2021-09-03 17:40:47 +00:00
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/**************************************************************************/
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2022-02-04 15:24:16 +00:00
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/* scene_cache_interface.h */
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2021-09-03 17:40:47 +00:00
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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2022-02-04 15:24:16 +00:00
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#ifndef SCENE_CACHE_INTERFACE_H
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#define SCENE_CACHE_INTERFACE_H
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2022-07-12 21:12:42 +00:00
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#include "scene/main/multiplayer_api.h"
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2023-09-06 19:02:52 +00:00
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class Node;
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class SceneMultiplayer;
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class SceneCacheInterface : public RefCounted {
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GDCLASS(SceneCacheInterface, RefCounted);
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private:
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SceneMultiplayer *multiplayer = nullptr;
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//path sent caches
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struct NodeCache {
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int cache_id;
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HashMap<int, int> recv_ids; // peer id, remote cache id
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HashMap<int, bool> confirmed_peers; // peer id, confirmed
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};
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struct PeerInfo {
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HashMap<int, ObjectID> recv_nodes; // remote cache id, ObjectID
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HashSet<ObjectID> sent_nodes;
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};
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HashMap<ObjectID, NodeCache> nodes_cache;
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HashMap<int, PeerInfo> peers_info;
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int last_send_cache_id = 1;
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void _remove_node_cache(ObjectID p_oid);
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NodeCache &_track(Node *p_node);
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protected:
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Error _send_confirm_path(Node *p_node, NodeCache &p_cache, const List<int> &p_peers);
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public:
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void clear();
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void on_peer_change(int p_id, bool p_connected);
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void process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len);
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void process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len);
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// Returns true if all peers have cached path.
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bool send_object_cache(Object *p_obj, int p_target, int &p_id);
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int make_object_cache(Object *p_obj);
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Object *get_cached_object(int p_from, uint32_t p_cache_id);
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bool is_cache_confirmed(Node *p_path, int p_peer);
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SceneCacheInterface(SceneMultiplayer *p_multiplayer) { multiplayer = p_multiplayer; }
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};
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#endif // SCENE_CACHE_INTERFACE_H
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