d4dd859991
Move the former "spawnables" functions to a dedicated MultiplayerReplicator class. Support custom overrides in replicator. Spawn/despawn messages can now contain a state. The state can be automatically encoded/decoded by passing the desired object properties to `spawnable_config`. You can use script properties to optimize the state representation. 2 Callables can be also specified to completely override the default implementation for sending and receiving the spawn/despawn event. (9 bytes overhead, and there's room for improvement here). When using a custom implementation `spawn` and `despawn` can be called with any Object, `send_spawn`/`send_despawn` can receive any Variant as a state, and the path is not required. Two new functions, `spawn` and `despawn`, convey the implementation independent method for requesting a spawn/despawn of an Object, while `send_spawn` and `send_despawn` represent the more low-level send event for a Variant to be used by the custom implementations.
99 lines
5 KiB
C++
99 lines
5 KiB
C++
/*************************************************************************/
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/* multiplayer_replicator.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 MULTIPLAYER_REPLICATOR_H
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#define MULTIPLAYER_REPLICATOR_H
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#include "core/io/multiplayer_api.h"
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#include "core/variant/typed_array.h"
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class MultiplayerReplicator : public Object {
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GDCLASS(MultiplayerReplicator, Object);
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public:
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enum {
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SPAWN_CMD_OFFSET = 9,
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};
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enum ReplicationMode {
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REPLICATION_MODE_NONE,
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REPLICATION_MODE_SERVER,
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REPLICATION_MODE_CUSTOM,
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};
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struct SceneConfig {
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ReplicationMode mode;
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List<StringName> properties;
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Callable on_spawn_despawn_send;
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Callable on_spawn_despawn_receive;
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};
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protected:
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static void _bind_methods();
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private:
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MultiplayerAPI *multiplayer = nullptr;
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Vector<uint8_t> packet_cache;
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Map<ResourceUID::ID, SceneConfig> replications;
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Map<ObjectID, ResourceUID::ID> replicated_nodes;
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Error _encode_state(const List<Variant> &p_variants, uint8_t *p_buffer, int &r_len, bool *r_raw = nullptr);
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Error _decode_state(const List<StringName> &p_cfg, Object *p_obj, const uint8_t *p_buffer, int p_len, int &r_len, bool p_raw = false);
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Error _get_state(const List<StringName> &p_properties, const Object *p_obj, List<Variant> &r_variant);
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Error _spawn_despawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer, bool p_spawn);
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Error _send_spawn_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data, bool p_spawn);
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void _process_default_spawn_despawn(int p_from, const ResourceUID::ID &p_scene_id, const uint8_t *p_packet, int p_packet_len, bool p_spawn);
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Error _send_default_spawn_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, Object *p_obj, const NodePath &p_path, bool p_spawn);
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public:
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void clear();
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Error spawn_config(const ResourceUID::ID &p_id, ReplicationMode p_mode, const TypedArray<StringName> &p_props = TypedArray<StringName>(), const Callable &p_on_send = Callable(), const Callable &p_on_recv = Callable());
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Error spawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer = 0);
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Error despawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer = 0);
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Error send_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data = Variant(), const NodePath &p_path = NodePath());
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Error send_spawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data = Variant(), const NodePath &p_path = NodePath());
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PackedByteArray encode_state(const ResourceUID::ID &p_scene_id, const Object *p_node);
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Error decode_state(const ResourceUID::ID &p_scene_id, Object *p_node, PackedByteArray p_data);
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// Used by MultiplayerAPI
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void spawn_all(int p_peer);
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void process_spawn_despawn(int p_from, const uint8_t *p_packet, int p_packet_len, bool p_spawn);
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void scene_enter_exit_notify(const String &p_scene, Node *p_node, bool p_enter);
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MultiplayerReplicator(MultiplayerAPI *p_multiplayer) {
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multiplayer = p_multiplayer;
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}
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};
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VARIANT_ENUM_CAST(MultiplayerReplicator::ReplicationMode);
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#endif // MULTIPLAYER_REPLICATOR_H
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