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This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module ("local" includes) should be listed first in their own block using relative paths, before Godot's "core" includes which use "absolute" (project folder relative) paths, and finally thirdparty includes. Includes in `#ifdef`s come after their relevant section, i.e. the overall structure is: - Local includes * Conditional local includes - Core includes * Conditional core includes - Thirdparty includes * Conditional thirdparty includes
128 lines
5.1 KiB
C++
128 lines
5.1 KiB
C++
/**************************************************************************/
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/* multiplayer_synchronizer.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 MULTIPLAYER_SYNCHRONIZER_H
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#define MULTIPLAYER_SYNCHRONIZER_H
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#include "scene_replication_config.h"
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#include "scene/main/node.h"
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class MultiplayerSynchronizer : public Node {
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GDCLASS(MultiplayerSynchronizer, Node);
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public:
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enum VisibilityUpdateMode {
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VISIBILITY_PROCESS_IDLE,
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VISIBILITY_PROCESS_PHYSICS,
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VISIBILITY_PROCESS_NONE,
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};
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private:
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struct Watcher {
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NodePath prop;
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uint64_t last_change_usec = 0;
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Variant value;
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};
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Ref<SceneReplicationConfig> replication_config;
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NodePath root_path = NodePath(".."); // Start with parent, like with AnimationPlayer.
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uint64_t sync_interval_usec = 0;
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uint64_t delta_interval_usec = 0;
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VisibilityUpdateMode visibility_update_mode = VISIBILITY_PROCESS_IDLE;
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HashSet<Callable> visibility_filters;
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HashSet<int> peer_visibility;
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Vector<Watcher> watchers;
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uint64_t last_watch_usec = 0;
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ObjectID root_node_cache;
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uint64_t last_sync_usec = 0;
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uint16_t last_inbound_sync = 0;
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uint32_t net_id = 0;
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static Object *_get_prop_target(Object *p_obj, const NodePath &p_prop);
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void _start();
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void _stop();
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void _update_process();
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Error _watch_changes(uint64_t p_usec);
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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static Error get_state(const List<NodePath> &p_properties, Object *p_obj, Vector<Variant> &r_variant, Vector<const Variant *> &r_variant_ptrs);
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static Error set_state(const List<NodePath> &p_properties, Object *p_obj, const Vector<Variant> &p_state);
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void reset();
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Node *get_root_node();
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uint32_t get_net_id() const;
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void set_net_id(uint32_t p_net_id);
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bool update_outbound_sync_time(uint64_t p_usec);
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bool update_inbound_sync_time(uint16_t p_network_time);
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PackedStringArray get_configuration_warnings() const override;
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void set_replication_interval(double p_interval);
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double get_replication_interval() const;
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void set_delta_interval(double p_interval);
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double get_delta_interval() const;
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void set_replication_config(Ref<SceneReplicationConfig> p_config);
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Ref<SceneReplicationConfig> get_replication_config();
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void set_root_path(const NodePath &p_path);
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NodePath get_root_path() const;
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virtual void set_multiplayer_authority(int p_peer_id, bool p_recursive = true) override;
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bool is_visibility_public() const;
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void set_visibility_public(bool p_public);
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bool is_visible_to(int p_peer);
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void set_visibility_for(int p_peer, bool p_visible);
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bool get_visibility_for(int p_peer) const;
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void update_visibility(int p_for_peer);
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void set_visibility_update_mode(VisibilityUpdateMode p_mode);
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void add_visibility_filter(Callable p_callback);
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void remove_visibility_filter(Callable p_callback);
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VisibilityUpdateMode get_visibility_update_mode() const;
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List<Variant> get_delta_state(uint64_t p_cur_usec, uint64_t p_last_usec, uint64_t &r_indexes);
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List<NodePath> get_delta_properties(uint64_t p_indexes);
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MultiplayerSynchronizer();
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};
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VARIANT_ENUM_CAST(MultiplayerSynchronizer::VisibilityUpdateMode);
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#endif // MULTIPLAYER_SYNCHRONIZER_H
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