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Ported: Add NetworkedMultiplayerCustom so high-level multiplayer backends can be added from GDScript. - dsnopek
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188
core/io/networked_multiplayer_custom.cpp
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188
core/io/networked_multiplayer_custom.cpp
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/*************************************************************************/
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/* networked_multiplayer_custom.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 "core/io/networked_multiplayer_custom.h"
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NetworkedMultiplayerCustom::NetworkedMultiplayerCustom() {
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self_id = 0;
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transfer_mode = TransferMode::TRANSFER_MODE_RELIABLE;
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connection_status = ConnectionStatus::CONNECTION_DISCONNECTED;
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refusing_new_connections = false;
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target_id = 0;
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// Default to a large value.
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max_packet_size = 1 << 24;
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}
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NetworkedMultiplayerCustom::~NetworkedMultiplayerCustom() {
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}
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void NetworkedMultiplayerCustom::_bind_methods() {
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ClassDB::bind_method(D_METHOD("initialize", "self_peer_id"), &NetworkedMultiplayerCustom::initialize);
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ClassDB::bind_method(D_METHOD("set_max_packet_size", "max_packet_size"), &NetworkedMultiplayerCustom::set_max_packet_size);
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ClassDB::bind_method(D_METHOD("set_connection_status", "connection_status"), &NetworkedMultiplayerCustom::set_connection_status);
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ClassDB::bind_method(D_METHOD("deliver_packet", "buffer", "from_peer_id"), &NetworkedMultiplayerCustom::deliver_packet);
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ADD_SIGNAL(MethodInfo("packet_generated", PropertyInfo(Variant::INT, "peer_id"), PropertyInfo(Variant::POOL_BYTE_ARRAY, "buffer"), PropertyInfo(Variant::INT, "transfer_mode")));
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}
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//
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// PacketPeer
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//
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Error NetworkedMultiplayerCustom::get_packet(const uint8_t **r_buffer, int &r_buffer_size) {
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ERR_FAIL_COND_V(incoming_packets.size() == 0, Error::ERR_UNAVAILABLE);
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current_packet = incoming_packets.front()->get();
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incoming_packets.pop_front();
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*r_buffer = current_packet.data.read().ptr();
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r_buffer_size = current_packet.data.size();
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return Error::OK;
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}
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Error NetworkedMultiplayerCustom::put_packet(const uint8_t *p_buffer, int p_buffer_size) {
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PoolByteArray a;
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a.resize(p_buffer_size);
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PoolByteArray::Write w = a.write();
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memcpy(w.ptr(), p_buffer, p_buffer_size);
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emit_signal("packet_generated", target_id, a, transfer_mode);
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return Error::OK;
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}
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int NetworkedMultiplayerCustom::get_available_packet_count() const {
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return incoming_packets.size();
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}
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int NetworkedMultiplayerCustom::get_max_packet_size() const {
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return max_packet_size;
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}
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//
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// NetworkedMultiplayerPeer.
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//
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void NetworkedMultiplayerCustom::set_transfer_mode(NetworkedMultiplayerPeer::TransferMode p_mode) {
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transfer_mode = p_mode;
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}
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NetworkedMultiplayerPeer::TransferMode NetworkedMultiplayerCustom::get_transfer_mode() const {
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return transfer_mode;
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}
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void NetworkedMultiplayerCustom::set_target_peer(int p_target_peer) {
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target_id = p_target_peer;
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}
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int NetworkedMultiplayerCustom::get_packet_peer() const {
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ERR_FAIL_COND_V(connection_status != ConnectionStatus::CONNECTION_CONNECTED, 1);
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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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bool NetworkedMultiplayerCustom::is_server() const {
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return self_id == 1;
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}
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void NetworkedMultiplayerCustom::poll() {
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}
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int NetworkedMultiplayerCustom::get_unique_id() const {
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return self_id;
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}
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void NetworkedMultiplayerCustom::set_refuse_new_connections(bool p_refuse_new_connections) {
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refusing_new_connections = p_refuse_new_connections;
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}
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bool NetworkedMultiplayerCustom::is_refusing_new_connections() const {
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return refusing_new_connections;
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}
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NetworkedMultiplayerPeer::ConnectionStatus NetworkedMultiplayerCustom::get_connection_status() const {
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return connection_status;
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}
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//
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// Custom methods.
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//
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void NetworkedMultiplayerCustom::initialize(int p_self_id) {
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if (connection_status != ConnectionStatus::CONNECTION_CONNECTING) {
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return;
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}
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self_id = p_self_id;
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if (self_id == 1) {
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set_connection_status(ConnectionStatus::CONNECTION_CONNECTED);
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}
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}
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void NetworkedMultiplayerCustom::set_max_packet_size(int p_max_packet_size) {
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max_packet_size = p_max_packet_size;
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}
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void NetworkedMultiplayerCustom::set_connection_status(NetworkedMultiplayerPeer::ConnectionStatus p_connection_status) {
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if (connection_status == p_connection_status) {
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return;
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}
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ERR_FAIL_COND_MSG(p_connection_status == ConnectionStatus::CONNECTION_CONNECTING && connection_status != ConnectionStatus::CONNECTION_DISCONNECTED,
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"Can only change connection status to CONNECTION_CONNECTING from CONNECTION_DISCONNECTED");
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ERR_FAIL_COND_MSG(p_connection_status == ConnectionStatus::CONNECTION_CONNECTED && connection_status != ConnectionStatus::CONNECTION_CONNECTING,
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"Can only change connection status to CONNECTION_CONNECTED from CONNECTION_CONNECTING");
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if (p_connection_status == ConnectionStatus::CONNECTION_CONNECTED) {
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connection_status = p_connection_status;
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emit_signal("connection_succeeded");
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} else if (p_connection_status == ConnectionStatus::CONNECTION_DISCONNECTED) {
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ConnectionStatus old_connection_status = connection_status;
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connection_status = p_connection_status;
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if (self_id != 1) {
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if (old_connection_status == ConnectionStatus::CONNECTION_CONNECTING) {
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emit_signal("connection_failed");
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} else {
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emit_signal("server_disconnected");
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}
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}
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} else {
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connection_status = p_connection_status;
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}
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}
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void NetworkedMultiplayerCustom::deliver_packet(const PoolByteArray &p_data, int p_from_peer_id) {
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Packet p = { p_data, p_from_peer_id };
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incoming_packets.push_back(p);
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}
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87
core/io/networked_multiplayer_custom.h
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87
core/io/networked_multiplayer_custom.h
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/*************************************************************************/
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/* networked_multiplayer_custom.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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_CUSTOM_H
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#define NETWORKED_MULTIPLAYER_CUSTOM_H
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#include "core/io/networked_multiplayer_peer.h"
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class NetworkedMultiplayerCustom : public NetworkedMultiplayerPeer {
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GDCLASS(NetworkedMultiplayerCustom, NetworkedMultiplayerPeer);
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protected:
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int self_id;
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TransferMode transfer_mode;
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ConnectionStatus connection_status;
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bool refusing_new_connections;
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int target_id;
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int max_packet_size;
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struct Packet {
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PoolVector<uint8_t> data;
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int from;
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};
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List<Packet> incoming_packets;
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Packet current_packet;
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static void _bind_methods();
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public:
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NetworkedMultiplayerCustom();
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~NetworkedMultiplayerCustom();
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// PacketPeer.
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Error get_packet(const uint8_t **r_buffer, int &r_buffer_size);
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Error put_packet(const uint8_t *p_buffer, int p_buffer_size);
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int get_available_packet_count() const;
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int get_max_packet_size() const;
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// NetworkedMultiplayerPeer.
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void set_transfer_mode(TransferMode p_mode);
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TransferMode get_transfer_mode() const;
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void set_target_peer(int p_peer);
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int get_packet_peer() const;
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bool is_server() const;
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void poll();
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int get_unique_id() const;
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void set_refuse_new_connections(bool p_enable);
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bool is_refusing_new_connections() const;
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ConnectionStatus get_connection_status() const;
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// Custom methods.
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void initialize(int p_self_id);
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void set_max_packet_size(int p_max_packet_size);
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void set_connection_status(ConnectionStatus p_connection_status);
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void deliver_packet(const PoolByteArray &p_data, int p_from_peer_id);
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};
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#endif // NETWORKED_MULTIPLAYER_CUSTOM_H
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@ -46,6 +46,7 @@
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#include "core/io/image_loader.h"
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#include "core/io/marshalls.h"
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#include "core/io/multiplayer_api.h"
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#include "core/io/networked_multiplayer_custom.h"
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#include "core/io/networked_multiplayer_peer.h"
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#include "core/io/packet_peer.h"
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#include "core/io/packet_peer_dtls.h"
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@ -181,6 +182,7 @@ void register_core_types() {
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ClassDB::register_virtual_class<PacketPeer>();
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ClassDB::register_class<PacketPeerStream>();
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ClassDB::register_virtual_class<NetworkedMultiplayerPeer>();
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ClassDB::register_class<NetworkedMultiplayerCustom>();
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ClassDB::register_class<MultiplayerAPI>();
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ClassDB::register_class<MainLoop>();
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ClassDB::register_class<Translation>();
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59
doc/classes/NetworkedMultiplayerCustom.xml
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doc/classes/NetworkedMultiplayerCustom.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="NetworkedMultiplayerCustom" inherits="NetworkedMultiplayerPeer" version="3.5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A [NetworkedMultiplayerPeer] implementation that can be controlled from a script.
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</brief_description>
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<description>
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A [NetworkedMultiplayerPeer] implementation that can be used as a [member MultiplayerAPI.network_peer] and controlled from a script.
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Its purpose is to allow adding a new backend for the high-Level multiplayer API without needing to use GDNative.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="deliver_packet">
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<return type="void" />
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<argument index="0" name="buffer" type="PoolByteArray" />
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<argument index="1" name="from_peer_id" type="int" />
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<description>
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Deliver a packet to the local [MultiplayerAPI].
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When your script receives a packet from other peers over the network (originating from the [signal packet_generated] signal on the sending peer), passing it to this method will deliver it locally.
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</description>
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</method>
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<method name="initialize">
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<return type="void" />
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<argument index="0" name="self_peer_id" type="int" />
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<description>
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Initialize the peer with the given [code]peer_id[/code] (must be between 1 and 2147483647).
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</description>
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</method>
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<method name="set_connection_status">
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<return type="void" />
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<argument index="0" name="connection_status" type="int" enum="NetworkedMultiplayerPeer.ConnectionStatus" />
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<description>
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Set the state of the connection. See [enum NetworkedMultiplayerPeer.ConnectionStatus].
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This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], [signal NetworkedMultiplayerPeer.connection_failed] or [signal NetworkedMultiplayerPeer.server_disconnected] signals depending on the status and if the peer has the unique network id of [code]1[/code].
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You can only change to [code]CONNECTION_CONNECTING[/code] from [code]CONNECTION_DISCONNECTED[/code] and to [code]CONNECTION_CONNECTED[/code] from [code]CONNECTION_CONNECTING[/code].
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</description>
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</method>
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<method name="set_max_packet_size">
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<return type="void" />
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<argument index="0" name="max_packet_size" type="int" />
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<description>
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Set the max packet size that this peer can handle.
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</description>
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</method>
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</methods>
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<signals>
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<signal name="packet_generated">
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<argument index="0" name="peer_id" type="int" />
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<argument index="1" name="buffer" type="PoolByteArray" />
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<argument index="2" name="transfer_mode" type="int" />
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<description>
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Emitted when the local [MultiplayerAPI] generates a packet.
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Your script should take this packet and send it to the requested peer over the network (which should call [method deliver_packet] with the data when it's received).
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</description>
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</signal>
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</signals>
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<constants>
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</constants>
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</class>
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