45af29da80
* Intended to replace RBSet in most cases. * Optimized for iteration speed
121 lines
5.6 KiB
C++
121 lines
5.6 KiB
C++
/*************************************************************************/
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/* scene_replication_state.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_REPLICATON_STATE_H
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#define SCENE_REPLICATON_STATE_H
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#include "core/object/ref_counted.h"
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class MultiplayerSpawner;
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class MultiplayerSynchronizer;
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class Node;
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class SceneReplicationState : public 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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ObjectID synchronizer;
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uint16_t last_sync = 0;
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uint64_t last_sync_msec = 0;
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bool operator==(const ObjectID &p_other) { return id == p_other; }
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Node *get_node() const { return id.is_valid() ? Object::cast_to<Node>(ObjectDB::get_instance(id)) : nullptr; }
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MultiplayerSpawner *get_spawner() const { return spawner.is_valid() ? Object::cast_to<MultiplayerSpawner>(ObjectDB::get_instance(spawner)) : nullptr; }
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MultiplayerSynchronizer *get_synchronizer() const { return synchronizer.is_valid() ? Object::cast_to<MultiplayerSynchronizer>(ObjectDB::get_instance(synchronizer)) : nullptr; }
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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> known_nodes;
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HashMap<uint32_t, ObjectID> recv_nodes;
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uint16_t last_sent_sync = 0;
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uint16_t last_recv_sync = 0;
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};
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HashSet<int> known_peers;
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uint32_t last_net_id = 0;
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HashMap<ObjectID, TrackedNode> tracked_nodes;
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HashMap<int, PeerInfo> peers_info;
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HashSet<ObjectID> spawned_nodes;
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HashSet<ObjectID> path_only_nodes;
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TrackedNode &_track(const ObjectID &p_id);
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void _untrack(const ObjectID &p_id);
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bool is_tracked(const ObjectID &p_id) const { return tracked_nodes.has(p_id); }
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public:
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const HashSet<int> get_peers() const { return known_peers; }
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const HashSet<ObjectID> &get_spawned_nodes() const { return spawned_nodes; }
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const HashSet<ObjectID> &get_path_only_nodes() const { return path_only_nodes; }
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MultiplayerSynchronizer *get_synchronizer(const ObjectID &p_id) { return tracked_nodes.has(p_id) ? tracked_nodes[p_id].get_synchronizer() : nullptr; }
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MultiplayerSpawner *get_spawner(const ObjectID &p_id) { return tracked_nodes.has(p_id) ? tracked_nodes[p_id].get_spawner() : nullptr; }
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Node *get_node(const ObjectID &p_id) { return tracked_nodes.has(p_id) ? tracked_nodes[p_id].get_node() : nullptr; }
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bool update_last_node_sync(const ObjectID &p_id, uint16_t p_time);
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bool update_sync_time(const ObjectID &p_id, uint64_t p_msec);
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const HashSet<ObjectID> get_known_nodes(int p_peer);
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uint32_t get_net_id(const ObjectID &p_id) const;
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void set_net_id(const ObjectID &p_id, uint32_t p_net_id);
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uint32_t ensure_net_id(const ObjectID &p_id);
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void reset();
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void on_peer_change(int p_peer, bool p_connected);
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Error config_add_spawn(Node *p_node, MultiplayerSpawner *p_spawner);
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Error config_del_spawn(Node *p_node, MultiplayerSpawner *p_spawner);
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Error config_add_sync(Node *p_node, MultiplayerSynchronizer *p_sync);
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Error config_del_sync(Node *p_node, MultiplayerSynchronizer *p_sync);
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Error peer_add_node(int p_peer, const ObjectID &p_id);
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Error peer_del_node(int p_peer, const ObjectID &p_id);
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const HashMap<uint32_t, ObjectID> peer_get_remotes(int p_peer) const;
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Node *peer_get_remote(int p_peer, uint32_t p_net_id);
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Error peer_add_remote(int p_peer, uint32_t p_net_id, Node *p_node, MultiplayerSpawner *p_spawner);
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Error peer_del_remote(int p_peer, uint32_t p_net_id, Node **r_node);
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uint16_t peer_sync_next(int p_peer);
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void peer_sync_recv(int p_peer, uint16_t p_time);
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SceneReplicationState() {}
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};
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#endif // SCENE_REPLICATON_STATE_H
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