b05cb0fd7d
Like the spawn/despawn feature, it can be completely overridden with 2 custom callables. The callables will be called with the list of tracked objects. In SERVER mode, objects are automatically tracked, while in CUSTOM mode you can manually track them via `track`/`untrack` (but that's optional). The default sync only happens from server to client, with batch updates, over unreliable channel (but with custom ordering). The default sync will warn you, if your state representation gets too big.
127 lines
6.2 KiB
C++
127 lines
6.2 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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SYNC_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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uint64_t sync_interval = 0;
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uint64_t sync_last = 0;
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uint8_t sync_recv = 0;
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List<StringName> properties;
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List<StringName> sync_properties;
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Callable on_spawn_despawn_send;
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Callable on_spawn_despawn_receive;
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Callable on_sync_send;
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Callable on_sync_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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Map<ResourceUID::ID, List<ObjectID>> tracked_objects;
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// Encoding
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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 _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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// Spawn
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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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// Sync
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void _process_default_sync(const ResourceUID::ID &p_id, const uint8_t *p_packet, int p_packet_len);
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Error _sync_all_default(const ResourceUID::ID &p_scene_id, int p_peer);
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void _track(const ResourceUID::ID &p_scene_id, Object *p_object);
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void _untrack(const ResourceUID::ID &p_scene_id, Object *p_object);
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public:
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void clear();
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// Encoding
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PackedByteArray encode_state(const ResourceUID::ID &p_scene_id, const Object *p_node, bool p_initial);
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Error decode_state(const ResourceUID::ID &p_scene_id, Object *p_node, PackedByteArray p_data, bool p_initial);
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// Spawn
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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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// Sync
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Error sync_config(const ResourceUID::ID &p_id, uint64_t p_interval, const TypedArray<StringName> &p_props = TypedArray<StringName>(), const Callable &p_on_send = Callable(), const Callable &p_on_recv = Callable());
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Error sync_all(const ResourceUID::ID &p_scene_id, int p_peer);
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Error send_sync(int p_peer_id, const ResourceUID::ID &p_scene_id, PackedByteArray p_data, MultiplayerPeer::TransferMode p_mode, int p_channel);
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void track(const ResourceUID::ID &p_scene_id, Object *p_object);
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void untrack(const ResourceUID::ID &p_scene_id, Object *p_object);
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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 process_sync(int p_from, const uint8_t *p_packet, int p_packet_len);
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void scene_enter_exit_notify(const String &p_scene, Node *p_node, bool p_enter);
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void poll();
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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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