godot/core/multiplayer/multiplayer_replicator.h

139 lines
6.5 KiB
C++

/*************************************************************************/
/* multiplayer_replicator.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 MULTIPLAYER_REPLICATOR_H
#define MULTIPLAYER_REPLICATOR_H
#include "core/multiplayer/multiplayer_api.h"
#include "core/io/resource_uid.h"
#include "core/templates/hash_map.h"
#include "core/variant/typed_array.h"
class MultiplayerReplicator : public Object {
GDCLASS(MultiplayerReplicator, Object);
public:
enum {
SPAWN_CMD_OFFSET = 9,
SYNC_CMD_OFFSET = 9,
};
enum ReplicationMode {
REPLICATION_MODE_NONE,
REPLICATION_MODE_SERVER,
REPLICATION_MODE_CUSTOM,
};
struct SceneConfig {
ReplicationMode mode;
uint64_t sync_interval = 0;
uint64_t sync_last = 0;
uint8_t sync_recv = 0;
List<StringName> properties;
List<StringName> sync_properties;
Callable on_spawn_despawn_send;
Callable on_spawn_despawn_receive;
Callable on_sync_send;
Callable on_sync_receive;
};
protected:
static void _bind_methods();
private:
enum {
BYTE_OR_ZERO_SHIFT = MultiplayerAPI::CMD_FLAG_0_SHIFT,
};
enum {
BYTE_OR_ZERO_FLAG = 1 << BYTE_OR_ZERO_SHIFT,
};
MultiplayerAPI *multiplayer = nullptr;
Vector<uint8_t> packet_cache;
Map<ResourceUID::ID, SceneConfig> replications;
Map<ObjectID, ResourceUID::ID> replicated_nodes;
HashMap<ResourceUID::ID, List<ObjectID>> tracked_objects;
// Encoding
Error _get_state(const List<StringName> &p_properties, const Object *p_obj, List<Variant> &r_variant);
Error _encode_state(const List<Variant> &p_variants, uint8_t *p_buffer, int &r_len, bool *r_raw = nullptr);
Error _decode_state(const List<StringName> &p_cfg, Object *p_obj, const uint8_t *p_buffer, int p_len, int &r_len, bool p_raw = false);
// Spawn
Error _spawn_despawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer, bool p_spawn);
Error _send_spawn_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data, bool p_spawn);
void _process_default_spawn_despawn(int p_from, const ResourceUID::ID &p_scene_id, const uint8_t *p_packet, int p_packet_len, bool p_spawn);
Error _send_default_spawn_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, Object *p_obj, const NodePath &p_path, bool p_spawn);
// Sync
void _process_default_sync(const ResourceUID::ID &p_id, const uint8_t *p_packet, int p_packet_len);
Error _sync_all_default(const ResourceUID::ID &p_scene_id, int p_peer);
void _track(const ResourceUID::ID &p_scene_id, Object *p_object);
void _untrack(const ResourceUID::ID &p_scene_id, Object *p_object);
public:
void clear();
// Encoding
PackedByteArray encode_state(const ResourceUID::ID &p_scene_id, const Object *p_node, bool p_initial);
Error decode_state(const ResourceUID::ID &p_scene_id, Object *p_node, PackedByteArray p_data, bool p_initial);
// Spawn
Error spawn_config(const ResourceUID::ID &p_id, ReplicationMode p_mode, const TypedArray<StringName> &p_props = TypedArray<StringName>(), const Callable &p_on_send = Callable(), const Callable &p_on_recv = Callable());
Error spawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer = 0);
Error despawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer = 0);
Error send_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data = Variant(), const NodePath &p_path = NodePath());
Error send_spawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data = Variant(), const NodePath &p_path = NodePath());
// Sync
Error sync_config(const ResourceUID::ID &p_id, uint64_t p_interval, const TypedArray<StringName> &p_props = TypedArray<StringName>(), const Callable &p_on_send = Callable(), const Callable &p_on_recv = Callable());
Error sync_all(const ResourceUID::ID &p_scene_id, int p_peer);
Error send_sync(int p_peer_id, const ResourceUID::ID &p_scene_id, PackedByteArray p_data, Multiplayer::TransferMode p_mode, int p_channel);
void track(const ResourceUID::ID &p_scene_id, Object *p_object);
void untrack(const ResourceUID::ID &p_scene_id, Object *p_object);
// Used by MultiplayerAPI
void spawn_all(int p_peer);
void process_spawn_despawn(int p_from, const uint8_t *p_packet, int p_packet_len, bool p_spawn);
void process_sync(int p_from, const uint8_t *p_packet, int p_packet_len);
void scene_enter_exit_notify(const String &p_scene, Node *p_node, bool p_enter);
void poll();
MultiplayerReplicator(MultiplayerAPI *p_multiplayer) {
multiplayer = p_multiplayer;
}
};
VARIANT_ENUM_CAST(MultiplayerReplicator::ReplicationMode);
#endif // MULTIPLAYER_REPLICATOR_H