virtualx-engine/modules/multiplayer/scene_cache_interface.h

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/**************************************************************************/
/* scene_cache_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_CACHE_INTERFACE_H
#define SCENE_CACHE_INTERFACE_H
#include "scene/main/multiplayer_api.h"
class Node;
class SceneMultiplayer;
class SceneCacheInterface : public RefCounted {
GDCLASS(SceneCacheInterface, RefCounted);
private:
SceneMultiplayer *multiplayer = nullptr;
//path sent caches
struct NodeCache {
int cache_id = 0;
HashMap<int, int> recv_ids; // peer id, remote cache id
HashMap<int, bool> confirmed_peers; // peer id, confirmed
};
struct RecvNode {
ObjectID oid;
NodePath path;
RecvNode(const ObjectID &p_oid, const NodePath &p_path) {
oid = p_oid;
path = p_path;
}
};
struct PeerInfo {
HashMap<int, RecvNode> recv_nodes; // remote cache id, (ObjectID, NodePath)
HashSet<ObjectID> sent_nodes;
};
HashMap<ObjectID, NodeCache> nodes_cache;
HashMap<int, ObjectID> assigned_ids;
HashMap<int, PeerInfo> peers_info;
int last_send_cache_id = 1;
void _remove_node_cache(ObjectID p_oid);
NodeCache &_track(Node *p_node);
protected:
Error _send_confirm_path(Node *p_node, NodeCache &p_cache, const List<int> &p_peers);
public:
void clear();
void on_peer_change(int p_id, bool p_connected);
void process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len);
void process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len);
// Returns true if all peers have cached path.
bool send_object_cache(Object *p_obj, int p_target, int &p_id);
int make_object_cache(Object *p_obj);
Object *get_cached_object(int p_from, uint32_t p_cache_id);
bool is_cache_confirmed(Node *p_path, int p_peer);
SceneCacheInterface(SceneMultiplayer *p_multiplayer) { multiplayer = p_multiplayer; }
};
#endif // SCENE_CACHE_INTERFACE_H