addresses are only permitted in IPv4, not IPv6.");
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c_client.host = *(uint32_t *)bind_ip.get_ipv4();
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}
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#endif
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c_client.port = p_client_port;
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host = enet_host_create(&c_client /* create a client host */,
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1 /* only allow 1 outgoing connection */,
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channel_count /* allow up to channel_count to be used */,
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p_in_bandwidth /* limit incoming bandwidth if > 0 */,
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p_out_bandwidth /* limit outgoing bandwidth if > 0 */);
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} else {
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host = enet_host_create(nullptr /* create a client host */,
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1 /* only allow 1 outgoing connection */,
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channel_count /* allow up to channel_count to be used */,
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p_in_bandwidth /* limit incoming bandwidth if > 0 */,
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p_out_bandwidth /* limit outgoing bandwidth if > 0 */);
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}
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ERR_FAIL_COND_V_MSG(!host, ERR_CANT_CREATE, "Couldn't create the ENet client host.");
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#ifdef GODOT_ENET
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if (dtls_enabled) {
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enet_host_dtls_client_setup(host, dtls_cert.ptr(), dtls_verify, dtls_hostname.empty() ? p_address.utf8().get_data() : dtls_hostname.utf8().get_data());
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}
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enet_host_refuse_new_connections(host, refuse_connections);
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#endif
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_setup_compressor();
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IP_Address ip;
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if (p_address.is_valid_ip_address()) {
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ip = p_address;
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} else {
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#ifdef GODOT_ENET
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ip = IP::get_singleton()->resolve_hostname(p_address);
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#else
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ip = IP::get_singleton()->resolve_hostname(p_address, IP::TYPE_IPV4);
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#endif
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if (!ip.is_valid()) {
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enet_host_destroy(host);
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ERR_FAIL_V_MSG(ERR_CANT_RESOLVE, "Couldn't resolve the server IP address or domain name.");
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}
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}
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ENetAddress address;
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#ifdef GODOT_ENET
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enet_address_set_ip(&address, ip.get_ipv6(), 16);
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#else
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if (!ip.is_ipv4()) {
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enet_host_destroy(host);
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ERR_FAIL_V_MSG(ERR_INVALID_PARAMETER, "Connecting to an IPv6 server isn't supported when using vanilla ENet. Recompile Godot with the bundled ENet library.");
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}
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address.host = *(uint32_t *)ip.get_ipv4();
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#endif
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address.port = p_port;
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unique_id = _gen_unique_id();
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// Initiate connection, allocating enough channels
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ENetPeer *peer = enet_host_connect(host, &address, channel_count, unique_id);
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if (peer == nullptr) {
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enet_host_destroy(host);
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ERR_FAIL_V_MSG(ERR_CANT_CREATE, "Couldn't connect to the ENet multiplayer server.");
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}
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// Technically safe to ignore the peer or anything else.
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connection_status = CONNECTION_CONNECTING;
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active = true;
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server = false;
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refuse_connections = false;
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return OK;
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}
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void NetworkedMultiplayerENet::poll() {
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ERR_FAIL_COND_MSG(!active, "The multiplayer instance isn't currently active.");
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_pop_current_packet();
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ENetEvent event;
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/* Keep servicing until there are no available events left in queue. */
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while (true) {
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if (!host || !active) { // Might have been disconnected while emitting a notification
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return;
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}
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int ret = enet_host_service(host, &event, 0);
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if (ret < 0) {
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// Error, do something?
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break;
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} else if (ret == 0) {
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break;
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}
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switch (event.type) {
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case ENET_EVENT_TYPE_CONNECT: {
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// Store any relevant client information here.
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if (server && refuse_connections) {
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enet_peer_reset(event.peer);
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break;
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}
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// A client joined with an invalid ID (negative values, 0, and 1 are reserved).
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// Probably trying to exploit us.
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if (server && ((int)event.data < 2 || peer_map.has((int)event.data))) {
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enet_peer_reset(event.peer);
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ERR_CONTINUE(true);
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}
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int *new_id = memnew(int);
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*new_id = event.data;
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if (*new_id == 0) { // Data zero is sent by server (enet won't let you configure this). Server is always 1.
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*new_id = 1;
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}
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event.peer->data = new_id;
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peer_map[*new_id] = event.peer;
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connection_status = CONNECTION_CONNECTED; // If connecting, this means it connected to something!
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emit_signal("peer_connected", *new_id);
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if (server) {
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// Do not notify other peers when server_relay is disabled.
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if (!server_relay) {
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break;
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}
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// Someone connected, notify all the peers available
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for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
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if (E->key() == *new_id) {
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continue;
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}
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// Send existing peers to new peer
|
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ENetPacket *packet = enet_packet_create(nullptr, 8, ENET_PACKET_FLAG_RELIABLE);
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encode_uint32(SYSMSG_ADD_PEER, &packet->data[0]);
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encode_uint32(E->key(), &packet->data[4]);
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enet_peer_send(event.peer, SYSCH_CONFIG, packet);
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// Send the new peer to existing peers
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packet = enet_packet_create(nullptr, 8, ENET_PACKET_FLAG_RELIABLE);
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encode_uint32(SYSMSG_ADD_PEER, &packet->data[0]);
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encode_uint32(*new_id, &packet->data[4]);
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enet_peer_send(E->get(), SYSCH_CONFIG, packet);
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}
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} else {
|
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emit_signal("connection_succeeded");
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}
|
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|
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} break;
|
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case ENET_EVENT_TYPE_DISCONNECT: {
|
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// Reset the peer's client information.
|
|
|
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int *id = (int *)event.peer->data;
|
|
|
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if (!id) {
|
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if (!server) {
|
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emit_signal("connection_failed");
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}
|
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// Never fully connected.
|
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break;
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}
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|
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if (!server) {
|
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// Client just disconnected from server.
|
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emit_signal("server_disconnected");
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close_connection();
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return;
|
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} else if (server_relay) {
|
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// Server just received a client disconnect and is in relay mode, notify everyone else.
|
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for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
|
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if (E->key() == *id) {
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continue;
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}
|
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|
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ENetPacket *packet = enet_packet_create(nullptr, 8, ENET_PACKET_FLAG_RELIABLE);
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encode_uint32(SYSMSG_REMOVE_PEER, &packet->data[0]);
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encode_uint32(*id, &packet->data[4]);
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enet_peer_send(E->get(), SYSCH_CONFIG, packet);
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}
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}
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|
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emit_signal("peer_disconnected", *id);
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peer_map.erase(*id);
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memdelete(id);
|
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} break;
|
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case ENET_EVENT_TYPE_RECEIVE: {
|
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if (event.channelID == SYSCH_CONFIG) {
|
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// Some config message
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ERR_CONTINUE(event.packet->dataLength < 8);
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|
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// Only server can send config messages
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ERR_CONTINUE(server);
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int msg = decode_uint32(&event.packet->data[0]);
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int id = decode_uint32(&event.packet->data[4]);
|
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|
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switch (msg) {
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case SYSMSG_ADD_PEER: {
|
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peer_map[id] = NULL;
|
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emit_signal("peer_connected", id);
|
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|
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} break;
|
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case SYSMSG_REMOVE_PEER: {
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peer_map.erase(id);
|
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emit_signal("peer_disconnected", id);
|
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} break;
|
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}
|
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|
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enet_packet_destroy(event.packet);
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} else if (event.channelID < channel_count) {
|
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Packet packet;
|
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packet.packet = event.packet;
|
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|
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uint32_t *id = (uint32_t *)event.peer->data;
|
|
|
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ERR_CONTINUE(event.packet->dataLength < 8);
|
|
|
|
uint32_t source = decode_uint32(&event.packet->data[0]);
|
|
int target = decode_uint32(&event.packet->data[4]);
|
|
|
|
packet.from = source;
|
|
packet.channel = event.channelID;
|
|
|
|
if (server) {
|
|
// Someone is cheating and trying to fake the source!
|
|
ERR_CONTINUE(source != *id);
|
|
|
|
packet.from = *id;
|
|
|
|
if (target == 1) {
|
|
// To myself and only myself
|
|
incoming_packets.push_back(packet);
|
|
} else if (!server_relay) {
|
|
// When relaying is disabled, other destinations will only be processed by the server.
|
|
if (target == 0 || target < -1) {
|
|
incoming_packets.push_back(packet);
|
|
}
|
|
continue;
|
|
} else if (target == 0) {
|
|
// Re-send to everyone but sender :|
|
|
|
|
incoming_packets.push_back(packet);
|
|
// And make copies for sending
|
|
for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
|
|
if (uint32_t(E->key()) == source) { // Do not resend to self
|
|
continue;
|
|
}
|
|
|
|
ENetPacket *packet2 = enet_packet_create(packet.packet->data, packet.packet->dataLength, packet.packet->flags);
|
|
|
|
enet_peer_send(E->get(), event.channelID, packet2);
|
|
}
|
|
|
|
} else if (target < 0) {
|
|
// To all but one
|
|
|
|
// And make copies for sending
|
|
for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
|
|
if (uint32_t(E->key()) == source || E->key() == -target) { // Do not resend to self, also do not send to excluded
|
|
continue;
|
|
}
|
|
|
|
ENetPacket *packet2 = enet_packet_create(packet.packet->data, packet.packet->dataLength, packet.packet->flags);
|
|
|
|
enet_peer_send(E->get(), event.channelID, packet2);
|
|
}
|
|
|
|
if (-target != 1) {
|
|
// Server is not excluded
|
|
incoming_packets.push_back(packet);
|
|
} else {
|
|
// Server is excluded, erase packet
|
|
enet_packet_destroy(packet.packet);
|
|
}
|
|
|
|
} else {
|
|
// To someone else, specifically
|
|
ERR_CONTINUE(!peer_map.has(target));
|
|
enet_peer_send(peer_map[target], event.channelID, packet.packet);
|
|
}
|
|
} else {
|
|
incoming_packets.push_back(packet);
|
|
}
|
|
|
|
// Destroy packet later
|
|
} else {
|
|
ERR_CONTINUE(true);
|
|
}
|
|
|
|
} break;
|
|
case ENET_EVENT_TYPE_NONE: {
|
|
// Do nothing
|
|
} break;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool NetworkedMultiplayerENet::is_server() const {
|
|
ERR_FAIL_COND_V_MSG(!active, false, "The multiplayer instance isn't currently active.");
|
|
|
|
return server;
|
|
}
|
|
|
|
void NetworkedMultiplayerENet::close_connection(uint32_t wait_usec) {
|
|
ERR_FAIL_COND_MSG(!active, "The multiplayer instance isn't currently active.");
|
|
|
|
_pop_current_packet();
|
|
|
|
bool peers_disconnected = false;
|
|
for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
|
|
if (E->get()) {
|
|
enet_peer_disconnect_now(E->get(), unique_id);
|
|
int *id = (int *)(E->get()->data);
|
|
memdelete(id);
|
|
peers_disconnected = true;
|
|
}
|
|
}
|
|
|
|
if (peers_disconnected) {
|
|
enet_host_flush(host);
|
|
|
|
if (wait_usec > 0) {
|
|
OS::get_singleton()->delay_usec(wait_usec); // Wait for disconnection packets to send
|
|
}
|
|
}
|
|
|
|
enet_host_destroy(host);
|
|
active = false;
|
|
incoming_packets.clear();
|
|
peer_map.clear();
|
|
unique_id = 1; // Server is 1
|
|
connection_status = CONNECTION_DISCONNECTED;
|
|
}
|
|
|
|
void NetworkedMultiplayerENet::disconnect_peer(int p_peer, bool now) {
|
|
ERR_FAIL_COND_MSG(!active, "The multiplayer instance isn't currently active.");
|
|
ERR_FAIL_COND_MSG(!is_server(), "Can't disconnect a peer when not acting as a server.");
|
|
ERR_FAIL_COND_MSG(!peer_map.has(p_peer), vformat("Peer ID %d not found in the list of peers.", p_peer));
|
|
|
|
if (now) {
|
|
int *id = (int *)peer_map[p_peer]->data;
|
|
enet_peer_disconnect_now(peer_map[p_peer], 0);
|
|
|
|
// enet_peer_disconnect_now doesn't generate ENET_EVENT_TYPE_DISCONNECT,
|
|
// notify everyone else, send disconnect signal & remove from peer_map like in poll()
|
|
if (server_relay) {
|
|
for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
|
|
if (E->key() == p_peer) {
|
|
continue;
|
|
}
|
|
|
|
ENetPacket *packet = enet_packet_create(nullptr, 8, ENET_PACKET_FLAG_RELIABLE);
|
|
encode_uint32(SYSMSG_REMOVE_PEER, &packet->data[0]);
|
|
encode_uint32(p_peer, &packet->data[4]);
|
|
enet_peer_send(E->get(), SYSCH_CONFIG, packet);
|
|
}
|
|
}
|
|
|
|
if (id) {
|
|
memdelete(id);
|
|
}
|
|
|
|
emit_signal("peer_disconnected", p_peer);
|
|
peer_map.erase(p_peer);
|
|
} else {
|
|
enet_peer_disconnect_later(peer_map[p_peer], 0);
|
|
}
|
|
}
|
|
|
|
int NetworkedMultiplayerENet::get_available_packet_count() const {
|
|
return incoming_packets.size();
|
|
}
|
|
|
|
Error NetworkedMultiplayerENet::get_packet(const uint8_t **r_buffer, int &r_buffer_size) {
|
|
ERR_FAIL_COND_V_MSG(incoming_packets.size() == 0, ERR_UNAVAILABLE, "No incoming packets available.");
|
|
|
|
_pop_current_packet();
|
|
|
|
current_packet = incoming_packets.front()->get();
|
|
incoming_packets.pop_front();
|
|
|
|
*r_buffer = (const uint8_t *)(¤t_packet.packet->data[8]);
|
|
r_buffer_size = current_packet.packet->dataLength - 8;
|
|
|
|
return OK;
|
|
}
|
|
|
|
Error NetworkedMultiplayerENet::put_packet(const uint8_t *p_buffer, int p_buffer_size) {
|
|
ERR_FAIL_COND_V_MSG(!active, ERR_UNCONFIGURED, "The multiplayer instance isn't currently active.");
|
|
ERR_FAIL_COND_V_MSG(connection_status != CONNECTION_CONNECTED, ERR_UNCONFIGURED, "The multiplayer instance isn't currently connected to any server or client.");
|
|
|
|
int packet_flags = 0;
|
|
int channel = SYSCH_RELIABLE;
|
|
|
|
switch (transfer_mode) {
|
|
case TRANSFER_MODE_UNRELIABLE: {
|
|
if (always_ordered) {
|
|
packet_flags = 0;
|
|
} else {
|
|
packet_flags = ENET_PACKET_FLAG_UNSEQUENCED;
|
|
}
|
|
channel = SYSCH_UNRELIABLE;
|
|
} break;
|
|
case TRANSFER_MODE_UNRELIABLE_ORDERED: {
|
|
packet_flags = 0;
|
|
channel = SYSCH_UNRELIABLE;
|
|
} break;
|
|
case TRANSFER_MODE_RELIABLE: {
|
|
packet_flags = ENET_PACKET_FLAG_RELIABLE;
|
|
channel = SYSCH_RELIABLE;
|
|
} break;
|
|
}
|
|
|
|
if (transfer_channel > SYSCH_CONFIG) {
|
|
channel = transfer_channel;
|
|
}
|
|
|
|
Map<int, ENetPeer *>::Element *E = nullptr;
|
|
|
|
if (target_peer != 0) {
|
|
E = peer_map.find(ABS(target_peer));
|
|
ERR_FAIL_COND_V_MSG(!E, ERR_INVALID_PARAMETER, vformat("Invalid target peer: %d", target_peer));
|
|
}
|
|
|
|
ENetPacket *packet = enet_packet_create(nullptr, p_buffer_size + 8, packet_flags);
|
|
encode_uint32(unique_id, &packet->data[0]); // Source ID
|
|
encode_uint32(target_peer, &packet->data[4]); // Dest ID
|
|
memcpy(&packet->data[8], p_buffer, p_buffer_size);
|
|
|
|
if (server) {
|
|
if (target_peer == 0) {
|
|
enet_host_broadcast(host, channel, packet);
|
|
} else if (target_peer < 0) {
|
|
// Send to all but one
|
|
// and make copies for sending
|
|
|
|
int exclude = -target_peer;
|
|
|
|
for (Map<int, ENetPeer *>::Element *F = peer_map.front(); F; F = F->next()) {
|
|
if (F->key() == exclude) { // Exclude packet
|
|
continue;
|
|
}
|
|
|
|
ENetPacket *packet2 = enet_packet_create(packet->data, packet->dataLength, packet_flags);
|
|
|
|
enet_peer_send(F->get(), channel, packet2);
|
|
}
|
|
|
|
enet_packet_destroy(packet); // Original packet no longer needed
|
|
} else {
|
|
enet_peer_send(E->get(), channel, packet);
|
|
}
|
|
} else {
|
|
ERR_FAIL_COND_V(!peer_map.has(1), ERR_BUG);
|
|
enet_peer_send(peer_map[1], channel, packet); // Send to server for broadcast
|
|
}
|
|
|
|
enet_host_flush(host);
|
|
|
|
return OK;
|
|
}
|
|
|
|
int NetworkedMultiplayerENet::get_max_packet_size() const {
|
|
return 1 << 24; // Anything is good
|
|
}
|
|
|
|
void NetworkedMultiplayerENet::_pop_current_packet() {
|
|
if (current_packet.packet) {
|
|
enet_packet_destroy(current_packet.packet);
|
|
current_packet.packet = nullptr;
|
|
current_packet.from = 0;
|
|
current_packet.channel = -1;
|
|
}
|
|
}
|
|
|
|
NetworkedMultiplayerPeer::ConnectionStatus NetworkedMultiplayerENet::get_connection_status() const {
|
|
return connection_status;
|
|
}
|
|
|
|
uint32_t NetworkedMultiplayerENet::_gen_unique_id() const {
|
|
uint32_t hash = 0;
|
|
|
|
while (hash == 0 || hash == 1) {
|
|
hash = hash_djb2_one_32(
|
|
(uint32_t)OS::get_singleton()->get_ticks_usec());
|
|
hash = hash_djb2_one_32(
|
|
(uint32_t)OS::get_singleton()->get_unix_time(), hash);
|
|
hash = hash_djb2_one_32(
|
|
(uint32_t)OS::get_singleton()->get_user_data_dir().hash64(), hash);
|
|
hash = hash_djb2_one_32(
|
|
(uint32_t)((uint64_t)this), hash); // Rely on ASLR heap
|
|
hash = hash_djb2_one_32(
|
|
(uint32_t)((uint64_t)&hash), hash); // Rely on ASLR stack
|
|
|
|
hash = hash & 0x7FFFFFFF; // Make it compatible with unsigned, since negative ID is used for exclusion
|
|
}
|
|
|
|
return hash;
|
|
}
|
|
|
|
int NetworkedMultiplayerENet::get_unique_id() const {
|
|
ERR_FAIL_COND_V_MSG(!active, 0, "The multiplayer instance isn't currently active.");
|
|
return unique_id;
|
|
}
|
|
|
|
void NetworkedMultiplayerENet::set_refuse_new_connections(bool p_enable) {
|
|
refuse_connections = p_enable;
|
|
#ifdef GODOT_ENET
|
|
if (active) {
|
|
enet_host_refuse_new_connections(host, p_enable);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
bool NetworkedMultiplayerENet::is_refusing_new_connections() const {
|
|
return refuse_connections;
|
|
}
|
|
|
|
void NetworkedMultiplayerENet::set_compression_mode(CompressionMode p_mode) {
|
|
compression_mode = p_mode;
|
|
}
|
|
|
|
NetworkedMultiplayerENet::CompressionMode NetworkedMultiplayerENet::get_compression_mode() const {
|
|
return compression_mode;
|
|
}
|
|
|
|
size_t NetworkedMultiplayerENet::enet_compress(void *context, const ENetBuffer *inBuffers, size_t inBufferCount, size_t inLimit, enet_uint8 *outData, size_t outLimit) {
|
|
NetworkedMultiplayerENet *enet = (NetworkedMultiplayerENet *)(context);
|
|
|
|
if (size_t(enet->src_compressor_mem.size()) < inLimit) {
|
|
enet->src_compressor_mem.resize(inLimit);
|
|
}
|
|
|
|
int total = inLimit;
|
|
int ofs = 0;
|
|
while (total) {
|
|
for (size_t i = 0; i < inBufferCount; i++) {
|
|
int to_copy = MIN(total, int(inBuffers[i].dataLength));
|
|
memcpy(&enet->src_compressor_mem.write[ofs], inBuffers[i].data, to_copy);
|
|
ofs += to_copy;
|
|
total -= to_copy;
|
|
}
|
|
}
|
|
|
|
Compression::Mode mode;
|
|
|
|
switch (enet->compression_mode) {
|
|
case COMPRESS_FASTLZ: {
|
|
mode = Compression::MODE_FASTLZ;
|
|
} break;
|
|
case COMPRESS_ZLIB: {
|
|
mode = Compression::MODE_DEFLATE;
|
|
} break;
|
|
case COMPRESS_ZSTD: {
|
|
mode = Compression::MODE_ZSTD;
|
|
} break;
|
|
default: {
|
|
ERR_FAIL_V_MSG(0, vformat("Invalid ENet compression mode: %d", enet->compression_mode));
|
|
}
|
|
}
|
|
|
|
int req_size = Compression::get_max_compressed_buffer_size(ofs, mode);
|
|
if (enet->dst_compressor_mem.size() < req_size) {
|
|
enet->dst_compressor_mem.resize(req_size);
|
|
}
|
|
int ret = Compression::compress(enet->dst_compressor_mem.ptrw(), enet->src_compressor_mem.ptr(), ofs, mode);
|
|
|
|
if (ret < 0) {
|
|
return 0;
|
|
}
|
|
|
|
if (ret > int(outLimit)) {
|
|
return 0; // Do not bother
|
|
}
|
|
|
|
memcpy(outData, enet->dst_compressor_mem.ptr(), ret);
|
|
|
|
return ret;
|
|
}
|
|
|
|
size_t NetworkedMultiplayerENet::enet_decompress(void *context, const enet_uint8 *inData, size_t inLimit, enet_uint8 *outData, size_t outLimit) {
|
|
NetworkedMultiplayerENet *enet = (NetworkedMultiplayerENet *)(context);
|
|
int ret = -1;
|
|
switch (enet->compression_mode) {
|
|
case COMPRESS_FASTLZ: {
|
|
ret = Compression::decompress(outData, outLimit, inData, inLimit, Compression::MODE_FASTLZ);
|
|
} break;
|
|
case COMPRESS_ZLIB: {
|
|
ret = Compression::decompress(outData, outLimit, inData, inLimit, Compression::MODE_DEFLATE);
|
|
} break;
|
|
case COMPRESS_ZSTD: {
|
|
ret = Compression::decompress(outData, outLimit, inData, inLimit, Compression::MODE_ZSTD);
|
|
} break;
|
|
default: {
|
|
}
|
|
}
|
|
if (ret < 0) {
|
|
return 0;
|
|
} else {
|
|
return ret;
|
|
}
|
|
}
|
|
|
|
void NetworkedMultiplayerENet::_setup_compressor() {
|
|
switch (compression_mode) {
|
|
case COMPRESS_NONE: {
|
|
enet_host_compress(host, nullptr);
|
|
} break;
|
|
case COMPRESS_RANGE_CODER: {
|
|
enet_host_compress_with_range_coder(host);
|
|
} break;
|
|
case COMPRESS_FASTLZ:
|
|
case COMPRESS_ZLIB:
|
|
case COMPRESS_ZSTD: {
|
|
enet_host_compress(host, &enet_compressor);
|
|
} break;
|
|
}
|
|
}
|
|
|
|
void NetworkedMultiplayerENet::enet_compressor_destroy(void *context) {
|
|
// Nothing to do
|
|
}
|
|
|
|
IP_Address NetworkedMultiplayerENet::get_peer_address(int p_peer_id) const {
|
|
ERR_FAIL_COND_V_MSG(!peer_map.has(p_peer_id), IP_Address(), vformat("Peer ID %d not found in the list of peers.", p_peer_id));
|
|
ERR_FAIL_COND_V_MSG(!is_server() && p_peer_id != 1, IP_Address(), "Can't get the address of peers other than the server (ID -1) when acting as a client.");
|
|
ERR_FAIL_COND_V_MSG(peer_map[p_peer_id] == NULL, IP_Address(), vformat("Peer ID %d found in the list of peers, but is null.", p_peer_id));
|
|
|
|
IP_Address out;
|
|
#ifdef GODOT_ENET
|
|
out.set_ipv6((uint8_t *)&(peer_map[p_peer_id]->address.host));
|
|
#else
|
|
out.set_ipv4((uint8_t *)&(peer_map[p_peer_id]->address.host));
|
|
#endif
|
|
|
|
return out;
|
|
}
|
|
|
|
int NetworkedMultiplayerENet::get_peer_port(int p_peer_id) const {
|
|
ERR_FAIL_COND_V_MSG(!peer_map.has(p_peer_id), 0, vformat("Peer ID %d not found in the list of peers.", p_peer_id));
|
|
ERR_FAIL_COND_V_MSG(!is_server() && p_peer_id != 1, 0, "Can't get the address of peers other than the server (ID -1) when acting as a client.");
|
|
ERR_FAIL_COND_V_MSG(peer_map[p_peer_id] == NULL, 0, vformat("Peer ID %d found in the list of peers, but is null.", p_peer_id));
|
|
#ifdef GODOT_ENET
|
|
return peer_map[p_peer_id]->address.port;
|
|
#else
|
|
return peer_map[p_peer_id]->address.port;
|
|
#endif
|
|
}
|
|
|
|
void NetworkedMultiplayerENet::set_peer_timeout(int p_peer_id, int p_timeout_limit, int p_timeout_min, int p_timeout_max) {
|
|
ERR_FAIL_COND_MSG(!peer_map.has(p_peer_id), vformat("Peer ID %d not found in the list of peers.", p_peer_id));
|
|
ERR_FAIL_COND_MSG(!is_server() && p_peer_id != 1, "Can't change the timeout of peers other then the server when acting as a client.");
|
|
ERR_FAIL_COND_MSG(peer_map[p_peer_id] == nullptr, vformat("Peer ID %d found in the list of peers, but is null.", p_peer_id));
|
|
ERR_FAIL_COND_MSG(p_timeout_limit > p_timeout_min || p_timeout_min > p_timeout_max, "Timeout limit must be less than minimum timeout, which itself must be less then maximum timeout");
|
|
enet_peer_timeout(peer_map[p_peer_id], p_timeout_limit, p_timeout_min, p_timeout_max);
|
|
}
|
|
|
|
void NetworkedMultiplayerENet::set_transfer_channel(int p_channel) {
|
|
ERR_FAIL_COND_MSG(p_channel < -1 || p_channel >= channel_count, vformat("The transfer channel must be set between 0 and %d, inclusive (got %d).", channel_count - 1, p_channel));
|
|
ERR_FAIL_COND_MSG(p_channel == SYSCH_CONFIG, vformat("The channel %d is reserved.", SYSCH_CONFIG));
|
|
transfer_channel = p_channel;
|
|
}
|
|
|
|
int NetworkedMultiplayerENet::get_transfer_channel() const {
|
|
return transfer_channel;
|
|
}
|
|
|
|
void NetworkedMultiplayerENet::set_channel_count(int p_channel) {
|
|
ERR_FAIL_COND_MSG(active, "The channel count can't be set while the multiplayer instance is active.");
|
|
ERR_FAIL_COND_MSG(p_channel < SYSCH_MAX, vformat("The channel count must be greater than or equal to %d to account for reserved channels (got %d).", SYSCH_MAX, p_channel));
|
|
channel_count = p_channel;
|
|
}
|
|
|
|
int NetworkedMultiplayerENet::get_channel_count() const {
|
|
return channel_count;
|
|
}
|
|
|
|
void NetworkedMultiplayerENet::set_always_ordered(bool p_ordered) {
|
|
always_ordered = p_ordered;
|
|
}
|
|
|
|
bool NetworkedMultiplayerENet::is_always_ordered() const {
|
|
return always_ordered;
|
|
}
|
|
|
|
void NetworkedMultiplayerENet::set_server_relay_enabled(bool p_enabled) {
|
|
ERR_FAIL_COND_MSG(active, "Server relaying can't be toggled while the multiplayer instance is active.");
|
|
|
|
server_relay = p_enabled;
|
|
}
|
|
|
|
bool NetworkedMultiplayerENet::is_server_relay_enabled() const {
|
|
return server_relay;
|
|
}
|
|
|
|
void NetworkedMultiplayerENet::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("create_server", "port", "max_clients", "in_bandwidth", "out_bandwidth"), &NetworkedMultiplayerENet::create_server, DEFVAL(32), DEFVAL(0), DEFVAL(0));
|
|
ClassDB::bind_method(D_METHOD("create_client", "address", "port", "in_bandwidth", "out_bandwidth", "client_port"), &NetworkedMultiplayerENet::create_client, DEFVAL(0), DEFVAL(0), DEFVAL(0));
|
|
ClassDB::bind_method(D_METHOD("close_connection", "wait_usec"), &NetworkedMultiplayerENet::close_connection, DEFVAL(100));
|
|
ClassDB::bind_method(D_METHOD("disconnect_peer", "id", "now"), &NetworkedMultiplayerENet::disconnect_peer, DEFVAL(false));
|
|
ClassDB::bind_method(D_METHOD("set_compression_mode", "mode"), &NetworkedMultiplayerENet::set_compression_mode);
|
|
ClassDB::bind_method(D_METHOD("get_compression_mode"), &NetworkedMultiplayerENet::get_compression_mode);
|
|
ClassDB::bind_method(D_METHOD("set_bind_ip", "ip"), &NetworkedMultiplayerENet::set_bind_ip);
|
|
ClassDB::bind_method(D_METHOD("set_dtls_enabled", "enabled"), &NetworkedMultiplayerENet::set_dtls_enabled);
|
|
ClassDB::bind_method(D_METHOD("is_dtls_enabled"), &NetworkedMultiplayerENet::is_dtls_enabled);
|
|
ClassDB::bind_method(D_METHOD("set_dtls_key", "key"), &NetworkedMultiplayerENet::set_dtls_key);
|
|
ClassDB::bind_method(D_METHOD("set_dtls_certificate", "certificate"), &NetworkedMultiplayerENet::set_dtls_certificate);
|
|
ClassDB::bind_method(D_METHOD("set_dtls_verify_enabled", "enabled"), &NetworkedMultiplayerENet::set_dtls_verify_enabled);
|
|
ClassDB::bind_method(D_METHOD("is_dtls_verify_enabled"), &NetworkedMultiplayerENet::is_dtls_verify_enabled);
|
|
ClassDB::bind_method(D_METHOD("set_dtls_hostname", "hostname"), &NetworkedMultiplayerENet::set_dtls_hostname);
|
|
ClassDB::bind_method(D_METHOD("get_dtls_hostname"), &NetworkedMultiplayerENet::get_dtls_hostname);
|
|
ClassDB::bind_method(D_METHOD("get_peer_address", "id"), &NetworkedMultiplayerENet::get_peer_address);
|
|
ClassDB::bind_method(D_METHOD("get_peer_port", "id"), &NetworkedMultiplayerENet::get_peer_port);
|
|
ClassDB::bind_method(D_METHOD("set_peer_timeout", "id", "timeout_limit", "timeout_min", "timeout_max"), &NetworkedMultiplayerENet::set_peer_timeout);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_packet_channel"), &NetworkedMultiplayerENet::get_packet_channel);
|
|
ClassDB::bind_method(D_METHOD("get_last_packet_channel"), &NetworkedMultiplayerENet::get_last_packet_channel);
|
|
ClassDB::bind_method(D_METHOD("set_transfer_channel", "channel"), &NetworkedMultiplayerENet::set_transfer_channel);
|
|
ClassDB::bind_method(D_METHOD("get_transfer_channel"), &NetworkedMultiplayerENet::get_transfer_channel);
|
|
ClassDB::bind_method(D_METHOD("set_channel_count", "channels"), &NetworkedMultiplayerENet::set_channel_count);
|
|
ClassDB::bind_method(D_METHOD("get_channel_count"), &NetworkedMultiplayerENet::get_channel_count);
|
|
ClassDB::bind_method(D_METHOD("set_always_ordered", "ordered"), &NetworkedMultiplayerENet::set_always_ordered);
|
|
ClassDB::bind_method(D_METHOD("is_always_ordered"), &NetworkedMultiplayerENet::is_always_ordered);
|
|
ClassDB::bind_method(D_METHOD("set_server_relay_enabled", "enabled"), &NetworkedMultiplayerENet::set_server_relay_enabled);
|
|
ClassDB::bind_method(D_METHOD("is_server_relay_enabled"), &NetworkedMultiplayerENet::is_server_relay_enabled);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "compression_mode", PROPERTY_HINT_ENUM, "None,Range Coder,FastLZ,ZLib,ZStd"), "set_compression_mode", "get_compression_mode");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "transfer_channel"), "set_transfer_channel", "get_transfer_channel");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "channel_count"), "set_channel_count", "get_channel_count");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "always_ordered"), "set_always_ordered", "is_always_ordered");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "server_relay"), "set_server_relay_enabled", "is_server_relay_enabled");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dtls_verify"), "set_dtls_verify_enabled", "is_dtls_verify_enabled");
|
|
ADD_PROPERTY(PropertyInfo(Variant::STRING, "dtls_hostname"), "set_dtls_hostname", "get_dtls_hostname");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_dtls"), "set_dtls_enabled", "is_dtls_enabled");
|
|
|
|
BIND_ENUM_CONSTANT(COMPRESS_NONE);
|
|
BIND_ENUM_CONSTANT(COMPRESS_RANGE_CODER);
|
|
BIND_ENUM_CONSTANT(COMPRESS_FASTLZ);
|
|
BIND_ENUM_CONSTANT(COMPRESS_ZLIB);
|
|
BIND_ENUM_CONSTANT(COMPRESS_ZSTD);
|
|
}
|
|
|
|
NetworkedMultiplayerENet::NetworkedMultiplayerENet() {
|
|
active = false;
|
|
server = false;
|
|
refuse_connections = false;
|
|
server_relay = true;
|
|
unique_id = 0;
|
|
target_peer = 0;
|
|
current_packet.packet = nullptr;
|
|
transfer_mode = TRANSFER_MODE_RELIABLE;
|
|
channel_count = SYSCH_MAX;
|
|
transfer_channel = -1;
|
|
always_ordered = false;
|
|
connection_status = CONNECTION_DISCONNECTED;
|
|
compression_mode = COMPRESS_RANGE_CODER;
|
|
enet_compressor.context = this;
|
|
enet_compressor.compress = enet_compress;
|
|
enet_compressor.decompress = enet_decompress;
|
|
enet_compressor.destroy = enet_compressor_destroy;
|
|
|
|
bind_ip = IP_Address("*");
|
|
|
|
dtls_enabled = false;
|
|
dtls_verify = true;
|
|
}
|
|
|
|
NetworkedMultiplayerENet::~NetworkedMultiplayerENet() {
|
|
if (active) {
|
|
close_connection();
|
|
}
|
|
}
|
|
|
|
// Sets IP for ENet to bind when using create_server or create_client
|
|
// if no IP is set, then ENet bind to ENET_HOST_ANY
|
|
void NetworkedMultiplayerENet::set_bind_ip(const IP_Address &p_ip) {
|
|
ERR_FAIL_COND_MSG(!p_ip.is_valid() && !p_ip.is_wildcard(), vformat("Invalid bind IP address: %s", String(p_ip)));
|
|
|
|
bind_ip = p_ip;
|
|
}
|
|
|
|
void NetworkedMultiplayerENet::set_dtls_enabled(bool p_enabled) {
|
|
ERR_FAIL_COND(active);
|
|
dtls_enabled = p_enabled;
|
|
}
|
|
|
|
bool NetworkedMultiplayerENet::is_dtls_enabled() const {
|
|
return dtls_enabled;
|
|
}
|
|
|
|
void NetworkedMultiplayerENet::set_dtls_verify_enabled(bool p_enabled) {
|
|
ERR_FAIL_COND(active);
|
|
dtls_verify = p_enabled;
|
|
}
|
|
|
|
bool NetworkedMultiplayerENet::is_dtls_verify_enabled() const {
|
|
return dtls_verify;
|
|
}
|
|
|
|
void NetworkedMultiplayerENet::set_dtls_key(Ref<CryptoKey> p_key) {
|
|
ERR_FAIL_COND(active);
|
|
dtls_key = p_key;
|
|
}
|
|
|
|
void NetworkedMultiplayerENet::set_dtls_certificate(Ref<X509Certificate> p_cert) {
|
|
ERR_FAIL_COND(active);
|
|
dtls_cert = p_cert;
|
|
}
|
|
|
|
void NetworkedMultiplayerENet::set_dtls_hostname(const String &p_hostname) {
|
|
ERR_FAIL_COND(active);
|
|
dtls_hostname = p_hostname;
|
|
}
|
|
|
|
String NetworkedMultiplayerENet::get_dtls_hostname() const {
|
|
return dtls_hostname;
|
|
}
|