311a27281f
Access the various internal components (cache/replicator) via pointer, to avoid unnecessary overhead.
155 lines
6.3 KiB
C++
155 lines
6.3 KiB
C++
/**************************************************************************/
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/* scene_replication_interface.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 SCENE_REPLICATION_INTERFACE_H
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#define SCENE_REPLICATION_INTERFACE_H
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#include "multiplayer_spawner.h"
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#include "multiplayer_synchronizer.h"
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#include "core/object/ref_counted.h"
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class SceneMultiplayer;
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class SceneCacheInterface;
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class SceneReplicationInterface : public RefCounted {
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GDCLASS(SceneReplicationInterface, RefCounted);
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private:
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struct TrackedNode {
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ObjectID id;
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uint32_t net_id = 0;
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uint32_t remote_peer = 0;
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ObjectID spawner;
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HashSet<ObjectID> synchronizers;
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bool operator==(const ObjectID &p_other) { return id == p_other; }
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TrackedNode() {}
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TrackedNode(const ObjectID &p_id) { id = p_id; }
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TrackedNode(const ObjectID &p_id, uint32_t p_net_id) {
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id = p_id;
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net_id = p_net_id;
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}
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};
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struct PeerInfo {
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HashSet<ObjectID> sync_nodes;
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HashSet<ObjectID> spawn_nodes;
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HashMap<ObjectID, uint64_t> last_watch_usecs;
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HashMap<uint32_t, ObjectID> recv_sync_ids;
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HashMap<uint32_t, ObjectID> recv_nodes;
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uint16_t last_sent_sync = 0;
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};
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// Replication state.
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HashMap<int, PeerInfo> peers_info;
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uint32_t last_net_id = 0;
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HashMap<ObjectID, TrackedNode> tracked_nodes;
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HashSet<ObjectID> spawned_nodes;
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HashSet<ObjectID> sync_nodes;
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// Pending local spawn information (handles spawning nested nodes during ready).
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HashSet<ObjectID> spawn_queue;
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// Pending remote spawn information.
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ObjectID pending_spawn;
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int pending_spawn_remote = 0;
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const uint8_t *pending_buffer = nullptr;
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int pending_buffer_size = 0;
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List<uint32_t> pending_sync_net_ids;
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// Replicator config.
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SceneMultiplayer *multiplayer = nullptr;
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SceneCacheInterface *multiplayer_cache = nullptr;
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PackedByteArray packet_cache;
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int sync_mtu = 1350; // Highly dependent on underlying protocol.
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int delta_mtu = 65535;
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TrackedNode &_track(const ObjectID &p_id);
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void _untrack(const ObjectID &p_id);
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void _node_ready(const ObjectID &p_oid);
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bool _has_authority(const Node *p_node);
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bool _verify_synchronizer(int p_peer, MultiplayerSynchronizer *p_sync, uint32_t &r_net_id);
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MultiplayerSynchronizer *_find_synchronizer(int p_peer, uint32_t p_net_ida);
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void _send_sync(int p_peer, const HashSet<ObjectID> p_synchronizers, uint16_t p_sync_net_time, uint64_t p_usec);
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void _send_delta(int p_peer, const HashSet<ObjectID> p_synchronizers, uint64_t p_usec, const HashMap<ObjectID, uint64_t> p_last_watch_usecs);
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Error _make_spawn_packet(Node *p_node, MultiplayerSpawner *p_spawner, int &r_len);
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Error _make_despawn_packet(Node *p_node, int &r_len);
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Error _send_raw(const uint8_t *p_buffer, int p_size, int p_peer, bool p_reliable);
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void _visibility_changed(int p_peer, ObjectID p_oid);
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Error _update_sync_visibility(int p_peer, MultiplayerSynchronizer *p_sync);
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Error _update_spawn_visibility(int p_peer, const ObjectID &p_oid);
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void _free_remotes(const PeerInfo &p_info);
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template <class T>
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static T *get_id_as(const ObjectID &p_id) {
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return p_id.is_valid() ? Object::cast_to<T>(ObjectDB::get_instance(p_id)) : nullptr;
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}
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#ifdef DEBUG_ENABLED
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_FORCE_INLINE_ void _profile_node_data(const String &p_what, ObjectID p_id, int p_size);
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#endif
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public:
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static void make_default();
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void on_reset();
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void on_peer_change(int p_id, bool p_connected);
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Error on_spawn(Object *p_obj, Variant p_config);
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Error on_despawn(Object *p_obj, Variant p_config);
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Error on_replication_start(Object *p_obj, Variant p_config);
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Error on_replication_stop(Object *p_obj, Variant p_config);
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void on_network_process();
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Error on_spawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len);
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Error on_despawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len);
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Error on_sync_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len);
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Error on_delta_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len);
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bool is_rpc_visible(const ObjectID &p_oid, int p_peer) const;
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void set_max_sync_packet_size(int p_size);
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int get_max_sync_packet_size() const;
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void set_max_delta_packet_size(int p_size);
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int get_max_delta_packet_size() const;
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SceneReplicationInterface(SceneMultiplayer *p_multiplayer, SceneCacheInterface *p_cache) {
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multiplayer = p_multiplayer;
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multiplayer_cache = p_cache;
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}
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};
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#endif // SCENE_REPLICATION_INTERFACE_H
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