generated from Persson-dev/Godot-Xmake
unreliable packets
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Linux arm64 / Build (pull_request) Successful in 1m37s
All checks were successful
Linux arm64 / Build (pull_request) Successful in 1m37s
This commit is contained in:
@@ -27,6 +27,8 @@ class NetworkInterface : public godot::Node, public protocol::PacketDispatcher {
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private:
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private:
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void RecievePacketDataReliable(godot::PackedByteArray a_PacketData);
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void RecievePacketDataReliable(godot::PackedByteArray a_PacketData);
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void RecievePacketDataUnreliable(godot::PackedByteArray a_PacketData);
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void RecievePacketDataUnreliableOrdered(godot::PackedByteArray a_PacketData);
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void OnPlayerConnected(PeerID a_PeerId);
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void OnPlayerConnected(PeerID a_PeerId);
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void OnPlayerDisconnected(PeerID a_PeerId);
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void OnPlayerDisconnected(PeerID a_PeerId);
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@@ -12,7 +12,7 @@ namespace protocol {
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* \enum PacketSender
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* \enum PacketSender
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* \brief Indicate who should send a packet
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* \brief Indicate who should send a packet
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*/
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*/
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enum class PacketSender {
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enum class PacketSenderType {
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/** Sent by clients and server */
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/** Sent by clients and server */
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Both,
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Both,
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/** Sent by clients to the server */
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/** Sent by clients to the server */
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@@ -36,7 +36,7 @@ enum class PacketSender {
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DeclarePacket(PlayerLeave, Reliable, Server) \
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DeclarePacket(PlayerLeave, Reliable, Server) \
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DeclarePacket(PlayerList, Reliable, Server) \
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DeclarePacket(PlayerList, Reliable, Server) \
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DeclarePacket(PlayerLogin, Reliable, Client) \
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DeclarePacket(PlayerLogin, Reliable, Client) \
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DeclarePacket(PlayerPositionAndRotation, Reliable, Both) \
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DeclarePacket(PlayerPositionAndRotation, Unreliable, Both) \
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DeclarePacket(PlayerShoot, Reliable, Both) \
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DeclarePacket(PlayerShoot, Reliable, Both) \
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DeclarePacket(PlayerStats, Reliable, Server) \
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DeclarePacket(PlayerStats, Reliable, Server) \
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DeclarePacket(ServerConfig, Reliable, Server) \
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DeclarePacket(ServerConfig, Reliable, Server) \
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57
include/blitz/protocol/PacketSender.h
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57
include/blitz/protocol/PacketSender.h
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@@ -0,0 +1,57 @@
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#pragma once
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#include <blitz/protocol/PacketVisitor.h>
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namespace blitz {
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class NetworkInterface;
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namespace protocol {
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///////////////////////
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/* PacketBroadcaster */
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///////////////////////
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#define DeclarePacket(PacketName, Reliability, ...) void Visit(const protocol::packets::PacketName& a_Packet) override;
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class PacketBroadcaster : public protocol::PacketVisitor {
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private:
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NetworkInterface& m_NetworkInterface;
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public:
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PacketBroadcaster(NetworkInterface& a_NetworkInterface) : m_NetworkInterface(a_NetworkInterface) {}
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void BroadcastPacket(const protocol::Packet& a_Packet) {
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Check(a_Packet);
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}
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DeclareAllPacket()
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};
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//////////////////
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/* PacketSender */
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//////////////////
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class PacketSender : public protocol::PacketVisitor {
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private:
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NetworkInterface& m_NetworkInterface;
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PeerID m_PeerId;
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public:
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PacketSender(PeerID a_PeerId, NetworkInterface& a_NetworkInterface) : m_PeerId(a_PeerId), m_NetworkInterface(a_NetworkInterface) {}
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void SendPacket(const protocol::Packet& a_Packet) {
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Check(a_Packet);
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}
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DeclareAllPacket()
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};
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#undef DeclarePacket
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} // namespace protocol
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} // namespace blitz
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@@ -1,21 +1,37 @@
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#include <blitz/godot/NetworkInterface.h>
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#include <blitz/godot/NetworkInterface.h>
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#include <blitz/protocol/PacketFactory.h>
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#include <blitz/protocol/PacketFactory.h>
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#include <blitz/protocol/PacketSender.h>
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#include <blitz/protocol/PacketSerializer.h>
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#include <blitz/protocol/PacketSerializer.h>
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#include <blitz/protocol/PacketVisitor.h>
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#include <godot_cpp/classes/e_net_multiplayer_peer.hpp>
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#include <godot_cpp/classes/e_net_multiplayer_peer.hpp>
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#include <godot_cpp/classes/multiplayer_api.hpp>
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#include <godot_cpp/classes/multiplayer_api.hpp>
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#include <godot_cpp/classes/packed_scene.hpp>
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#include <godot_cpp/classes/packed_scene.hpp>
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#include <godot_cpp/classes/resource_loader.hpp>
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#include <godot_cpp/classes/resource_loader.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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namespace blitz {
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namespace blitz {
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#define RPC_CONFIG(functionName, rpc_mode, transfer_mode, call_local, channel) \
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{ \
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Dictionary config; \
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config["rpc_mode"] = rpc_mode; \
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config["transfer_mode"] = transfer_mode; \
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config["call_local"] = call_local; \
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config["channel"] = channel; \
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rpc_config(functionName, config); \
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}
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static const char ServerScenePath[] = "res://Scenes/Network/server.tscn";
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static const char ServerScenePath[] = "res://Scenes/Network/server.tscn";
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using namespace godot;
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using namespace godot;
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void NetworkInterface::_bind_methods() {
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void NetworkInterface::_bind_methods() {
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ClassDB::bind_method(D_METHOD("RecievePacketDataReliable", "a_PacketData"), &NetworkInterface::RecievePacketDataReliable);
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ClassDB::bind_method(D_METHOD("RecievePacketDataReliable", "a_PacketData"), &NetworkInterface::RecievePacketDataReliable);
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ClassDB::bind_method(D_METHOD("RecievePacketDataUnreliable", "a_PacketData"), &NetworkInterface::RecievePacketDataUnreliable);
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ClassDB::bind_method(
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D_METHOD("RecievePacketDataUnreliableOrdered", "a_PacketData"), &NetworkInterface::RecievePacketDataUnreliableOrdered);
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// server
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// server
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ADD_SIGNAL(MethodInfo("player_connected", PropertyInfo(Variant::INT, "peer_id")));
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ADD_SIGNAL(MethodInfo("player_connected", PropertyInfo(Variant::INT, "peer_id")));
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@@ -33,13 +49,10 @@ NetworkInterface::NetworkInterface() {}
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NetworkInterface::~NetworkInterface() {}
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NetworkInterface::~NetworkInterface() {}
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void NetworkInterface::_ready() {
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void NetworkInterface::_ready() {
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// TODO: unreliable
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RPC_CONFIG("RecievePacketDataReliable", MultiplayerAPI::RPC_MODE_ANY_PEER, MultiplayerPeer::TRANSFER_MODE_RELIABLE, true, 0);
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Dictionary config;
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RPC_CONFIG("RecievePacketDataUnreliable", MultiplayerAPI::RPC_MODE_ANY_PEER, MultiplayerPeer::TRANSFER_MODE_UNRELIABLE, true, 1);
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config["rpc_mode"] = MultiplayerAPI::RPC_MODE_ANY_PEER;
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RPC_CONFIG("RecievePacketDataUnreliableOrdered", MultiplayerAPI::RPC_MODE_ANY_PEER,
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config["transfer_mode"] = MultiplayerPeer::TRANSFER_MODE_RELIABLE;
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MultiplayerPeer::TRANSFER_MODE_UNRELIABLE_ORDERED, true, 2);
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config["call_local"] = true;
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config["channel"] = 0;
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rpc_config("RecievePacketDataReliable", config);
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get_multiplayer()->connect("peer_connected", callable_mp(this, &NetworkInterface::OnPlayerConnected));
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get_multiplayer()->connect("peer_connected", callable_mp(this, &NetworkInterface::OnPlayerConnected));
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get_multiplayer()->connect("peer_disconnected", callable_mp(this, &NetworkInterface::OnPlayerDisconnected));
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get_multiplayer()->connect("peer_disconnected", callable_mp(this, &NetworkInterface::OnPlayerDisconnected));
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@@ -49,13 +62,13 @@ void NetworkInterface::_ready() {
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}
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}
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void NetworkInterface::BroadcastPacket(const protocol::Packet& a_Packet) {
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void NetworkInterface::BroadcastPacket(const protocol::Packet& a_Packet) {
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PackedByteArray byteArray = protocol::PacketSerializer::Serialize(a_Packet);
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protocol::PacketBroadcaster packetBroadcaster(*this);
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rpc("RecievePacketDataReliable", byteArray);
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packetBroadcaster.BroadcastPacket(a_Packet);
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}
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}
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void NetworkInterface::SendPacket(PeerID a_Peer, const protocol::Packet& a_Packet) {
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void NetworkInterface::SendPacket(PeerID a_Peer, const protocol::Packet& a_Packet) {
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PackedByteArray byteArray = protocol::PacketSerializer::Serialize(a_Packet);
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protocol::PacketSender packetSender(a_Peer, *this);
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rpc_id(a_Peer, "RecievePacketDataReliable", byteArray);
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packetSender.SendPacket(a_Packet);
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}
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}
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void NetworkInterface::RecievePacketDataReliable(godot::PackedByteArray a_PacketData) {
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void NetworkInterface::RecievePacketDataReliable(godot::PackedByteArray a_PacketData) {
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@@ -66,9 +79,27 @@ void NetworkInterface::RecievePacketDataReliable(godot::PackedByteArray a_Packet
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}
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}
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}
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}
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void NetworkInterface::RecievePacketDataUnreliable(godot::PackedByteArray a_PacketData) {
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// we have to copy the function body in order to preserve the remote sender id
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auto packet = protocol::PacketSerializer::Deserialize(a_PacketData);
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if (packet) {
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packet->m_Sender = get_multiplayer()->get_remote_sender_id();
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Dispatch(*packet);
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}
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}
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void NetworkInterface::RecievePacketDataUnreliableOrdered(godot::PackedByteArray a_PacketData) {
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// we have to copy the function body in order to preserve the remote sender id
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auto packet = protocol::PacketSerializer::Deserialize(a_PacketData);
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if (packet) {
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packet->m_Sender = get_multiplayer()->get_remote_sender_id();
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Dispatch(*packet);
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}
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}
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Error NetworkInterface::JoinGame(const String& a_Address, uint16_t a_Port) {
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Error NetworkInterface::JoinGame(const String& a_Address, uint16_t a_Port) {
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auto* peer = memnew(ENetMultiplayerPeer);
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auto* peer = memnew(ENetMultiplayerPeer);
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Error error = peer->create_client(a_Address, a_Port);
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Error error = peer->create_client(a_Address, a_Port, 3);
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if (error) {
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if (error) {
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OnConnectFail();
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OnConnectFail();
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return error;
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return error;
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@@ -80,7 +111,7 @@ Error NetworkInterface::JoinGame(const String& a_Address, uint16_t a_Port) {
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Error NetworkInterface::CreateGame(uint16_t a_Port, bool a_Dedicated) {
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Error NetworkInterface::CreateGame(uint16_t a_Port, bool a_Dedicated) {
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auto* peer = memnew(ENetMultiplayerPeer);
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auto* peer = memnew(ENetMultiplayerPeer);
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Error error = peer->create_server(a_Port);
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Error error = peer->create_server(a_Port, 50, 3);
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if (error)
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if (error)
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return error;
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return error;
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39
src/blitz/protocol/PacketSender.cpp
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39
src/blitz/protocol/PacketSender.cpp
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@@ -0,0 +1,39 @@
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#include <blitz/protocol/PacketSender.h>
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#include <blitz/godot/NetworkInterface.h>
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#include <blitz/protocol/PacketSerializer.h>
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namespace blitz {
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namespace protocol {
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///////////////////////
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/* PacketBroadcaster */
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///////////////////////
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#define DeclarePacket(PacketName, Reliability, ...) \
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void PacketBroadcaster::Visit(const protocol::packets::PacketName& a_Packet) { \
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m_NetworkInterface.rpc("RecievePacketData" #Reliability, protocol::PacketSerializer::Serialize(a_Packet)); \
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}
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DeclareAllPacket()
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#undef DeclarePacket
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//////////////////
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/* PacketSender */
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//////////////////
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#define DeclarePacket(PacketName, Reliability, ...) \
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void PacketSender::Visit(const protocol::packets::PacketName& a_Packet) { \
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m_NetworkInterface.rpc_id(m_PeerId, "RecievePacketData" #Reliability, protocol::PacketSerializer::Serialize(a_Packet)); \
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}
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DeclareAllPacket()
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#undef DeclarePacket
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} // namespace protocol
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} // namespace blitz
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