godot/scene/multiplayer/scene_replication_state.h
Fabio Alessandrelli ddee5f6050 Add peer visibility to MultiplayerSynchronizer.
MultiplayerSynchronizers can now be configured to limit their visibility
to a subset of the connected peers, if the synchronized node was spawned
by a MultiplayerSpawner (either automatically or via custom spawn) the
given node will also be despawned remotely.

The replication system doesn't have the logic to handle subspawn
directly, but it is possible to handle them appropriately by manually
updating the visibility of the parent before changing the one of the
nested spawns via the "update_visibility" function.

The visibility of each MultiplayerSynchronizer can be controlled by
adding or remove filters via "[add|remove]_visibility_filter(callable)".

To further optimize the network code, visibility filters can be configured
to be automatically updated during idle or physics frame, or set to always
require manual update (via the "update_visibility" function).
2022-07-20 19:08:35 +02:00

133 lines
6.1 KiB
C++

/*************************************************************************/
/* scene_replication_state.h */
/*************************************************************************/
/* This file is part of: */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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#ifndef SCENE_REPLICATON_STATE_H
#define SCENE_REPLICATON_STATE_H
#include "core/object/ref_counted.h"
class MultiplayerSpawner;
class MultiplayerSynchronizer;
class Node;
class SceneReplicationState : public RefCounted {
private:
struct TrackedNode {
ObjectID id;
uint32_t net_id = 0;
uint32_t remote_peer = 0;
ObjectID spawner;
ObjectID synchronizer;
uint16_t last_sync = 0;
uint64_t last_sync_msec = 0;
bool operator==(const ObjectID &p_other) { return id == p_other; }
Node *get_node() const { return id.is_valid() ? Object::cast_to<Node>(ObjectDB::get_instance(id)) : nullptr; }
MultiplayerSpawner *get_spawner() const { return spawner.is_valid() ? Object::cast_to<MultiplayerSpawner>(ObjectDB::get_instance(spawner)) : nullptr; }
MultiplayerSynchronizer *get_synchronizer() const { return synchronizer.is_valid() ? Object::cast_to<MultiplayerSynchronizer>(ObjectDB::get_instance(synchronizer)) : nullptr; }
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<ObjectID> sync_nodes;
HashSet<ObjectID> spawn_nodes;
HashMap<uint32_t, ObjectID> recv_nodes;
uint16_t last_sent_sync = 0;
uint16_t last_recv_sync = 0;
};
HashSet<int> known_peers;
uint32_t last_net_id = 0;
HashMap<ObjectID, TrackedNode> tracked_nodes;
HashMap<int, PeerInfo> peers_info;
HashSet<ObjectID> spawned_nodes;
HashSet<ObjectID> synced_nodes;
TrackedNode &_track(const ObjectID &p_id);
void _untrack(const ObjectID &p_id);
bool is_tracked(const ObjectID &p_id) const { return tracked_nodes.has(p_id); }
public:
const HashSet<int> get_peers() const { return known_peers; }
const HashSet<ObjectID> &get_spawned_nodes() const { return spawned_nodes; }
bool is_spawned_node(const ObjectID &p_id) const { return spawned_nodes.has(p_id); }
const HashSet<ObjectID> &get_synced_nodes() const { return synced_nodes; }
bool is_synced_node(const ObjectID &p_id) const { return synced_nodes.has(p_id); }
MultiplayerSynchronizer *get_synchronizer(const ObjectID &p_id) { return tracked_nodes.has(p_id) ? tracked_nodes[p_id].get_synchronizer() : nullptr; }
MultiplayerSpawner *get_spawner(const ObjectID &p_id) { return tracked_nodes.has(p_id) ? tracked_nodes[p_id].get_spawner() : nullptr; }
Node *get_node(const ObjectID &p_id) { return tracked_nodes.has(p_id) ? tracked_nodes[p_id].get_node() : nullptr; }
bool update_last_node_sync(const ObjectID &p_id, uint16_t p_time);
bool update_sync_time(const ObjectID &p_id, uint64_t p_msec);
uint32_t get_net_id(const ObjectID &p_id) const;
void set_net_id(const ObjectID &p_id, uint32_t p_net_id);
uint32_t ensure_net_id(const ObjectID &p_id);
void reset();
void on_peer_change(int p_peer, bool p_connected);
Error config_add_spawn(Node *p_node, MultiplayerSpawner *p_spawner);
Error config_del_spawn(Node *p_node, MultiplayerSpawner *p_spawner);
Error config_add_sync(Node *p_node, MultiplayerSynchronizer *p_sync);
Error config_del_sync(Node *p_node, MultiplayerSynchronizer *p_sync);
Error peer_add_sync(int p_peer, const ObjectID &p_id);
Error peer_del_sync(int p_peer, const ObjectID &p_id);
const HashSet<ObjectID> get_peer_sync_nodes(int p_peer);
bool is_peer_sync(int p_peer, const ObjectID &p_id) const;
Error peer_add_spawn(int p_peer, const ObjectID &p_id);
Error peer_del_spawn(int p_peer, const ObjectID &p_id);
const HashSet<ObjectID> get_peer_spawn_nodes(int p_peer);
bool is_peer_spawn(int p_peer, const ObjectID &p_id) const;
const HashMap<uint32_t, ObjectID> peer_get_remotes(int p_peer) const;
Node *peer_get_remote(int p_peer, uint32_t p_net_id);
Error peer_add_remote(int p_peer, uint32_t p_net_id, Node *p_node, MultiplayerSpawner *p_spawner);
Error peer_del_remote(int p_peer, uint32_t p_net_id, Node **r_node);
uint16_t peer_sync_next(int p_peer);
void peer_sync_recv(int p_peer, uint16_t p_time);
SceneReplicationState() {}
};
#endif // SCENE_REPLICATON_STATE_H