virtualx-engine/core/io/multiplayer_replicator.h
Fabio Alessandrelli d4dd859991 [Net] MultiplayerReplicator with initial state.
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.
2021-08-18 10:21:29 +01:00

99 lines
5 KiB
C++

/*************************************************************************/
/* multiplayer_replicator.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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#ifndef MULTIPLAYER_REPLICATOR_H
#define MULTIPLAYER_REPLICATOR_H
#include "core/io/multiplayer_api.h"
#include "core/variant/typed_array.h"
class MultiplayerReplicator : public Object {
GDCLASS(MultiplayerReplicator, Object);
public:
enum {
SPAWN_CMD_OFFSET = 9,
};
enum ReplicationMode {
REPLICATION_MODE_NONE,
REPLICATION_MODE_SERVER,
REPLICATION_MODE_CUSTOM,
};
struct SceneConfig {
ReplicationMode mode;
List<StringName> properties;
Callable on_spawn_despawn_send;
Callable on_spawn_despawn_receive;
};
protected:
static void _bind_methods();
private:
MultiplayerAPI *multiplayer = nullptr;
Vector<uint8_t> packet_cache;
Map<ResourceUID::ID, SceneConfig> replications;
Map<ObjectID, ResourceUID::ID> replicated_nodes;
Error _encode_state(const List<Variant> &p_variants, uint8_t *p_buffer, int &r_len, bool *r_raw = nullptr);
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);
Error _get_state(const List<StringName> &p_properties, const Object *p_obj, List<Variant> &r_variant);
Error _spawn_despawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer, bool p_spawn);
Error _send_spawn_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data, bool p_spawn);
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);
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);
public:
void clear();
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());
Error spawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer = 0);
Error despawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer = 0);
Error send_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data = Variant(), const NodePath &p_path = NodePath());
Error send_spawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data = Variant(), const NodePath &p_path = NodePath());
PackedByteArray encode_state(const ResourceUID::ID &p_scene_id, const Object *p_node);
Error decode_state(const ResourceUID::ID &p_scene_id, Object *p_node, PackedByteArray p_data);
// Used by MultiplayerAPI
void spawn_all(int p_peer);
void process_spawn_despawn(int p_from, const uint8_t *p_packet, int p_packet_len, bool p_spawn);
void scene_enter_exit_notify(const String &p_scene, Node *p_node, bool p_enter);
MultiplayerReplicator(MultiplayerAPI *p_multiplayer) {
multiplayer = p_multiplayer;
}
};
VARIANT_ENUM_CAST(MultiplayerReplicator::ReplicationMode);
#endif // MULTIPLAYER_REPLICATOR_H