virtualx-engine/scene/multiplayer/scene_cache_interface.h
Fabio Alessandrelli ddee5f6050 Add peer visibility to MultiplayerSynchronizer.
MultiplayerSynchronizers can now be configured to limit their visibility
to a subset of the connected peers, if the synchronized node was spawned
by a MultiplayerSpawner (either automatically or via custom spawn) the
given node will also be despawned remotely.

The replication system doesn't have the logic to handle subspawn
directly, but it is possible to handle them appropriately by manually
updating the visibility of the parent before changing the one of the
nested spawns via the "update_visibility" function.

The visibility of each MultiplayerSynchronizer can be controlled by
adding or remove filters via "[add|remove]_visibility_filter(callable)".

To further optimize the network code, visibility filters can be configured
to be automatically updated during idle or physics frame, or set to always
require manual update (via the "update_visibility" function).
2022-07-20 19:08:35 +02:00

83 lines
3.8 KiB
C++

/*************************************************************************/
/* scene_cache_interface.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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#ifndef SCENE_CACHE_INTERFACE_H
#define SCENE_CACHE_INTERFACE_H
#include "core/multiplayer/multiplayer_api.h"
class SceneCacheInterface : public MultiplayerCacheInterface {
GDCLASS(SceneCacheInterface, MultiplayerCacheInterface);
private:
MultiplayerAPI *multiplayer = nullptr;
//path sent caches
struct PathSentCache {
HashMap<int, bool> confirmed_peers;
int id;
};
//path get caches
struct PathGetCache {
struct NodeInfo {
NodePath path;
ObjectID instance;
};
HashMap<int, NodeInfo> nodes;
};
HashMap<NodePath, PathSentCache> path_send_cache;
HashMap<int, PathGetCache> path_get_cache;
int last_send_cache_id = 1;
protected:
Error _send_confirm_path(Node *p_node, NodePath p_path, PathSentCache *psc, const List<int> &p_peers);
static MultiplayerCacheInterface *_create(MultiplayerAPI *p_multiplayer);
public:
static void make_default();
virtual void clear() override;
virtual void on_peer_change(int p_id, bool p_connected) override;
virtual void process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len) override;
virtual void process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len) override;
// Returns true if all peers have cached path.
virtual bool send_object_cache(Object *p_obj, int p_target, int &p_id) override;
virtual int make_object_cache(Object *p_obj) override;
virtual Object *get_cached_object(int p_from, uint32_t p_cache_id) override;
virtual bool is_cache_confirmed(NodePath p_path, int p_peer) override;
SceneCacheInterface(MultiplayerAPI *p_multiplayer) { multiplayer = p_multiplayer; }
};
#endif // SCENE_CACHE_INTERFACE_H