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- /**************************************************************************/
- /* 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 SceneCacheInterface;
- 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<ObjectID> 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<ObjectID> sync_nodes;
- HashSet<ObjectID> spawn_nodes;
- HashMap<ObjectID, uint64_t> last_watch_usecs;
- HashMap<uint32_t, ObjectID> recv_sync_ids;
- HashMap<uint32_t, ObjectID> recv_nodes;
- uint16_t last_sent_sync = 0;
- };
- // Replication state.
- HashMap<int, PeerInfo> peers_info;
- uint32_t last_net_id = 0;
- HashMap<ObjectID, TrackedNode> tracked_nodes;
- HashSet<ObjectID> spawned_nodes;
- HashSet<ObjectID> sync_nodes;
- // Pending local spawn information (handles spawning nested nodes during ready).
- HashSet<ObjectID> 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<uint32_t> pending_sync_net_ids;
- // Replicator config.
- SceneMultiplayer *multiplayer = nullptr;
- SceneCacheInterface *multiplayer_cache = 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<ObjectID> &p_synchronizers, uint16_t p_sync_net_time, uint64_t p_usec);
- void _send_delta(int p_peer, const HashSet<ObjectID> &p_synchronizers, uint64_t p_usec, const HashMap<ObjectID, uint64_t> &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 <typename T>
- static T *get_id_as(const ObjectID &p_id) {
- return p_id.is_valid() ? Object::cast_to<T>(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, SceneCacheInterface *p_cache) {
- multiplayer = p_multiplayer;
- multiplayer_cache = p_cache;
- }
- };
- #endif // SCENE_REPLICATION_INTERFACE_H
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