/*************************************************************************/ /* multiplayer_replicator.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 MULTIPLAYER_REPLICATOR_H #define MULTIPLAYER_REPLICATOR_H #include "core/io/multiplayer_api.h" #include "core/variant/typed_array.h" class MultiplayerReplicator : public Object { GDCLASS(MultiplayerReplicator, Object); public: enum { SPAWN_CMD_OFFSET = 9, SYNC_CMD_OFFSET = 9, }; enum ReplicationMode { REPLICATION_MODE_NONE, REPLICATION_MODE_SERVER, REPLICATION_MODE_CUSTOM, }; struct SceneConfig { ReplicationMode mode; uint64_t sync_interval = 0; uint64_t sync_last = 0; uint8_t sync_recv = 0; List properties; List sync_properties; Callable on_spawn_despawn_send; Callable on_spawn_despawn_receive; Callable on_sync_send; Callable on_sync_receive; }; protected: static void _bind_methods(); private: MultiplayerAPI *multiplayer = nullptr; Vector packet_cache; Map replications; Map replicated_nodes; Map> tracked_objects; // Encoding Error _get_state(const List &p_properties, const Object *p_obj, List &r_variant); Error _encode_state(const List &p_variants, uint8_t *p_buffer, int &r_len, bool *r_raw = nullptr); Error _decode_state(const List &p_cfg, Object *p_obj, const uint8_t *p_buffer, int p_len, int &r_len, bool p_raw = false); // Spawn Error _spawn_despawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer, bool p_spawn); Error _send_spawn_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data, bool p_spawn); void _process_default_spawn_despawn(int p_from, const ResourceUID::ID &p_scene_id, const uint8_t *p_packet, int p_packet_len, bool p_spawn); Error _send_default_spawn_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, Object *p_obj, const NodePath &p_path, bool p_spawn); // Sync void _process_default_sync(const ResourceUID::ID &p_id, const uint8_t *p_packet, int p_packet_len); Error _sync_all_default(const ResourceUID::ID &p_scene_id, int p_peer); void _track(const ResourceUID::ID &p_scene_id, Object *p_object); void _untrack(const ResourceUID::ID &p_scene_id, Object *p_object); public: void clear(); // Encoding PackedByteArray encode_state(const ResourceUID::ID &p_scene_id, const Object *p_node, bool p_initial); Error decode_state(const ResourceUID::ID &p_scene_id, Object *p_node, PackedByteArray p_data, bool p_initial); // Spawn Error spawn_config(const ResourceUID::ID &p_id, ReplicationMode p_mode, const TypedArray &p_props = TypedArray(), const Callable &p_on_send = Callable(), const Callable &p_on_recv = Callable()); Error spawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer = 0); Error despawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer = 0); Error send_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data = Variant(), const NodePath &p_path = NodePath()); Error send_spawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data = Variant(), const NodePath &p_path = NodePath()); // Sync Error sync_config(const ResourceUID::ID &p_id, uint64_t p_interval, const TypedArray &p_props = TypedArray(), const Callable &p_on_send = Callable(), const Callable &p_on_recv = Callable()); Error sync_all(const ResourceUID::ID &p_scene_id, int p_peer); Error send_sync(int p_peer_id, const ResourceUID::ID &p_scene_id, PackedByteArray p_data, MultiplayerPeer::TransferMode p_mode, int p_channel); void track(const ResourceUID::ID &p_scene_id, Object *p_object); void untrack(const ResourceUID::ID &p_scene_id, Object *p_object); // Used by MultiplayerAPI void spawn_all(int p_peer); void process_spawn_despawn(int p_from, const uint8_t *p_packet, int p_packet_len, bool p_spawn); void process_sync(int p_from, const uint8_t *p_packet, int p_packet_len); void scene_enter_exit_notify(const String &p_scene, Node *p_node, bool p_enter); void poll(); MultiplayerReplicator(MultiplayerAPI *p_multiplayer) { multiplayer = p_multiplayer; } }; VARIANT_ENUM_CAST(MultiplayerReplicator::ReplicationMode); #endif // MULTIPLAYER_REPLICATOR_H