godot/modules/multiplayer/multiplayer_synchronizer.h

130 lines
5.2 KiB
C++

/**************************************************************************/
/* multiplayer_synchronizer.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 MULTIPLAYER_SYNCHRONIZER_H
#define MULTIPLAYER_SYNCHRONIZER_H
#include "scene_replication_config.h"
#include "scene/main/node.h"
class MultiplayerSynchronizer : public Node {
GDCLASS(MultiplayerSynchronizer, Node);
public:
enum VisibilityUpdateMode {
VISIBILITY_PROCESS_IDLE,
VISIBILITY_PROCESS_PHYSICS,
VISIBILITY_PROCESS_NONE,
};
private:
struct Watcher {
NodePath prop;
uint64_t last_change_usec = 0;
Variant value;
};
Ref<SceneReplicationConfig> replication_config;
NodePath root_path = NodePath(".."); // Start with parent, like with AnimationPlayer.
uint64_t sync_interval_usec = 0;
uint64_t delta_interval_usec = 0;
VisibilityUpdateMode visibility_update_mode = VISIBILITY_PROCESS_IDLE;
HashSet<Callable> visibility_filters;
HashSet<int> peer_visibility;
Vector<Watcher> watchers;
uint64_t last_watch_usec = 0;
ObjectID root_node_cache;
uint64_t last_sync_usec = 0;
uint16_t last_inbound_sync = 0;
uint32_t net_id = 0;
bool sync_started = false;
static Object *_get_prop_target(Object *p_obj, const NodePath &p_prop);
void _start();
void _stop();
void _update_process();
Error _watch_changes(uint64_t p_usec);
protected:
static void _bind_methods();
void _notification(int p_what);
public:
static Error get_state(const List<NodePath> &p_properties, Object *p_obj, Vector<Variant> &r_variant, Vector<const Variant *> &r_variant_ptrs);
static Error set_state(const List<NodePath> &p_properties, Object *p_obj, const Vector<Variant> &p_state);
void reset();
Node *get_root_node();
uint32_t get_net_id() const;
void set_net_id(uint32_t p_net_id);
bool update_outbound_sync_time(uint64_t p_usec);
bool update_inbound_sync_time(uint16_t p_network_time);
PackedStringArray get_configuration_warnings() const override;
void set_replication_interval(double p_interval);
double get_replication_interval() const;
void set_delta_interval(double p_interval);
double get_delta_interval() const;
void set_replication_config(Ref<SceneReplicationConfig> p_config);
Ref<SceneReplicationConfig> get_replication_config();
void set_root_path(const NodePath &p_path);
NodePath get_root_path() const;
virtual void set_multiplayer_authority(int p_peer_id, bool p_recursive = true) override;
bool is_visibility_public() const;
void set_visibility_public(bool p_public);
bool is_visible_to(int p_peer);
void set_visibility_for(int p_peer, bool p_visible);
bool get_visibility_for(int p_peer) const;
void update_visibility(int p_for_peer);
void set_visibility_update_mode(VisibilityUpdateMode p_mode);
void add_visibility_filter(Callable p_callback);
void remove_visibility_filter(Callable p_callback);
VisibilityUpdateMode get_visibility_update_mode() const;
List<Variant> get_delta_state(uint64_t p_cur_usec, uint64_t p_last_usec, uint64_t &r_indexes);
List<NodePath> get_delta_properties(uint64_t p_indexes);
SceneReplicationConfig *get_replication_config_ptr() const;
MultiplayerSynchronizer();
};
VARIANT_ENUM_CAST(MultiplayerSynchronizer::VisibilityUpdateMode);
#endif // MULTIPLAYER_SYNCHRONIZER_H