Ported: Add NetworkedMultiplayerCustom so high-level multiplayer backends can be added from GDScript. - dsnopek

8ad5889c1a
This commit is contained in:
Relintai 2022-07-29 22:19:12 +02:00
parent 31136b3669
commit 7161d7bc29
4 changed files with 336 additions and 0 deletions

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/*************************************************************************/
/* networked_multiplayer_custom.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#include "core/io/networked_multiplayer_custom.h"
NetworkedMultiplayerCustom::NetworkedMultiplayerCustom() {
self_id = 0;
transfer_mode = TransferMode::TRANSFER_MODE_RELIABLE;
connection_status = ConnectionStatus::CONNECTION_DISCONNECTED;
refusing_new_connections = false;
target_id = 0;
// Default to a large value.
max_packet_size = 1 << 24;
}
NetworkedMultiplayerCustom::~NetworkedMultiplayerCustom() {
}
void NetworkedMultiplayerCustom::_bind_methods() {
ClassDB::bind_method(D_METHOD("initialize", "self_peer_id"), &NetworkedMultiplayerCustom::initialize);
ClassDB::bind_method(D_METHOD("set_max_packet_size", "max_packet_size"), &NetworkedMultiplayerCustom::set_max_packet_size);
ClassDB::bind_method(D_METHOD("set_connection_status", "connection_status"), &NetworkedMultiplayerCustom::set_connection_status);
ClassDB::bind_method(D_METHOD("deliver_packet", "buffer", "from_peer_id"), &NetworkedMultiplayerCustom::deliver_packet);
ADD_SIGNAL(MethodInfo("packet_generated", PropertyInfo(Variant::INT, "peer_id"), PropertyInfo(Variant::POOL_BYTE_ARRAY, "buffer"), PropertyInfo(Variant::INT, "transfer_mode")));
}
//
// PacketPeer
//
Error NetworkedMultiplayerCustom::get_packet(const uint8_t **r_buffer, int &r_buffer_size) {
ERR_FAIL_COND_V(incoming_packets.size() == 0, Error::ERR_UNAVAILABLE);
current_packet = incoming_packets.front()->get();
incoming_packets.pop_front();
*r_buffer = current_packet.data.read().ptr();
r_buffer_size = current_packet.data.size();
return Error::OK;
}
Error NetworkedMultiplayerCustom::put_packet(const uint8_t *p_buffer, int p_buffer_size) {
PoolByteArray a;
a.resize(p_buffer_size);
PoolByteArray::Write w = a.write();
memcpy(w.ptr(), p_buffer, p_buffer_size);
emit_signal("packet_generated", target_id, a, transfer_mode);
return Error::OK;
}
int NetworkedMultiplayerCustom::get_available_packet_count() const {
return incoming_packets.size();
}
int NetworkedMultiplayerCustom::get_max_packet_size() const {
return max_packet_size;
}
//
// NetworkedMultiplayerPeer.
//
void NetworkedMultiplayerCustom::set_transfer_mode(NetworkedMultiplayerPeer::TransferMode p_mode) {
transfer_mode = p_mode;
}
NetworkedMultiplayerPeer::TransferMode NetworkedMultiplayerCustom::get_transfer_mode() const {
return transfer_mode;
}
void NetworkedMultiplayerCustom::set_target_peer(int p_target_peer) {
target_id = p_target_peer;
}
int NetworkedMultiplayerCustom::get_packet_peer() const {
ERR_FAIL_COND_V(connection_status != ConnectionStatus::CONNECTION_CONNECTED, 1);
ERR_FAIL_COND_V(incoming_packets.size() == 0, 1);
return incoming_packets.front()->get().from;
}
bool NetworkedMultiplayerCustom::is_server() const {
return self_id == 1;
}
void NetworkedMultiplayerCustom::poll() {
}
int NetworkedMultiplayerCustom::get_unique_id() const {
return self_id;
}
void NetworkedMultiplayerCustom::set_refuse_new_connections(bool p_refuse_new_connections) {
refusing_new_connections = p_refuse_new_connections;
}
bool NetworkedMultiplayerCustom::is_refusing_new_connections() const {
return refusing_new_connections;
}
NetworkedMultiplayerPeer::ConnectionStatus NetworkedMultiplayerCustom::get_connection_status() const {
return connection_status;
}
//
// Custom methods.
//
void NetworkedMultiplayerCustom::initialize(int p_self_id) {
if (connection_status != ConnectionStatus::CONNECTION_CONNECTING) {
return;
}
self_id = p_self_id;
if (self_id == 1) {
set_connection_status(ConnectionStatus::CONNECTION_CONNECTED);
}
}
void NetworkedMultiplayerCustom::set_max_packet_size(int p_max_packet_size) {
max_packet_size = p_max_packet_size;
}
void NetworkedMultiplayerCustom::set_connection_status(NetworkedMultiplayerPeer::ConnectionStatus p_connection_status) {
if (connection_status == p_connection_status) {
return;
}
ERR_FAIL_COND_MSG(p_connection_status == ConnectionStatus::CONNECTION_CONNECTING && connection_status != ConnectionStatus::CONNECTION_DISCONNECTED,
"Can only change connection status to CONNECTION_CONNECTING from CONNECTION_DISCONNECTED");
ERR_FAIL_COND_MSG(p_connection_status == ConnectionStatus::CONNECTION_CONNECTED && connection_status != ConnectionStatus::CONNECTION_CONNECTING,
"Can only change connection status to CONNECTION_CONNECTED from CONNECTION_CONNECTING");
if (p_connection_status == ConnectionStatus::CONNECTION_CONNECTED) {
connection_status = p_connection_status;
emit_signal("connection_succeeded");
} else if (p_connection_status == ConnectionStatus::CONNECTION_DISCONNECTED) {
ConnectionStatus old_connection_status = connection_status;
connection_status = p_connection_status;
if (self_id != 1) {
if (old_connection_status == ConnectionStatus::CONNECTION_CONNECTING) {
emit_signal("connection_failed");
} else {
emit_signal("server_disconnected");
}
}
} else {
connection_status = p_connection_status;
}
}
void NetworkedMultiplayerCustom::deliver_packet(const PoolByteArray &p_data, int p_from_peer_id) {
Packet p = { p_data, p_from_peer_id };
incoming_packets.push_back(p);
}

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/*************************************************************************/
/* networked_multiplayer_custom.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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_CUSTOM_H
#define NETWORKED_MULTIPLAYER_CUSTOM_H
#include "core/io/networked_multiplayer_peer.h"
class NetworkedMultiplayerCustom : public NetworkedMultiplayerPeer {
GDCLASS(NetworkedMultiplayerCustom, NetworkedMultiplayerPeer);
protected:
int self_id;
TransferMode transfer_mode;
ConnectionStatus connection_status;
bool refusing_new_connections;
int target_id;
int max_packet_size;
struct Packet {
PoolVector<uint8_t> data;
int from;
};
List<Packet> incoming_packets;
Packet current_packet;
static void _bind_methods();
public:
NetworkedMultiplayerCustom();
~NetworkedMultiplayerCustom();
// PacketPeer.
Error get_packet(const uint8_t **r_buffer, int &r_buffer_size);
Error put_packet(const uint8_t *p_buffer, int p_buffer_size);
int get_available_packet_count() const;
int get_max_packet_size() const;
// NetworkedMultiplayerPeer.
void set_transfer_mode(TransferMode p_mode);
TransferMode get_transfer_mode() const;
void set_target_peer(int p_peer);
int get_packet_peer() const;
bool is_server() const;
void poll();
int get_unique_id() const;
void set_refuse_new_connections(bool p_enable);
bool is_refusing_new_connections() const;
ConnectionStatus get_connection_status() const;
// Custom methods.
void initialize(int p_self_id);
void set_max_packet_size(int p_max_packet_size);
void set_connection_status(ConnectionStatus p_connection_status);
void deliver_packet(const PoolByteArray &p_data, int p_from_peer_id);
};
#endif // NETWORKED_MULTIPLAYER_CUSTOM_H

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#include "core/io/image_loader.h"
#include "core/io/marshalls.h"
#include "core/io/multiplayer_api.h"
#include "core/io/networked_multiplayer_custom.h"
#include "core/io/networked_multiplayer_peer.h"
#include "core/io/packet_peer.h"
#include "core/io/packet_peer_dtls.h"
@ -181,6 +182,7 @@ void register_core_types() {
ClassDB::register_virtual_class<PacketPeer>();
ClassDB::register_class<PacketPeerStream>();
ClassDB::register_virtual_class<NetworkedMultiplayerPeer>();
ClassDB::register_class<NetworkedMultiplayerCustom>();
ClassDB::register_class<MultiplayerAPI>();
ClassDB::register_class<MainLoop>();
ClassDB::register_class<Translation>();

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="NetworkedMultiplayerCustom" inherits="NetworkedMultiplayerPeer" version="3.5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A [NetworkedMultiplayerPeer] implementation that can be controlled from a script.
</brief_description>
<description>
A [NetworkedMultiplayerPeer] implementation that can be used as a [member MultiplayerAPI.network_peer] and controlled from a script.
Its purpose is to allow adding a new backend for the high-Level multiplayer API without needing to use GDNative.
</description>
<tutorials>
</tutorials>
<methods>
<method name="deliver_packet">
<return type="void" />
<argument index="0" name="buffer" type="PoolByteArray" />
<argument index="1" name="from_peer_id" type="int" />
<description>
Deliver a packet to the local [MultiplayerAPI].
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.
</description>
</method>
<method name="initialize">
<return type="void" />
<argument index="0" name="self_peer_id" type="int" />
<description>
Initialize the peer with the given [code]peer_id[/code] (must be between 1 and 2147483647).
</description>
</method>
<method name="set_connection_status">
<return type="void" />
<argument index="0" name="connection_status" type="int" enum="NetworkedMultiplayerPeer.ConnectionStatus" />
<description>
Set the state of the connection. See [enum NetworkedMultiplayerPeer.ConnectionStatus].
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].
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].
</description>
</method>
<method name="set_max_packet_size">
<return type="void" />
<argument index="0" name="max_packet_size" type="int" />
<description>
Set the max packet size that this peer can handle.
</description>
</method>
</methods>
<signals>
<signal name="packet_generated">
<argument index="0" name="peer_id" type="int" />
<argument index="1" name="buffer" type="PoolByteArray" />
<argument index="2" name="transfer_mode" type="int" />
<description>
Emitted when the local [MultiplayerAPI] generates a packet.
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).
</description>
</signal>
</signals>
<constants>
</constants>
</class>