/**************************************************************************/ /* scene_replication_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_REPLICATION_INTERFACE_H #define SCENE_REPLICATION_INTERFACE_H #include "multiplayer_spawner.h" #include "multiplayer_synchronizer.h" #include "core/object/ref_counted.h" class SceneMultiplayer; class SceneReplicationInterface : public RefCounted { GDCLASS(SceneReplicationInterface, RefCounted); private: struct TrackedNode { ObjectID id; uint32_t net_id = 0; uint32_t remote_peer = 0; ObjectID spawner; HashSet synchronizers; bool operator==(const ObjectID &p_other) { return id == p_other; } TrackedNode() {} TrackedNode(const ObjectID &p_id) { id = p_id; } TrackedNode(const ObjectID &p_id, uint32_t p_net_id) { id = p_id; net_id = p_net_id; } }; struct PeerInfo { HashSet sync_nodes; HashSet spawn_nodes; HashMap last_watch_usecs; HashMap recv_sync_ids; HashMap recv_nodes; uint16_t last_sent_sync = 0; }; // Replication state. HashMap peers_info; uint32_t last_net_id = 0; HashMap tracked_nodes; HashSet spawned_nodes; HashSet sync_nodes; // Pending local spawn information (handles spawning nested nodes during ready). HashSet spawn_queue; // Pending remote spawn information. ObjectID pending_spawn; int pending_spawn_remote = 0; const uint8_t *pending_buffer = nullptr; int pending_buffer_size = 0; List pending_sync_net_ids; // Replicator config. SceneMultiplayer *multiplayer = nullptr; PackedByteArray packet_cache; int sync_mtu = 1350; // Highly dependent on underlying protocol. int delta_mtu = 65535; TrackedNode &_track(const ObjectID &p_id); void _untrack(const ObjectID &p_id); void _node_ready(const ObjectID &p_oid); bool _has_authority(const Node *p_node); bool _verify_synchronizer(int p_peer, MultiplayerSynchronizer *p_sync, uint32_t &r_net_id); MultiplayerSynchronizer *_find_synchronizer(int p_peer, uint32_t p_net_ida); void _send_sync(int p_peer, const HashSet p_synchronizers, uint16_t p_sync_net_time, uint64_t p_usec); void _send_delta(int p_peer, const HashSet p_synchronizers, uint64_t p_usec, const HashMap p_last_watch_usecs); Error _make_spawn_packet(Node *p_node, MultiplayerSpawner *p_spawner, 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, MultiplayerSynchronizer *p_sync); Error _update_spawn_visibility(int p_peer, const ObjectID &p_oid); void _free_remotes(const PeerInfo &p_info); template static T *get_id_as(const ObjectID &p_id) { return p_id.is_valid() ? Object::cast_to(ObjectDB::get_instance(p_id)) : nullptr; } #ifdef DEBUG_ENABLED _FORCE_INLINE_ void _profile_node_data(const String &p_what, ObjectID p_id, int p_size); #endif 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); Error on_delta_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len); bool is_rpc_visible(const ObjectID &p_oid, int p_peer) const; void set_max_sync_packet_size(int p_size); int get_max_sync_packet_size() const; void set_max_delta_packet_size(int p_size); int get_max_delta_packet_size() const; SceneReplicationInterface(SceneMultiplayer *p_multiplayer) { multiplayer = p_multiplayer; } }; #endif // SCENE_REPLICATION_INTERFACE_H