mirror of
https://github.com/Relintai/pandemonium_engine_minimal.git
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140 lines
4.4 KiB
C++
140 lines
4.4 KiB
C++
#ifndef MULTIPLAYER_PROTOCOL_H
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#define MULTIPLAYER_PROTOCOL_H
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/* multiplayer_api.h */
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#include "core/io/networked_multiplayer_peer.h"
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#include "core/object/reference.h"
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class MultiplayerAPI : public Reference {
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GDCLASS(MultiplayerAPI, Reference);
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public:
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struct ProfilingInfo {
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ObjectID node;
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String node_path;
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int incoming_rpc;
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int incoming_rset;
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int outgoing_rpc;
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int outgoing_rset;
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};
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private:
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//path sent caches
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struct PathSentCache {
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RBMap<int, bool> confirmed_peers;
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int id;
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};
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//path get caches
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struct PathGetCache {
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struct NodeInfo {
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NodePath path;
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ObjectID instance;
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};
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RBMap<int, NodeInfo> nodes;
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};
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#ifdef DEBUG_ENABLED
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struct BandwidthFrame {
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uint64_t timestamp;
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int packet_size;
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};
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int bandwidth_incoming_pointer;
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Vector<BandwidthFrame> bandwidth_incoming_data;
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int bandwidth_outgoing_pointer;
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Vector<BandwidthFrame> bandwidth_outgoing_data;
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RBMap<ObjectID, ProfilingInfo> profiler_frame_data;
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bool profiling;
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void _init_node_profile(ObjectID p_node);
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int _get_bandwidth_usage(const Vector<BandwidthFrame> &p_buffer, int p_pointer);
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#endif
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Ref<NetworkedMultiplayerPeer> network_peer;
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int rpc_sender_id;
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RBSet<int> connected_peers;
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HashMap<NodePath, PathSentCache> path_send_cache;
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RBMap<int, PathGetCache> path_get_cache;
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int last_send_cache_id;
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Vector<uint8_t> packet_cache;
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Node *root_node;
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bool allow_object_decoding;
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protected:
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static void _bind_methods();
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void _process_packet(int p_from, const uint8_t *p_packet, int p_packet_len);
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void _process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len);
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void _process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len);
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Node *_process_get_node(int p_from, const uint8_t *p_packet, int p_packet_len);
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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);
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void _process_raw(int p_from, const uint8_t *p_packet, int p_packet_len);
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void _send_rpc(Node *p_from, int p_to, bool p_unreliable, const StringName &p_name, const Variant **p_arg, int p_argcount);
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bool _send_confirm_path(NodePath p_path, PathSentCache *psc, int p_target);
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public:
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enum NetworkCommands {
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NETWORK_COMMAND_REMOTE_CALL,
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NETWORK_COMMAND_SIMPLIFY_PATH,
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NETWORK_COMMAND_CONFIRM_PATH,
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NETWORK_COMMAND_RAW,
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};
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enum RPCMode {
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RPC_MODE_DISABLED, // No rpc for this method, calls to this will be blocked (default)
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RPC_MODE_REMOTE, // Using rpc() on it will call method / set property in all remote peers
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RPC_MODE_MASTER, // Using rpc() on it will call method on wherever the master is, be it local or remote
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RPC_MODE_PUPPET, // Using rpc() on it will call method for all puppets
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RPC_MODE_REMOTESYNC, // Using rpc() on it will call method / set property in all remote peers and locally
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RPC_MODE_MASTERSYNC, // Using rpc() on it will call method / set property in the master peer and locally
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RPC_MODE_PUPPETSYNC, // Using rpc() on it will call method / set property in all puppets peers and locally
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};
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void poll();
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void clear();
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void set_root_node(Node *p_node);
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Node *get_root_node();
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void set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_peer);
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Ref<NetworkedMultiplayerPeer> get_network_peer() const;
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Error send_bytes(PoolVector<uint8_t> p_data, int p_to = NetworkedMultiplayerPeer::TARGET_PEER_BROADCAST, NetworkedMultiplayerPeer::TransferMode p_mode = NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
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// Called by Node.rpc
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void rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount);
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void _add_peer(int p_id);
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void _del_peer(int p_id);
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void _connected_to_server();
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void _connection_failed();
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void _server_disconnected();
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bool has_network_peer() const { return network_peer.is_valid(); }
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Vector<int> get_network_connected_peers() const;
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int get_rpc_sender_id() const { return rpc_sender_id; }
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int get_network_unique_id() const;
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bool is_network_server() const;
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void set_refuse_new_network_connections(bool p_refuse);
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bool is_refusing_new_network_connections() const;
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void set_allow_object_decoding(bool p_enable);
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bool is_object_decoding_allowed() const;
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void profiling_start();
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void profiling_end();
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int get_profiling_frame(ProfilingInfo *r_info);
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int get_incoming_bandwidth_usage();
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int get_outgoing_bandwidth_usage();
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MultiplayerAPI();
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~MultiplayerAPI();
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};
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VARIANT_ENUM_CAST(MultiplayerAPI::RPCMode);
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#endif // MULTIPLAYER_PROTOCOL_H
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