godot/core/io/multiplayer_api.h
Fabio Alessandrelli df391cc5be Add new MultiplayerAPI class
Handles all the high level networking stuff
2018-03-03 18:28:49 +01:00

88 lines
2.7 KiB
C++

#ifndef MULTIPLAYER_PROTOCOL_H
#define MULTIPLAYER_PROTOCOL_H
#include "core/io/networked_multiplayer_peer.h"
#include "core/reference.h"
class MultiplayerAPI : public Reference {
GDCLASS(MultiplayerAPI, Reference);
private:
//path sent caches
struct PathSentCache {
Map<int, bool> confirmed_peers;
int id;
};
//path get caches
struct PathGetCache {
struct NodeInfo {
NodePath path;
ObjectID instance;
};
Map<int, NodeInfo> nodes;
};
Ref<NetworkedMultiplayerPeer> network_peer;
int rpc_sender_id;
Set<int> connected_peers;
HashMap<NodePath, PathSentCache> path_send_cache;
Map<int, PathGetCache> path_get_cache;
int last_send_cache_id;
Vector<uint8_t> packet_cache;
Node *root_node;
protected:
static void _bind_methods();
void _process_packet(int p_from, const uint8_t *p_packet, int p_packet_len);
void _process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len);
void _process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len);
Node *_process_get_node(int p_from, const uint8_t *p_packet, int p_packet_len);
void _process_rpc(Node *p_node, const StringName &p_name, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset);
void _process_rset(Node *p_node, const StringName &p_name, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset);
void _send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p_set, const StringName &p_name, const Variant **p_arg, int p_argcount);
bool _send_confirm_path(NodePath p_path, PathSentCache *psc, int p_from);
public:
enum NetworkCommands {
NETWORK_COMMAND_REMOTE_CALL,
NETWORK_COMMAND_REMOTE_SET,
NETWORK_COMMAND_SIMPLIFY_PATH,
NETWORK_COMMAND_CONFIRM_PATH,
};
void poll();
void clear();
void set_root_node(Node *p_node);
void set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_peer);
Ref<NetworkedMultiplayerPeer> get_network_peer() const;
// Called by Node.rpc
void rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount);
// Called by Node.rset
void rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value);
void add_peer(int p_id);
void del_peer(int p_id);
void connected_to_server();
void connection_failed();
void server_disconnected();
bool has_network_peer() const { return network_peer.is_valid(); }
Vector<int> get_network_connected_peers() const;
int get_rpc_sender_id() const { return rpc_sender_id; }
int get_network_unique_id() const;
bool is_network_server() const;
void set_refuse_new_network_connections(bool p_refuse);
bool is_refusing_new_network_connections() const;
MultiplayerAPI();
~MultiplayerAPI();
};
#endif // MULTIPLAYER_PROTOCOL_H