[Net] Rename NetworkedMultiplayerPeer to MultiplayerPeer.
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@ -6,7 +6,7 @@
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<description>
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This class implements a WebSocket client compatible with any RFC 6455-compliant WebSocket server.
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This client can be optionally used as a network peer for the [MultiplayerAPI].
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After starting the client ([method connect_to_url]), you will need to [method NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside [method Node._process]).
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After starting the client ([method connect_to_url]), you will need to [method MultiplayerPeer.poll] it at regular intervals (e.g. inside [method Node._process]).
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You will receive appropriate signals when connecting, disconnecting, or when new data is available.
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</description>
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<tutorials>
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@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="WebSocketMultiplayerPeer" inherits="NetworkedMultiplayerPeer" version="4.0">
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<class name="WebSocketMultiplayerPeer" inherits="MultiplayerPeer" version="4.0">
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<brief_description>
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Base class for WebSocket server and client.
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</brief_description>
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@ -39,7 +39,7 @@
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</methods>
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<members>
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<member name="refuse_new_connections" type="bool" setter="set_refuse_new_connections" getter="is_refusing_new_connections" override="true" default="false" />
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<member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" override="true" enum="NetworkedMultiplayerPeer.TransferMode" default="2" />
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<member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" override="true" enum="MultiplayerPeer.TransferMode" default="2" />
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</members>
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<signals>
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<signal name="peer_packet">
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@ -5,7 +5,7 @@
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</brief_description>
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<description>
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This class implements a WebSocket server that can also support the high-level multiplayer API.
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After starting the server ([method listen]), you will need to [method NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside [method Node._process]). When clients connect, disconnect, or send data, you will receive the appropriate signal.
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After starting the server ([method listen]), you will need to [method MultiplayerPeer.poll] it at regular intervals (e.g. inside [method Node._process]). When clients connect, disconnect, or send data, you will receive the appropriate signal.
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[b]Note:[/b] Not available in HTML5 exports.
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</description>
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<tutorials>
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@ -107,7 +107,7 @@ Ref<WebSocketPeer> EMWSClient::get_peer(int p_peer_id) const {
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return _peer;
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}
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NetworkedMultiplayerPeer::ConnectionStatus EMWSClient::get_connection_status() const {
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MultiplayerPeer::ConnectionStatus EMWSClient::get_connection_status() const {
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if (_peer->is_connected_to_host()) {
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if (_is_connecting)
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return CONNECTION_CONNECTING;
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@ -123,13 +123,13 @@ Error WebSocketMultiplayerPeer::put_packet(const uint8_t *p_buffer, int p_buffer
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}
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//
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// NetworkedMultiplayerPeer
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// MultiplayerPeer
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//
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void WebSocketMultiplayerPeer::set_transfer_mode(TransferMode p_mode) {
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// Websocket uses TCP, reliable
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}
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NetworkedMultiplayerPeer::TransferMode WebSocketMultiplayerPeer::get_transfer_mode() const {
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MultiplayerPeer::TransferMode WebSocketMultiplayerPeer::get_transfer_mode() const {
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// Websocket uses TCP, reliable
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return TRANSFER_MODE_RELIABLE;
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}
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@ -32,12 +32,12 @@
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#define WEBSOCKET_MULTIPLAYER_PEER_H
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#include "core/error/error_list.h"
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#include "core/io/networked_multiplayer_peer.h"
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#include "core/io/multiplayer_peer.h"
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#include "core/templates/list.h"
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#include "websocket_peer.h"
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class WebSocketMultiplayerPeer : public NetworkedMultiplayerPeer {
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GDCLASS(WebSocketMultiplayerPeer, NetworkedMultiplayerPeer);
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class WebSocketMultiplayerPeer : public MultiplayerPeer {
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GDCLASS(WebSocketMultiplayerPeer, MultiplayerPeer);
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private:
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Vector<uint8_t> _make_pkt(uint8_t p_type, int32_t p_from, int32_t p_to, const uint8_t *p_data, uint32_t p_data_size);
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@ -78,7 +78,7 @@ protected:
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int _gen_unique_id() const;
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public:
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/* NetworkedMultiplayerPeer */
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/* MultiplayerPeer */
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void set_transfer_mode(TransferMode p_mode) override;
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TransferMode get_transfer_mode() const override;
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void set_target_peer(int p_target_peer) override;
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@ -121,7 +121,7 @@ void WebSocketServer::set_handshake_timeout(float p_timeout) {
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handshake_timeout = p_timeout * 1000;
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}
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NetworkedMultiplayerPeer::ConnectionStatus WebSocketServer::get_connection_status() const {
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MultiplayerPeer::ConnectionStatus WebSocketServer::get_connection_status() const {
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if (is_listening()) {
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return CONNECTION_CONNECTED;
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}
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@ -288,7 +288,7 @@ Ref<WebSocketPeer> WSLClient::get_peer(int p_peer_id) const {
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return _peer;
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}
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NetworkedMultiplayerPeer::ConnectionStatus WSLClient::get_connection_status() const {
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MultiplayerPeer::ConnectionStatus WSLClient::get_connection_status() const {
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if (_peer->is_connected_to_host()) {
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return CONNECTION_CONNECTED;
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}
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