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Implemented using MultiplayerSynchronizers. If you didn't use the synchronizer visibility features, nothing changes. If you were using visibility, RPCs to broadcast should now behave as expected in most configurations (i.e. by sending the RPC to _visible_ peers). If you want to limit the visibility of RPCs for a node, add a synchronizer for it, and configure the visibility via "set_visibility_for" or by adding a visibility filter.
136 lines
5.5 KiB
C++
136 lines
5.5 KiB
C++
/*************************************************************************/
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/* scene_replication_interface.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SCENE_REPLICATION_INTERFACE_H
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#define SCENE_REPLICATION_INTERFACE_H
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#include "core/object/ref_counted.h"
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#include "multiplayer_spawner.h"
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#include "multiplayer_synchronizer.h"
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class SceneMultiplayer;
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class SceneReplicationInterface : public RefCounted {
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GDCLASS(SceneReplicationInterface, RefCounted);
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private:
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struct TrackedNode {
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ObjectID id;
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uint32_t net_id = 0;
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uint32_t remote_peer = 0;
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ObjectID spawner;
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HashSet<ObjectID> synchronizers;
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bool operator==(const ObjectID &p_other) { return id == p_other; }
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_FORCE_INLINE_ MultiplayerSpawner *get_spawner() const { return spawner.is_valid() ? Object::cast_to<MultiplayerSpawner>(ObjectDB::get_instance(spawner)) : nullptr; }
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TrackedNode() {}
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TrackedNode(const ObjectID &p_id) { id = p_id; }
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TrackedNode(const ObjectID &p_id, uint32_t p_net_id) {
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id = p_id;
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net_id = p_net_id;
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}
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};
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struct PeerInfo {
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HashSet<ObjectID> sync_nodes;
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HashSet<ObjectID> spawn_nodes;
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HashMap<uint32_t, ObjectID> recv_sync_ids;
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HashMap<uint32_t, ObjectID> recv_nodes;
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uint16_t last_sent_sync = 0;
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};
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// Replication state.
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HashMap<int, PeerInfo> peers_info;
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uint32_t last_net_id = 0;
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HashMap<ObjectID, TrackedNode> tracked_nodes;
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HashSet<ObjectID> spawned_nodes;
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HashSet<ObjectID> sync_nodes;
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// Pending spawn information.
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ObjectID pending_spawn;
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int pending_spawn_remote = 0;
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const uint8_t *pending_buffer = nullptr;
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int pending_buffer_size = 0;
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List<uint32_t> pending_sync_net_ids;
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// Replicator config.
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SceneMultiplayer *multiplayer = nullptr;
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PackedByteArray packet_cache;
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int sync_mtu = 1350; // Highly dependent on underlying protocol.
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TrackedNode &_track(const ObjectID &p_id);
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void _untrack(const ObjectID &p_id);
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void _send_sync(int p_peer, const HashSet<ObjectID> p_synchronizers, uint16_t p_sync_net_time, uint64_t p_msec);
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Error _make_spawn_packet(Node *p_node, MultiplayerSpawner *p_spawner, int &r_len);
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Error _make_despawn_packet(Node *p_node, int &r_len);
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Error _send_raw(const uint8_t *p_buffer, int p_size, int p_peer, bool p_reliable);
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void _visibility_changed(int p_peer, ObjectID p_oid);
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Error _update_sync_visibility(int p_peer, MultiplayerSynchronizer *p_sync);
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Error _update_spawn_visibility(int p_peer, const ObjectID &p_oid);
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void _free_remotes(const PeerInfo &p_info);
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template <class T>
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static T *get_id_as(const ObjectID &p_id) {
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return p_id.is_valid() ? Object::cast_to<T>(ObjectDB::get_instance(p_id)) : nullptr;
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}
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#ifdef DEBUG_ENABLED
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_FORCE_INLINE_ void _profile_node_data(const String &p_what, ObjectID p_id, int p_size);
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#endif
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public:
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static void make_default();
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void on_reset();
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void on_peer_change(int p_id, bool p_connected);
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Error on_spawn(Object *p_obj, Variant p_config);
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Error on_despawn(Object *p_obj, Variant p_config);
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Error on_replication_start(Object *p_obj, Variant p_config);
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Error on_replication_stop(Object *p_obj, Variant p_config);
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void on_network_process();
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Error on_spawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len);
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Error on_despawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len);
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Error on_sync_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len);
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bool is_rpc_visible(const ObjectID &p_oid, int p_peer) const;
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SceneReplicationInterface(SceneMultiplayer *p_multiplayer) {
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multiplayer = p_multiplayer;
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}
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};
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#endif // SCENE_REPLICATION_INTERFACE_H
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