1 /**
2 PacketPeer implementation using the $(D url=http://enet.bespin.org/index.html)ENet$(D /url) library.
3 
4 Copyright:
5 Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.  
6 Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)  
7 Copyright (c) 2017-2018 Godot-D contributors  
8 
9 License: $(LINK2 https://opensource.org/licenses/MIT, MIT License)
10 
11 
12 */
13 module godot.networkedmultiplayerenet;
14 import std.meta : AliasSeq, staticIndexOf;
15 import std.traits : Unqual;
16 import godot.d.traits;
17 import godot.core;
18 import godot.c;
19 import godot.d.bind;
20 import godot.d.reference;
21 import godot.globalenums;
22 import godot.object;
23 import godot.classdb;
24 import godot.networkedmultiplayerpeer;
25 import godot.x509certificate;
26 import godot.cryptokey;
27 /**
28 PacketPeer implementation using the $(D url=http://enet.bespin.org/index.html)ENet$(D /url) library.
29 
30 A PacketPeer implementation that should be passed to $(D SceneTree.networkPeer) after being initialized as either a client or server. Events can then be handled by connecting to $(D SceneTree) signals.
31 ENet's purpose is to provide a relatively thin, simple and robust network communication layer on top of UDP (User Datagram Protocol).
32 $(B Note:) ENet only uses UDP, not TCP. When forwarding the server port to make your server accessible on the public Internet, you only need to forward the server port in UDP. You can use the $(D UPNP) class to try to forward the server port automatically when starting the server.
33 */
34 @GodotBaseClass struct NetworkedMultiplayerENet
35 {
36 	package(godot) enum string _GODOT_internal_name = "NetworkedMultiplayerENet";
37 public:
38 @nogc nothrow:
39 	union { /** */ godot_object _godot_object; /** */ NetworkedMultiplayerPeer _GODOT_base; }
40 	alias _GODOT_base this;
41 	alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses);
42 	package(godot) __gshared bool _classBindingInitialized = false;
43 	package(godot) static struct GDNativeClassBinding
44 	{
45 		__gshared:
46 		@GodotName("close_connection") GodotMethod!(void, long) closeConnection;
47 		@GodotName("create_client") GodotMethod!(GodotError, String, long, long, long, long) createClient;
48 		@GodotName("create_server") GodotMethod!(GodotError, long, long, long, long) createServer;
49 		@GodotName("disconnect_peer") GodotMethod!(void, long, bool) disconnectPeer;
50 		@GodotName("get_channel_count") GodotMethod!(long) getChannelCount;
51 		@GodotName("get_compression_mode") GodotMethod!(NetworkedMultiplayerENet.CompressionMode) getCompressionMode;
52 		@GodotName("get_last_packet_channel") GodotMethod!(long) getLastPacketChannel;
53 		@GodotName("get_packet_channel") GodotMethod!(long) getPacketChannel;
54 		@GodotName("get_peer_address") GodotMethod!(String, long) getPeerAddress;
55 		@GodotName("get_peer_port") GodotMethod!(long, long) getPeerPort;
56 		@GodotName("get_transfer_channel") GodotMethod!(long) getTransferChannel;
57 		@GodotName("is_always_ordered") GodotMethod!(bool) isAlwaysOrdered;
58 		@GodotName("is_dtls_enabled") GodotMethod!(bool) isDtlsEnabled;
59 		@GodotName("is_dtls_verify_enabled") GodotMethod!(bool) isDtlsVerifyEnabled;
60 		@GodotName("is_server_relay_enabled") GodotMethod!(bool) isServerRelayEnabled;
61 		@GodotName("set_always_ordered") GodotMethod!(void, bool) setAlwaysOrdered;
62 		@GodotName("set_bind_ip") GodotMethod!(void, String) setBindIp;
63 		@GodotName("set_channel_count") GodotMethod!(void, long) setChannelCount;
64 		@GodotName("set_compression_mode") GodotMethod!(void, long) setCompressionMode;
65 		@GodotName("set_dtls_certificate") GodotMethod!(void, X509Certificate) setDtlsCertificate;
66 		@GodotName("set_dtls_enabled") GodotMethod!(void, bool) setDtlsEnabled;
67 		@GodotName("set_dtls_key") GodotMethod!(void, CryptoKey) setDtlsKey;
68 		@GodotName("set_dtls_verify_enabled") GodotMethod!(void, bool) setDtlsVerifyEnabled;
69 		@GodotName("set_peer_timeout") GodotMethod!(void, long, long, long, long) setPeerTimeout;
70 		@GodotName("set_server_relay_enabled") GodotMethod!(void, bool) setServerRelayEnabled;
71 		@GodotName("set_transfer_channel") GodotMethod!(void, long) setTransferChannel;
72 	}
73 	/// 
74 	pragma(inline, true) bool opEquals(in NetworkedMultiplayerENet other) const
75 	{ return _godot_object.ptr is other._godot_object.ptr; }
76 	/// 
77 	pragma(inline, true) typeof(null) opAssign(typeof(null) n)
78 	{ _godot_object.ptr = n; return null; }
79 	/// 
80 	pragma(inline, true) bool opEquals(typeof(null) n) const
81 	{ return _godot_object.ptr is n; }
82 	/// 
83 	size_t toHash() const @trusted { return cast(size_t)_godot_object.ptr; }
84 	mixin baseCasts;
85 	/// Construct a new instance of NetworkedMultiplayerENet.
86 	/// Note: use `memnew!NetworkedMultiplayerENet` instead.
87 	static NetworkedMultiplayerENet _new()
88 	{
89 		static godot_class_constructor constructor;
90 		if(constructor is null) constructor = _godot_api.godot_get_class_constructor("NetworkedMultiplayerENet");
91 		if(constructor is null) return typeof(this).init;
92 		return cast(NetworkedMultiplayerENet)(constructor());
93 	}
94 	@disable new(size_t s);
95 	/// 
96 	enum CompressionMode : int
97 	{
98 		/**
99 		No compression. This uses the most bandwidth, but has the upside of requiring the fewest CPU resources.
100 		*/
101 		compressNone = 0,
102 		/**
103 		ENet's built-in range encoding.
104 		*/
105 		compressRangeCoder = 1,
106 		/**
107 		$(D url=http://fastlz.org/)FastLZ$(D /url) compression. This option uses less CPU resources compared to $(D constant COMPRESS_ZLIB), at the expense of using more bandwidth.
108 		*/
109 		compressFastlz = 2,
110 		/**
111 		$(D url=https://www.zlib.net/)Zlib$(D /url) compression. This option uses less bandwidth compared to $(D constant COMPRESS_FASTLZ), at the expense of using more CPU resources.
112 		*/
113 		compressZlib = 3,
114 		/**
115 		$(D url=https://facebook.github.io/zstd/)Zstandard$(D /url) compression.
116 		*/
117 		compressZstd = 4,
118 	}
119 	/// 
120 	enum Constants : int
121 	{
122 		compressNone = 0,
123 		compressRangeCoder = 1,
124 		compressFastlz = 2,
125 		compressZlib = 3,
126 		compressZstd = 4,
127 	}
128 	/**
129 	Closes the connection. Ignored if no connection is currently established. If this is a server it tries to notify all clients before forcibly disconnecting them. If this is a client it simply closes the connection to the server.
130 	*/
131 	void closeConnection(in long wait_usec = 100)
132 	{
133 		checkClassBinding!(typeof(this))();
134 		ptrcall!(void)(GDNativeClassBinding.closeConnection, _godot_object, wait_usec);
135 	}
136 	/**
137 	Create client that connects to a server at `address` using specified `port`. The given address needs to be either a fully qualified domain name (e.g. `"www.example.com"`) or an IP address in IPv4 or IPv6 format (e.g. `"192.168.1.1"`). The `port` is the port the server is listening on. The `in_bandwidth` and `out_bandwidth` parameters can be used to limit the incoming and outgoing bandwidth to the given number of bytes per second. The default of 0 means unlimited bandwidth. Note that ENet will strategically drop packets on specific sides of a connection between peers to ensure the peer's bandwidth is not overwhelmed. The bandwidth parameters also determine the window size of a connection which limits the amount of reliable packets that may be in transit at any given time. Returns $(D constant OK) if a client was created, $(D constant ERR_ALREADY_IN_USE) if this NetworkedMultiplayerENet instance already has an open connection (in which case you need to call $(D closeConnection) first) or $(D constant ERR_CANT_CREATE) if the client could not be created. If `client_port` is specified, the client will also listen to the given port; this is useful for some NAT traversal techniques.
138 	*/
139 	GodotError createClient(in String address, in long port, in long in_bandwidth = 0, in long out_bandwidth = 0, in long client_port = 0)
140 	{
141 		checkClassBinding!(typeof(this))();
142 		return ptrcall!(GodotError)(GDNativeClassBinding.createClient, _godot_object, address, port, in_bandwidth, out_bandwidth, client_port);
143 	}
144 	/**
145 	Create server that listens to connections via `port`. The port needs to be an available, unused port between 0 and 65535. Note that ports below 1024 are privileged and may require elevated permissions depending on the platform. To change the interface the server listens on, use $(D setBindIp). The default IP is the wildcard `"*"`, which listens on all available interfaces. `max_clients` is the maximum number of clients that are allowed at once, any number up to 4095 may be used, although the achievable number of simultaneous clients may be far lower and depends on the application. For additional details on the bandwidth parameters, see $(D createClient). Returns $(D constant OK) if a server was created, $(D constant ERR_ALREADY_IN_USE) if this NetworkedMultiplayerENet instance already has an open connection (in which case you need to call $(D closeConnection) first) or $(D constant ERR_CANT_CREATE) if the server could not be created.
146 	*/
147 	GodotError createServer(in long port, in long max_clients = 32, in long in_bandwidth = 0, in long out_bandwidth = 0)
148 	{
149 		checkClassBinding!(typeof(this))();
150 		return ptrcall!(GodotError)(GDNativeClassBinding.createServer, _godot_object, port, max_clients, in_bandwidth, out_bandwidth);
151 	}
152 	/**
153 	Disconnect the given peer. If "now" is set to `true`, the connection will be closed immediately without flushing queued messages.
154 	*/
155 	void disconnectPeer(in long id, in bool now = false)
156 	{
157 		checkClassBinding!(typeof(this))();
158 		ptrcall!(void)(GDNativeClassBinding.disconnectPeer, _godot_object, id, now);
159 	}
160 	/**
161 	
162 	*/
163 	long getChannelCount() const
164 	{
165 		checkClassBinding!(typeof(this))();
166 		return ptrcall!(long)(GDNativeClassBinding.getChannelCount, _godot_object);
167 	}
168 	/**
169 	
170 	*/
171 	NetworkedMultiplayerENet.CompressionMode getCompressionMode() const
172 	{
173 		checkClassBinding!(typeof(this))();
174 		return ptrcall!(NetworkedMultiplayerENet.CompressionMode)(GDNativeClassBinding.getCompressionMode, _godot_object);
175 	}
176 	/**
177 	Returns the channel of the last packet fetched via $(D PacketPeer.getPacket).
178 	*/
179 	long getLastPacketChannel() const
180 	{
181 		checkClassBinding!(typeof(this))();
182 		return ptrcall!(long)(GDNativeClassBinding.getLastPacketChannel, _godot_object);
183 	}
184 	/**
185 	Returns the channel of the next packet that will be retrieved via $(D PacketPeer.getPacket).
186 	*/
187 	long getPacketChannel() const
188 	{
189 		checkClassBinding!(typeof(this))();
190 		return ptrcall!(long)(GDNativeClassBinding.getPacketChannel, _godot_object);
191 	}
192 	/**
193 	Returns the IP address of the given peer.
194 	*/
195 	String getPeerAddress(in long id) const
196 	{
197 		checkClassBinding!(typeof(this))();
198 		return ptrcall!(String)(GDNativeClassBinding.getPeerAddress, _godot_object, id);
199 	}
200 	/**
201 	Returns the remote port of the given peer.
202 	*/
203 	long getPeerPort(in long id) const
204 	{
205 		checkClassBinding!(typeof(this))();
206 		return ptrcall!(long)(GDNativeClassBinding.getPeerPort, _godot_object, id);
207 	}
208 	/**
209 	
210 	*/
211 	long getTransferChannel() const
212 	{
213 		checkClassBinding!(typeof(this))();
214 		return ptrcall!(long)(GDNativeClassBinding.getTransferChannel, _godot_object);
215 	}
216 	/**
217 	
218 	*/
219 	bool isAlwaysOrdered() const
220 	{
221 		checkClassBinding!(typeof(this))();
222 		return ptrcall!(bool)(GDNativeClassBinding.isAlwaysOrdered, _godot_object);
223 	}
224 	/**
225 	
226 	*/
227 	bool isDtlsEnabled() const
228 	{
229 		checkClassBinding!(typeof(this))();
230 		return ptrcall!(bool)(GDNativeClassBinding.isDtlsEnabled, _godot_object);
231 	}
232 	/**
233 	
234 	*/
235 	bool isDtlsVerifyEnabled() const
236 	{
237 		checkClassBinding!(typeof(this))();
238 		return ptrcall!(bool)(GDNativeClassBinding.isDtlsVerifyEnabled, _godot_object);
239 	}
240 	/**
241 	
242 	*/
243 	bool isServerRelayEnabled() const
244 	{
245 		checkClassBinding!(typeof(this))();
246 		return ptrcall!(bool)(GDNativeClassBinding.isServerRelayEnabled, _godot_object);
247 	}
248 	/**
249 	
250 	*/
251 	void setAlwaysOrdered(in bool ordered)
252 	{
253 		checkClassBinding!(typeof(this))();
254 		ptrcall!(void)(GDNativeClassBinding.setAlwaysOrdered, _godot_object, ordered);
255 	}
256 	/**
257 	The IP used when creating a server. This is set to the wildcard `"*"` by default, which binds to all available interfaces. The given IP needs to be in IPv4 or IPv6 address format, for example: `"192.168.1.1"`.
258 	*/
259 	void setBindIp(in String ip)
260 	{
261 		checkClassBinding!(typeof(this))();
262 		ptrcall!(void)(GDNativeClassBinding.setBindIp, _godot_object, ip);
263 	}
264 	/**
265 	
266 	*/
267 	void setChannelCount(in long channels)
268 	{
269 		checkClassBinding!(typeof(this))();
270 		ptrcall!(void)(GDNativeClassBinding.setChannelCount, _godot_object, channels);
271 	}
272 	/**
273 	
274 	*/
275 	void setCompressionMode(in long mode)
276 	{
277 		checkClassBinding!(typeof(this))();
278 		ptrcall!(void)(GDNativeClassBinding.setCompressionMode, _godot_object, mode);
279 	}
280 	/**
281 	Configure the $(D X509Certificate) to use when $(D useDtls) is `true`. For servers, you must also setup the $(D CryptoKey) via $(D setDtlsKey).
282 	*/
283 	void setDtlsCertificate(X509Certificate certificate)
284 	{
285 		checkClassBinding!(typeof(this))();
286 		ptrcall!(void)(GDNativeClassBinding.setDtlsCertificate, _godot_object, certificate);
287 	}
288 	/**
289 	
290 	*/
291 	void setDtlsEnabled(in bool enabled)
292 	{
293 		checkClassBinding!(typeof(this))();
294 		ptrcall!(void)(GDNativeClassBinding.setDtlsEnabled, _godot_object, enabled);
295 	}
296 	/**
297 	Configure the $(D CryptoKey) to use when $(D useDtls) is `true`. Remember to also call $(D setDtlsCertificate) to setup your $(D X509Certificate).
298 	*/
299 	void setDtlsKey(CryptoKey key)
300 	{
301 		checkClassBinding!(typeof(this))();
302 		ptrcall!(void)(GDNativeClassBinding.setDtlsKey, _godot_object, key);
303 	}
304 	/**
305 	
306 	*/
307 	void setDtlsVerifyEnabled(in bool enabled)
308 	{
309 		checkClassBinding!(typeof(this))();
310 		ptrcall!(void)(GDNativeClassBinding.setDtlsVerifyEnabled, _godot_object, enabled);
311 	}
312 	/**
313 	Sets the timeout parameters for a peer.	The timeout parameters control how and when a peer will timeout from a failure to acknowledge reliable traffic. Timeout values are expressed in milliseconds.
314 	The `timeout_limit` is a factor that, multiplied by a value based on the average round trip time, will determine the timeout limit for a reliable packet. When that limit is reached, the timeout will be doubled, and the peer will be disconnected if that limit has reached `timeout_min`. The `timeout_max` parameter, on the other hand, defines a fixed timeout for which any packet must be acknowledged or the peer will be dropped.
315 	*/
316 	void setPeerTimeout(in long id, in long timeout_limit, in long timeout_min, in long timeout_max)
317 	{
318 		checkClassBinding!(typeof(this))();
319 		ptrcall!(void)(GDNativeClassBinding.setPeerTimeout, _godot_object, id, timeout_limit, timeout_min, timeout_max);
320 	}
321 	/**
322 	
323 	*/
324 	void setServerRelayEnabled(in bool enabled)
325 	{
326 		checkClassBinding!(typeof(this))();
327 		ptrcall!(void)(GDNativeClassBinding.setServerRelayEnabled, _godot_object, enabled);
328 	}
329 	/**
330 	
331 	*/
332 	void setTransferChannel(in long channel)
333 	{
334 		checkClassBinding!(typeof(this))();
335 		ptrcall!(void)(GDNativeClassBinding.setTransferChannel, _godot_object, channel);
336 	}
337 	/**
338 	Enforce ordered packets when using $(D constant NetworkedMultiplayerPeer.TRANSFER_MODE_UNRELIABLE) (thus behaving similarly to $(D constant NetworkedMultiplayerPeer.TRANSFER_MODE_UNRELIABLE_ORDERED)). This is the only way to use ordering with the RPC system.
339 	*/
340 	@property bool alwaysOrdered()
341 	{
342 		return isAlwaysOrdered();
343 	}
344 	/// ditto
345 	@property void alwaysOrdered(bool v)
346 	{
347 		setAlwaysOrdered(v);
348 	}
349 	/**
350 	The number of channels to be used by ENet. Channels are used to separate different kinds of data. In reliable or ordered mode, for example, the packet delivery order is ensured on a per-channel basis. This is done to combat latency and reduces ordering restrictions on packets. The delivery status of a packet in one channel won't stall the delivery of other packets in another channel.
351 	*/
352 	@property long channelCount()
353 	{
354 		return getChannelCount();
355 	}
356 	/// ditto
357 	@property void channelCount(long v)
358 	{
359 		setChannelCount(v);
360 	}
361 	/**
362 	The compression method used for network packets. These have different tradeoffs of compression speed versus bandwidth, you may need to test which one works best for your use case if you use compression at all.
363 	*/
364 	@property NetworkedMultiplayerENet.CompressionMode compressionMode()
365 	{
366 		return getCompressionMode();
367 	}
368 	/// ditto
369 	@property void compressionMode(long v)
370 	{
371 		setCompressionMode(v);
372 	}
373 	/**
374 	Enable or disable certificate verification when $(D useDtls) `true`.
375 	*/
376 	@property bool dtlsVerify()
377 	{
378 		return isDtlsVerifyEnabled();
379 	}
380 	/// ditto
381 	@property void dtlsVerify(bool v)
382 	{
383 		setDtlsVerifyEnabled(v);
384 	}
385 	/**
386 	Enable or disable the server feature that notifies clients of other peers' connection/disconnection, and relays messages between them. When this option is `false`, clients won't be automatically notified of other peers and won't be able to send them packets through the server.
387 	*/
388 	@property bool serverRelay()
389 	{
390 		return isServerRelayEnabled();
391 	}
392 	/// ditto
393 	@property void serverRelay(bool v)
394 	{
395 		setServerRelayEnabled(v);
396 	}
397 	/**
398 	Set the default channel to be used to transfer data. By default, this value is `-1` which means that ENet will only use 2 channels: one for reliable packets, and one for unreliable packets. The channel `0` is reserved and cannot be used. Setting this member to any value between `0` and $(D channelCount) (excluded) will force ENet to use that channel for sending data. See $(D channelCount) for more information about ENet channels.
399 	*/
400 	@property long transferChannel()
401 	{
402 		return getTransferChannel();
403 	}
404 	/// ditto
405 	@property void transferChannel(long v)
406 	{
407 		setTransferChannel(v);
408 	}
409 	/**
410 	When enabled, the client or server created by this peer, will use $(D PacketPeerDTLS) instead of raw UDP sockets for communicating with the remote peer. This will make the communication encrypted with DTLS at the cost of higher resource usage and potentially larger packet size.
411 	Note: When creating a DTLS server, make sure you setup the key/certificate pair via $(D setDtlsKey) and $(D setDtlsCertificate). For DTLS clients, have a look at the $(D dtlsVerify) option, and configure the certificate accordingly via $(D setDtlsCertificate).
412 	*/
413 	@property bool useDtls()
414 	{
415 		return isDtlsEnabled();
416 	}
417 	/// ditto
418 	@property void useDtls(bool v)
419 	{
420 		setDtlsEnabled(v);
421 	}
422 }