Files
Blitz3/src/blitz/godot/NetworkInterface.cpp
2024-08-19 15:24:44 +02:00

129 lines
4.0 KiB
C++

#include <blitz/godot/NetworkInterface.h>
#include <blitz/protocol/PacketFactory.h>
#include <blitz/protocol/PacketSerializer.h>
#include <godot_cpp/classes/e_net_multiplayer_peer.hpp>
#include <godot_cpp/classes/multiplayer_api.hpp>
#include <godot_cpp/classes/packed_scene.hpp>
#include <godot_cpp/classes/resource_loader.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
namespace blitz {
static const char ServerScenePath[] = "res://Scenes/Network/server.tscn";
using namespace godot;
void NetworkInterface::_bind_methods() {
ClassDB::bind_method(D_METHOD("RecievePacketDataReliable", "a_PacketData"), &NetworkInterface::RecievePacketDataReliable);
// server
ADD_SIGNAL(MethodInfo("player_connected", PropertyInfo(Variant::INT, "peer_id")));
ADD_SIGNAL(MethodInfo("player_disconnected", PropertyInfo(Variant::INT, "peer_id")));
// client
ADD_SIGNAL(MethodInfo("server_disconnected"));
ADD_SIGNAL(MethodInfo("local_player_connected"));
protocol::PacketFactory::Init();
}
NetworkInterface::NetworkInterface() {}
NetworkInterface::~NetworkInterface() {}
void NetworkInterface::_ready() {
// TODO: unreliable
Dictionary config;
config["rpc_mode"] = MultiplayerAPI::RPC_MODE_ANY_PEER;
config["transfer_mode"] = MultiplayerPeer::TRANSFER_MODE_RELIABLE;
config["call_local"] = true;
config["channel"] = 0;
rpc_config("RecievePacketDataReliable", config);
get_multiplayer()->connect("peer_connected", callable_mp(this, &NetworkInterface::OnPlayerConnected));
get_multiplayer()->connect("peer_disconnected", callable_mp(this, &NetworkInterface::OnPlayerDisconnected));
get_multiplayer()->connect("connected_to_server", callable_mp(this, &NetworkInterface::OnConnectOk));
get_multiplayer()->connect("connection_failed", callable_mp(this, &NetworkInterface::OnConnectFail));
get_multiplayer()->connect("server_disconnected", callable_mp(this, &NetworkInterface::OnServerDisconnected));
}
void NetworkInterface::BroadcastPacket(const protocol::Packet& a_Packet) {
PackedByteArray byteArray = protocol::PacketSerializer::Serialize(a_Packet);
rpc("RecievePacketDataReliable", byteArray);
}
void NetworkInterface::SendPacket(PeerID a_Peer, const protocol::Packet& a_Packet) {
PackedByteArray byteArray = protocol::PacketSerializer::Serialize(a_Packet);
rpc_id(a_Peer, "RecievePacketDataReliable", byteArray);
}
void NetworkInterface::RecievePacketDataReliable(godot::PackedByteArray a_PacketData) {
auto packet = protocol::PacketSerializer::Deserialize(a_PacketData);
if (packet) {
packet->m_Sender = get_multiplayer()->get_remote_sender_id();
Dispatch(*packet);
}
}
Error NetworkInterface::JoinGame(const String& a_Address, uint16_t a_Port) {
auto* peer = memnew(ENetMultiplayerPeer);
Error error = peer->create_client(a_Address, a_Port);
if (error) {
OnConnectFail();
return error;
}
get_multiplayer()->set_multiplayer_peer(peer);
return Error::OK;
}
Error NetworkInterface::CreateGame(uint16_t a_Port, bool a_Dedicated) {
auto* peer = memnew(ENetMultiplayerPeer);
Error error = peer->create_server(a_Port);
if (error)
return error;
get_multiplayer()->set_multiplayer_peer(peer);
Ref<PackedScene> serverScene = ResourceLoader::get_singleton()->load(ServerScenePath);
add_child(serverScene->instantiate());
if (!a_Dedicated) {
emit_signal("local_player_connected");
emit_signal("player_connected", get_multiplayer()->get_unique_id());
}
return Error::OK;
}
void NetworkInterface::OnPlayerConnected(PeerID a_PeerId) {
emit_signal("player_connected", a_PeerId);
}
void NetworkInterface::OnPlayerDisconnected(PeerID a_PeerId) {
emit_signal("player_disconnected", a_PeerId);
}
void NetworkInterface::OnConnectOk() {
emit_signal("local_player_connected");
}
void NetworkInterface::OnConnectFail() {
ShutdownNetwork();
emit_signal("server_disconnected");
}
void NetworkInterface::OnServerDisconnected() {
ShutdownNetwork();
emit_signal("server_disconnected");
}
void NetworkInterface::ShutdownNetwork() {
get_multiplayer()->set_multiplayer_peer(nullptr);
if (auto* server = find_child("Server")) {
server->queue_free();
}
}
} // namespace blitz