godot/modules/multiplayer/scene_replication_interface.h

87 lines
4.0 KiB
C++
Raw Normal View History

/*************************************************************************/
/* 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