f79b90a6c0
Fix set_multiplayer_authority not resetting the synchronizer. Fix the reset function not clearing the watchers state. Skip wrap around check for the first sync packet after reset.
129 lines
5.2 KiB
C++
129 lines
5.2 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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bool sync_started = false;
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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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SceneReplicationConfig *get_replication_config_ptr() const;
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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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