virtualx-engine/scene/multiplayer/scene_replication_interface.h
Fabio Alessandrelli d219547c96 [Net] New replication interface, spawner and synchronizer nodes.
Initial implementation of the MultiplayerReplicationInterface and its
default implementation (SceneReplicationInterface).

New MultiplayerSpawner node helps dealing with instantiation of scenes
on remote peers (e.g. clients).
It supports both custom spawns via a `_spawn_custom` virtual function,
and optional auto-spawn of known scenes via a TypedArray<PackedScenes>
property.

New MultiplayerSynchornizer helps synchronizing states between the local
and remote peers, supports both sync and spawn properties and is
configured via a `SceneReplicationConfig` resource.
It can also sync via path (i.e. without being spawned by a
MultiplayerSpawner if both peers has it in tree, but will not send the
spawn state in that case, only the sync one.
2022-02-04 14:56:30 +01:00

84 lines
4.1 KiB
C++

/*************************************************************************/
/* scene_replication_interface.h */
/*************************************************************************/
/* This file is part of: */
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#ifndef SCENE_TREE_REPLICATOR_INTERFACE_H
#define SCENE_TREE_REPLICATOR_INTERFACE_H
#include "core/multiplayer/multiplayer_api.h"
#include "scene/multiplayer/scene_replication_state.h"
class SceneReplicationInterface : public MultiplayerReplicationInterface {
GDCLASS(SceneReplicationInterface, MultiplayerReplicationInterface);
private:
void _send_sync(int p_peer, uint64_t p_msec);
Error _send_spawn(Node *p_node, MultiplayerSpawner *p_spawner, int p_peer);
Error _send_despawn(Node *p_node, int p_peer);
Error _send_raw(const uint8_t *p_buffer, int p_size, int p_peer, bool p_reliable);
void _free_remotes(int p_peer);
Ref<SceneReplicationState> rep_state;
MultiplayerAPI *multiplayer;
PackedByteArray packet_cache;
int sync_mtu = 1350; // Highly dependent on underlying protocol.
// An hack to apply the initial state before ready.
ObjectID pending_spawn;
const uint8_t *pending_buffer = nullptr;
int pending_buffer_size = 0;
protected:
static MultiplayerReplicationInterface *_create(MultiplayerAPI *p_multiplayer);
public:
static void make_default();
virtual void on_reset() override;
virtual void on_peer_change(int p_id, bool p_connected) override;
virtual Error on_spawn(Object *p_obj, Variant p_config) override;
virtual Error on_despawn(Object *p_obj, Variant p_config) override;
virtual Error on_replication_start(Object *p_obj, Variant p_config) override;
virtual Error on_replication_stop(Object *p_obj, Variant p_config) override;
virtual void on_network_process() override;
virtual Error on_spawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) override;
virtual Error on_despawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) override;
virtual Error on_sync_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) override;
SceneReplicationInterface(MultiplayerAPI *p_multiplayer) {
rep_state.instantiate();
multiplayer = p_multiplayer;
}
};
#endif // SCENE_TREE_REPLICATOR_INTERFACE_H