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- /**************************************************************************/
- /* scene_rpc_interface.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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 SCENE_RPC_INTERFACE_H
- #define SCENE_RPC_INTERFACE_H
- #include "core/object/ref_counted.h"
- #include "scene/main/multiplayer_api.h"
- class SceneMultiplayer;
- class SceneCacheInterface;
- class SceneReplicationInterface;
- class Node;
- class SceneRPCInterface : public RefCounted {
- GDCLASS(SceneRPCInterface, RefCounted);
- private:
- struct RPCConfig {
- StringName name;
- MultiplayerAPI::RPCMode rpc_mode = MultiplayerAPI::RPC_MODE_DISABLED;
- bool call_local = false;
- MultiplayerPeer::TransferMode transfer_mode = MultiplayerPeer::TRANSFER_MODE_RELIABLE;
- int channel = 0;
- bool operator==(RPCConfig const &p_other) const {
- return name == p_other.name;
- }
- };
- struct RPCConfigCache {
- HashMap<uint16_t, RPCConfig> configs;
- HashMap<StringName, uint16_t> ids;
- };
- struct SortRPCConfig {
- StringName::AlphCompare compare;
- bool operator()(const RPCConfig &p_a, const RPCConfig &p_b) const {
- return compare(p_a.name, p_b.name);
- }
- };
- enum NetworkNodeIdCompression {
- NETWORK_NODE_ID_COMPRESSION_8 = 0,
- NETWORK_NODE_ID_COMPRESSION_16,
- NETWORK_NODE_ID_COMPRESSION_32,
- };
- enum NetworkNameIdCompression {
- NETWORK_NAME_ID_COMPRESSION_8 = 0,
- NETWORK_NAME_ID_COMPRESSION_16,
- };
- SceneMultiplayer *multiplayer = nullptr;
- SceneCacheInterface *multiplayer_cache = nullptr;
- SceneReplicationInterface *multiplayer_replicator = nullptr;
- Vector<uint8_t> packet_cache;
- HashMap<ObjectID, RPCConfigCache> rpc_cache;
- #ifdef DEBUG_ENABLED
- _FORCE_INLINE_ void _profile_node_data(const String &p_what, ObjectID p_id, int p_size);
- #endif
- protected:
- void _process_rpc(Node *p_node, const uint16_t p_rpc_method_id, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset);
- void _send_rpc(Node *p_from, int p_to, uint16_t p_rpc_id, const RPCConfig &p_config, const StringName &p_name, const Variant **p_arg, int p_argcount);
- Node *_process_get_node(int p_from, const uint8_t *p_packet, uint32_t p_node_target, int p_packet_len);
- void _parse_rpc_config(const Variant &p_config, bool p_for_node, RPCConfigCache &r_cache);
- const RPCConfigCache &_get_node_config(const Node *p_node);
- public:
- Error rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount);
- void process_rpc(int p_from, const uint8_t *p_packet, int p_packet_len);
- String get_rpc_md5(const Object *p_obj);
- SceneRPCInterface(SceneMultiplayer *p_multiplayer, SceneCacheInterface *p_cache, SceneReplicationInterface *p_replicator) {
- multiplayer = p_multiplayer;
- multiplayer_cache = p_cache;
- multiplayer_replicator = p_replicator;
- }
- };
- #endif // SCENE_RPC_INTERFACE_H
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