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MultiplayerSynchronizers can now be configured to limit their visibility to a subset of the connected peers, if the synchronized node was spawned by a MultiplayerSpawner (either automatically or via custom spawn) the given node will also be despawned remotely. The replication system doesn't have the logic to handle subspawn directly, but it is possible to handle them appropriately by manually updating the visibility of the parent before changing the one of the nested spawns via the "update_visibility" function. The visibility of each MultiplayerSynchronizer can be controlled by adding or remove filters via "[add|remove]_visibility_filter(callable)". To further optimize the network code, visibility filters can be configured to be automatically updated during idle or physics frame, or set to always require manual update (via the "update_visibility" function).
197 lines
8.5 KiB
C++
197 lines
8.5 KiB
C++
/*************************************************************************/
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/* multiplayer_api.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 MULTIPLAYER_API_H
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#define MULTIPLAYER_API_H
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#include "core/multiplayer/multiplayer.h"
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#include "core/multiplayer/multiplayer_peer.h"
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#include "core/object/ref_counted.h"
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class MultiplayerAPI;
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class MultiplayerReplicationInterface : public RefCounted {
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GDCLASS(MultiplayerReplicationInterface, RefCounted);
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public:
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virtual void on_peer_change(int p_id, bool p_connected) {}
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virtual void on_reset() {}
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virtual Error on_spawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) { return ERR_UNAVAILABLE; }
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virtual Error on_despawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) { return ERR_UNAVAILABLE; }
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virtual Error on_sync_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) { return ERR_UNAVAILABLE; }
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virtual Error on_spawn(Object *p_obj, Variant p_config) { return ERR_UNAVAILABLE; }
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virtual Error on_despawn(Object *p_obj, Variant p_config) { return ERR_UNAVAILABLE; }
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virtual Error on_replication_start(Object *p_obj, Variant p_config) { return ERR_UNAVAILABLE; }
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virtual Error on_replication_stop(Object *p_obj, Variant p_config) { return ERR_UNAVAILABLE; }
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virtual void on_network_process() {}
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MultiplayerReplicationInterface() {}
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};
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class MultiplayerRPCInterface : public RefCounted {
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GDCLASS(MultiplayerRPCInterface, RefCounted);
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public:
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// Called by Node.rpc
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virtual void rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) {}
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virtual void process_rpc(int p_from, const uint8_t *p_packet, int p_packet_len) {}
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virtual String get_rpc_md5(const Object *p_obj) const { return String(); }
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MultiplayerRPCInterface() {}
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};
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class MultiplayerCacheInterface : public RefCounted {
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GDCLASS(MultiplayerCacheInterface, RefCounted);
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public:
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virtual void clear() {}
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virtual void on_peer_change(int p_id, bool p_connected) {}
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virtual void process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len) {}
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virtual void process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len) {}
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// Returns true if all peers have cached path.
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virtual bool send_object_cache(Object *p_obj, int p_target, int &r_id) { return false; }
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virtual int make_object_cache(Object *p_obj) { return false; }
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virtual Object *get_cached_object(int p_from, uint32_t p_cache_id) { return nullptr; }
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virtual bool is_cache_confirmed(NodePath p_path, int p_peer) { return false; }
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MultiplayerCacheInterface() {}
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};
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class MultiplayerAPI : public RefCounted {
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GDCLASS(MultiplayerAPI, RefCounted);
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public:
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enum NetworkCommands {
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NETWORK_COMMAND_REMOTE_CALL = 0,
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NETWORK_COMMAND_SIMPLIFY_PATH,
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NETWORK_COMMAND_CONFIRM_PATH,
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NETWORK_COMMAND_RAW,
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NETWORK_COMMAND_SPAWN,
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NETWORK_COMMAND_DESPAWN,
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NETWORK_COMMAND_SYNC,
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};
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// For each command, the 4 MSB can contain custom flags, as defined by subsystems.
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enum {
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CMD_FLAG_0_SHIFT = 4,
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CMD_FLAG_1_SHIFT = 5,
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CMD_FLAG_2_SHIFT = 6,
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CMD_FLAG_3_SHIFT = 7,
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};
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// This is the mask that will be used to extract the command.
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enum {
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CMD_MASK = 7, // 0x7 -> 0b00001111
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};
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private:
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Ref<MultiplayerPeer> multiplayer_peer;
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HashSet<int> connected_peers;
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int remote_sender_id = 0;
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int remote_sender_override = 0;
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Vector<uint8_t> packet_cache;
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NodePath root_path;
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bool allow_object_decoding = false;
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Ref<MultiplayerCacheInterface> cache;
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Ref<MultiplayerReplicationInterface> replicator;
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Ref<MultiplayerRPCInterface> rpc;
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protected:
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static void _bind_methods();
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void _process_packet(int p_from, const uint8_t *p_packet, int p_packet_len);
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void _process_raw(int p_from, const uint8_t *p_packet, int p_packet_len);
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public:
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static MultiplayerReplicationInterface *(*create_default_replication_interface)(MultiplayerAPI *p_multiplayer);
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static MultiplayerRPCInterface *(*create_default_rpc_interface)(MultiplayerAPI *p_multiplayer);
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static MultiplayerCacheInterface *(*create_default_cache_interface)(MultiplayerAPI *p_multiplayer);
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static Error encode_and_compress_variant(const Variant &p_variant, uint8_t *p_buffer, int &r_len, bool p_allow_object_decoding);
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static Error decode_and_decompress_variant(Variant &r_variant, const uint8_t *p_buffer, int p_len, int *r_len, bool p_allow_object_decoding);
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static Error encode_and_compress_variants(const Variant **p_variants, int p_count, uint8_t *p_buffer, int &r_len, bool *r_raw = nullptr, bool p_allow_object_decoding = false);
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static Error decode_and_decompress_variants(Vector<Variant> &r_variants, const uint8_t *p_buffer, int p_len, int &r_len, bool p_raw = false, bool p_allow_object_decoding = false);
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void poll();
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void clear();
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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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void set_multiplayer_peer(const Ref<MultiplayerPeer> &p_peer);
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Ref<MultiplayerPeer> get_multiplayer_peer() const;
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Error send_bytes(Vector<uint8_t> p_data, int p_to = MultiplayerPeer::TARGET_PEER_BROADCAST, Multiplayer::TransferMode p_mode = Multiplayer::TRANSFER_MODE_RELIABLE, int p_channel = 0);
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// RPC API
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void rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount);
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String get_rpc_md5(const Object *p_obj) const;
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// Replication API
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Error spawn(Object *p_object, Variant p_config);
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Error despawn(Object *p_object, Variant p_config);
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Error replication_start(Object *p_object, Variant p_config);
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Error replication_stop(Object *p_object, Variant p_config);
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// Cache API
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bool send_object_cache(Object *p_obj, int p_target, int &r_id);
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int make_object_cache(Object *p_obj);
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Object *get_cached_object(int p_from, uint32_t p_cache_id);
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bool is_cache_confirmed(NodePath p_path, int p_peer);
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void _add_peer(int p_id);
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void _del_peer(int p_id);
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void _connected_to_server();
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void _connection_failed();
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void _server_disconnected();
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bool has_multiplayer_peer() const { return multiplayer_peer.is_valid(); }
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Vector<int> get_peer_ids() const;
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const HashSet<int> get_connected_peers() const { return connected_peers; }
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int get_remote_sender_id() const { return remote_sender_override ? remote_sender_override : remote_sender_id; }
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void set_remote_sender_override(int p_id) { remote_sender_override = p_id; }
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int get_unique_id() const;
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bool is_server() const;
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void set_refuse_new_connections(bool p_refuse);
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bool is_refusing_new_connections() const;
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void set_allow_object_decoding(bool p_enable);
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bool is_object_decoding_allowed() const;
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#ifdef DEBUG_ENABLED
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void profile_bandwidth(const String &p_inout, int p_size);
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#endif
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MultiplayerAPI();
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~MultiplayerAPI();
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};
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#endif // MULTIPLAYER_API_H
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