ddee5f6050
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).
87 lines
4.3 KiB
C++
87 lines
4.3 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) 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_TREE_REPLICATOR_INTERFACE_H
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#define SCENE_TREE_REPLICATOR_INTERFACE_H
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#include "core/multiplayer/multiplayer_api.h"
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#include "scene/multiplayer/scene_replication_state.h"
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class SceneReplicationInterface : public MultiplayerReplicationInterface {
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GDCLASS(SceneReplicationInterface, MultiplayerReplicationInterface);
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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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MultiplayerAPI *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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protected:
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static MultiplayerReplicationInterface *_create(MultiplayerAPI *p_multiplayer);
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public:
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static void make_default();
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virtual void on_reset() override;
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virtual void on_peer_change(int p_id, bool p_connected) override;
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virtual Error on_spawn(Object *p_obj, Variant p_config) override;
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virtual Error on_despawn(Object *p_obj, Variant p_config) override;
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virtual Error on_replication_start(Object *p_obj, Variant p_config) override;
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virtual Error on_replication_stop(Object *p_obj, Variant p_config) override;
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virtual void on_network_process() override;
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virtual Error on_spawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) override;
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virtual Error on_despawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) override;
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virtual Error on_sync_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) override;
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SceneReplicationInterface(MultiplayerAPI *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_TREE_REPLICATOR_INTERFACE_H
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