/**************************************************************************/ /* scene_cache_interface.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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_CACHE_INTERFACE_H #define SCENE_CACHE_INTERFACE_H #include "scene/main/multiplayer_api.h" class Node; class SceneMultiplayer; class SceneCacheInterface : public RefCounted { GDCLASS(SceneCacheInterface, RefCounted); private: SceneMultiplayer *multiplayer = nullptr; //path sent caches struct NodeCache { int cache_id = 0; HashMap recv_ids; // peer id, remote cache id HashMap confirmed_peers; // peer id, confirmed }; struct RecvNode { ObjectID oid; NodePath path; RecvNode(const ObjectID &p_oid, const NodePath &p_path) { oid = p_oid; path = p_path; } }; struct PeerInfo { HashMap recv_nodes; // remote cache id, (ObjectID, NodePath) HashSet sent_nodes; }; HashMap nodes_cache; HashMap assigned_ids; HashMap peers_info; int last_send_cache_id = 1; void _remove_node_cache(ObjectID p_oid); NodeCache &_track(Node *p_node); protected: Error _send_confirm_path(Node *p_node, NodeCache &p_cache, const List &p_peers); public: void clear(); void on_peer_change(int p_id, bool p_connected); void process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len); void process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len); // Returns true if all peers have cached path. bool send_object_cache(Object *p_obj, int p_target, int &p_id); int make_object_cache(Object *p_obj); Object *get_cached_object(int p_from, uint32_t p_cache_id); bool is_cache_confirmed(Node *p_path, int p_peer); SceneCacheInterface(SceneMultiplayer *p_multiplayer) { multiplayer = p_multiplayer; } }; #endif // SCENE_CACHE_INTERFACE_H