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- /**************************************************************************/
- /* 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
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