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- /*************************************************************************/
- /* scene_replication_interface.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* 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_REPLICATION_INTERFACE_H
- #define SCENE_REPLICATION_INTERFACE_H
- #include "scene/main/multiplayer_api.h"
- #include "scene_replication_state.h"
- class SceneMultiplayer;
- class SceneReplicationInterface : public RefCounted {
- GDCLASS(SceneReplicationInterface, RefCounted);
- private:
- void _send_sync(int p_peer, uint64_t p_msec);
- Error _make_spawn_packet(Node *p_node, int &r_len);
- Error _make_despawn_packet(Node *p_node, int &r_len);
- Error _send_raw(const uint8_t *p_buffer, int p_size, int p_peer, bool p_reliable);
- void _visibility_changed(int p_peer, ObjectID p_oid);
- Error _update_sync_visibility(int p_peer, const ObjectID &p_oid);
- Error _update_spawn_visibility(int p_peer, const ObjectID &p_oid);
- void _free_remotes(int p_peer);
- Ref<SceneReplicationState> rep_state;
- SceneMultiplayer *multiplayer = nullptr;
- PackedByteArray packet_cache;
- int sync_mtu = 1350; // Highly dependent on underlying protocol.
- // An hack to apply the initial state before ready.
- ObjectID pending_spawn;
- const uint8_t *pending_buffer = nullptr;
- int pending_buffer_size = 0;
- public:
- static void make_default();
- void on_reset();
- void on_peer_change(int p_id, bool p_connected);
- Error on_spawn(Object *p_obj, Variant p_config);
- Error on_despawn(Object *p_obj, Variant p_config);
- Error on_replication_start(Object *p_obj, Variant p_config);
- Error on_replication_stop(Object *p_obj, Variant p_config);
- void on_network_process();
- Error on_spawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len);
- Error on_despawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len);
- Error on_sync_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len);
- SceneReplicationInterface(SceneMultiplayer *p_multiplayer) {
- rep_state.instantiate();
- multiplayer = p_multiplayer;
- }
- };
- #endif // SCENE_REPLICATION_INTERFACE_H
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