godot/modules/multiplayer/scene_replication_interface.h
Fabio Alessandrelli 9ce423914e [MP] Optimize internal authority checks
We already know which MultiplayerAPI a certain Node uses, so we don't
need to retrieve it via SceneTree every time.
2023-10-10 14:42:54 +02:00

153 lines
6.2 KiB
C++

/**************************************************************************/
/* 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 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;
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 <class 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) {
multiplayer = p_multiplayer;
}
};
#endif // SCENE_REPLICATION_INTERFACE_H