ca7d572908
- RPC configurations are now dictionaries. - Script.get_rpc_methods renamed to Script.get_rpc_config. - Node.rpc[_id] and Callable.rpc now return an Error. - Refactor MultiplayerAPI to allow extension. - New MultiplayerAPI.rpc method with Array argument (for scripts). - Move the default MultiplayerAPI implementation to a module.
86 lines
4 KiB
C++
86 lines
4 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) 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 SCENE_REPLICATION_INTERFACE_H
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#define SCENE_REPLICATION_INTERFACE_H
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#include "scene/main/multiplayer_api.h"
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#include "scene_replication_state.h"
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class SceneMultiplayer;
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class SceneReplicationInterface : public RefCounted {
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GDCLASS(SceneReplicationInterface, RefCounted);
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private:
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void _send_sync(int p_peer, uint64_t p_msec);
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Error _make_spawn_packet(Node *p_node, 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, const ObjectID &p_oid);
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Error _update_spawn_visibility(int p_peer, const ObjectID &p_oid);
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void _free_remotes(int p_peer);
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Ref<SceneReplicationState> rep_state;
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SceneMultiplayer *multiplayer = 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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// An hack to apply the initial state before ready.
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ObjectID pending_spawn;
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const uint8_t *pending_buffer = nullptr;
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int pending_buffer_size = 0;
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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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SceneReplicationInterface(SceneMultiplayer *p_multiplayer) {
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rep_state.instantiate();
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multiplayer = p_multiplayer;
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}
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};
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#endif // SCENE_REPLICATION_INTERFACE_H
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