virtualx-engine/scene/multiplayer/scene_replication_state.h
reduz 8b7c7f5a75 Add a new HashMap implementation
Adds a new, cleaned up, HashMap implementation.

* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
  for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).

This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
2022-05-12 11:21:29 +02:00

121 lines
5.6 KiB
C++

/*************************************************************************/
/* scene_replication_state.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef SCENE_REPLICATON_STATE_H
#define SCENE_REPLICATON_STATE_H
#include "core/object/ref_counted.h"
class MultiplayerSpawner;
class MultiplayerSynchronizer;
class Node;
class SceneReplicationState : public RefCounted {
private:
struct TrackedNode {
ObjectID id;
uint32_t net_id = 0;
uint32_t remote_peer = 0;
ObjectID spawner;
ObjectID synchronizer;
uint16_t last_sync = 0;
uint64_t last_sync_msec = 0;
bool operator==(const ObjectID &p_other) { return id == p_other; }
Node *get_node() const { return id.is_valid() ? Object::cast_to<Node>(ObjectDB::get_instance(id)) : nullptr; }
MultiplayerSpawner *get_spawner() const { return spawner.is_valid() ? Object::cast_to<MultiplayerSpawner>(ObjectDB::get_instance(spawner)) : nullptr; }
MultiplayerSynchronizer *get_synchronizer() const { return synchronizer.is_valid() ? Object::cast_to<MultiplayerSynchronizer>(ObjectDB::get_instance(synchronizer)) : nullptr; }
TrackedNode() {}
TrackedNode(const ObjectID &p_id) { id = p_id; }
TrackedNode(const ObjectID &p_id, uint32_t p_net_id) {
id = p_id;
net_id = p_net_id;
}
};
struct PeerInfo {
Set<ObjectID> known_nodes;
HashMap<uint32_t, ObjectID> recv_nodes;
uint16_t last_sent_sync = 0;
uint16_t last_recv_sync = 0;
};
Set<int> known_peers;
uint32_t last_net_id = 0;
HashMap<ObjectID, TrackedNode> tracked_nodes;
HashMap<int, PeerInfo> peers_info;
Set<ObjectID> spawned_nodes;
Set<ObjectID> path_only_nodes;
TrackedNode &_track(const ObjectID &p_id);
void _untrack(const ObjectID &p_id);
bool is_tracked(const ObjectID &p_id) const { return tracked_nodes.has(p_id); }
public:
const Set<int> get_peers() const { return known_peers; }
const Set<ObjectID> &get_spawned_nodes() const { return spawned_nodes; }
const Set<ObjectID> &get_path_only_nodes() const { return path_only_nodes; }
MultiplayerSynchronizer *get_synchronizer(const ObjectID &p_id) { return tracked_nodes.has(p_id) ? tracked_nodes[p_id].get_synchronizer() : nullptr; }
MultiplayerSpawner *get_spawner(const ObjectID &p_id) { return tracked_nodes.has(p_id) ? tracked_nodes[p_id].get_spawner() : nullptr; }
Node *get_node(const ObjectID &p_id) { return tracked_nodes.has(p_id) ? tracked_nodes[p_id].get_node() : nullptr; }
bool update_last_node_sync(const ObjectID &p_id, uint16_t p_time);
bool update_sync_time(const ObjectID &p_id, uint64_t p_msec);
const Set<ObjectID> get_known_nodes(int p_peer);
uint32_t get_net_id(const ObjectID &p_id) const;
void set_net_id(const ObjectID &p_id, uint32_t p_net_id);
uint32_t ensure_net_id(const ObjectID &p_id);
void reset();
void on_peer_change(int p_peer, bool p_connected);
Error config_add_spawn(Node *p_node, MultiplayerSpawner *p_spawner);
Error config_del_spawn(Node *p_node, MultiplayerSpawner *p_spawner);
Error config_add_sync(Node *p_node, MultiplayerSynchronizer *p_sync);
Error config_del_sync(Node *p_node, MultiplayerSynchronizer *p_sync);
Error peer_add_node(int p_peer, const ObjectID &p_id);
Error peer_del_node(int p_peer, const ObjectID &p_id);
const HashMap<uint32_t, ObjectID> peer_get_remotes(int p_peer) const;
Node *peer_get_remote(int p_peer, uint32_t p_net_id);
Error peer_add_remote(int p_peer, uint32_t p_net_id, Node *p_node, MultiplayerSpawner *p_spawner);
Error peer_del_remote(int p_peer, uint32_t p_net_id, Node **r_node);
uint16_t peer_sync_next(int p_peer);
void peer_sync_recv(int p_peer, uint16_t p_time);
SceneReplicationState() {}
};
#endif // SCENE_REPLICATON_STATE_H