mirror of
https://github.com/Relintai/pandemonium_engine.git
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188 lines
6.2 KiB
C++
188 lines
6.2 KiB
C++
/*************************************************************************/
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/* networked_multiplayer_enet.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_ENET_H
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#define NETWORKED_MULTIPLAYER_ENET_H
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#include "core/crypto/crypto.h"
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#include "core/io/compression.h"
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#include "core/io/networked_multiplayer_peer.h"
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#include <enet/enet.h>
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class NetworkedMultiplayerENet : public NetworkedMultiplayerPeer {
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GDCLASS(NetworkedMultiplayerENet, NetworkedMultiplayerPeer);
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public:
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enum CompressionMode {
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COMPRESS_NONE,
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COMPRESS_RANGE_CODER,
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COMPRESS_FASTLZ,
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COMPRESS_ZLIB,
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COMPRESS_ZSTD
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};
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private:
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enum {
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SYSMSG_ADD_PEER,
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SYSMSG_REMOVE_PEER
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};
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enum {
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SYSCH_CONFIG,
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SYSCH_RELIABLE,
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SYSCH_UNRELIABLE,
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SYSCH_MAX
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};
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bool active;
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bool server;
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uint32_t unique_id;
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int target_peer;
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TransferMode transfer_mode;
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int transfer_channel;
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int channel_count;
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bool always_ordered;
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ENetEvent event;
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ENetPeer *peer;
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ENetHost *host;
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bool refuse_connections;
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bool server_relay;
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ConnectionStatus connection_status;
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Map<int, ENetPeer *> peer_map;
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struct Packet {
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ENetPacket *packet;
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int from;
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int channel;
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};
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CompressionMode compression_mode;
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List<Packet> incoming_packets;
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Packet current_packet;
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uint32_t _gen_unique_id() const;
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void _pop_current_packet();
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Vector<uint8_t> src_compressor_mem;
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Vector<uint8_t> dst_compressor_mem;
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ENetCompressor enet_compressor;
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static size_t enet_compress(void *context, const ENetBuffer *inBuffers, size_t inBufferCount, size_t inLimit, enet_uint8 *outData, size_t outLimit);
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static size_t enet_decompress(void *context, const enet_uint8 *inData, size_t inLimit, enet_uint8 *outData, size_t outLimit);
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static void enet_compressor_destroy(void *context);
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void _setup_compressor();
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IP_Address bind_ip;
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bool dtls_enabled;
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Ref<CryptoKey> dtls_key;
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Ref<X509Certificate> dtls_cert;
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bool dtls_verify;
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String dtls_hostname;
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protected:
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static void _bind_methods();
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public:
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virtual void set_transfer_mode(TransferMode p_mode);
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virtual TransferMode get_transfer_mode() const;
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virtual void set_target_peer(int p_peer);
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virtual int get_packet_peer() const;
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virtual IP_Address get_peer_address(int p_peer_id) const;
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virtual int get_peer_port(int p_peer_id) const;
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void set_peer_timeout(int p_peer_id, int p_timeout_limit, int p_timeout_min, int p_timeout_max);
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Error create_server(int p_port, int p_max_clients = 32, int p_in_bandwidth = 0, int p_out_bandwidth = 0);
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Error create_client(const String &p_address, int p_port, int p_in_bandwidth = 0, int p_out_bandwidth = 0, int p_client_port = 0);
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void close_connection(uint32_t wait_usec = 100);
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void disconnect_peer(int p_peer, bool now = false);
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virtual void poll();
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virtual bool is_server() const;
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virtual int get_available_packet_count() const;
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virtual Error get_packet(const uint8_t **r_buffer, int &r_buffer_size); ///< buffer is GONE after next get_packet
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virtual Error put_packet(const uint8_t *p_buffer, int p_buffer_size);
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virtual int get_max_packet_size() const;
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virtual ConnectionStatus get_connection_status() const;
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virtual void set_refuse_new_connections(bool p_enable);
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virtual bool is_refusing_new_connections() const;
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virtual int get_unique_id() const;
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void set_compression_mode(CompressionMode p_mode);
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CompressionMode get_compression_mode() const;
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int get_packet_channel() const;
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int get_last_packet_channel() const;
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void set_transfer_channel(int p_channel);
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int get_transfer_channel() const;
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void set_channel_count(int p_channel);
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int get_channel_count() const;
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void set_always_ordered(bool p_ordered);
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bool is_always_ordered() const;
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void set_server_relay_enabled(bool p_enabled);
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bool is_server_relay_enabled() const;
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NetworkedMultiplayerENet();
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~NetworkedMultiplayerENet();
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void set_bind_ip(const IP_Address &p_ip);
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void set_dtls_enabled(bool p_enabled);
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bool is_dtls_enabled() const;
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void set_dtls_verify_enabled(bool p_enabled);
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bool is_dtls_verify_enabled() const;
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void set_dtls_key(Ref<CryptoKey> p_key);
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void set_dtls_certificate(Ref<X509Certificate> p_cert);
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void set_dtls_hostname(const String &p_hostname);
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String get_dtls_hostname() const;
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};
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VARIANT_ENUM_CAST(NetworkedMultiplayerENet::CompressionMode);
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#endif // NETWORKED_MULTIPLAYER_ENET_H
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