virtualx-engine/scene/resources/scene_replication_config.h
Fabio Alessandrelli d219547c96 [Net] New replication interface, spawner and synchronizer nodes.
Initial implementation of the MultiplayerReplicationInterface and its
default implementation (SceneReplicationInterface).

New MultiplayerSpawner node helps dealing with instantiation of scenes
on remote peers (e.g. clients).
It supports both custom spawns via a `_spawn_custom` virtual function,
and optional auto-spawn of known scenes via a TypedArray<PackedScenes>
property.

New MultiplayerSynchornizer helps synchronizing states between the local
and remote peers, supports both sync and spawn properties and is
configured via a `SceneReplicationConfig` resource.
It can also sync via path (i.e. without being spawned by a
MultiplayerSpawner if both peers has it in tree, but will not send the
spawn state in that case, only the sync one.
2022-02-04 14:56:30 +01:00

90 lines
3.7 KiB
C++

/*************************************************************************/
/* scene_replication_config.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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#ifndef SCENE_REPLICATION_CONFIG_H
#define SCENE_REPLICATION_CONFIG_H
#include "core/io/resource.h"
#include "core/variant/typed_array.h"
class SceneReplicationConfig : public Resource {
GDCLASS(SceneReplicationConfig, Resource);
OBJ_SAVE_TYPE(SceneReplicationConfig);
RES_BASE_EXTENSION("repl");
private:
struct ReplicationProperty {
NodePath name;
bool spawn = true;
bool sync = true;
bool operator==(const ReplicationProperty &p_to) {
return name == p_to.name;
}
ReplicationProperty() {}
ReplicationProperty(const NodePath &p_name) {
name = p_name;
}
};
List<ReplicationProperty> properties;
List<NodePath> spawn_props;
List<NodePath> sync_props;
protected:
static void _bind_methods();
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
TypedArray<NodePath> get_properties() const;
void add_property(const NodePath &p_path, int p_index = -1);
void remove_property(const NodePath &p_path);
int property_get_index(const NodePath &p_path) const;
bool property_get_spawn(const NodePath &p_path);
void property_set_spawn(const NodePath &p_path, bool p_enabled);
bool property_get_sync(const NodePath &p_path);
void property_set_sync(const NodePath &p_path, bool p_enabled);
const List<NodePath> &get_spawn_properties() { return spawn_props; }
const List<NodePath> &get_sync_properties() { return sync_props; }
SceneReplicationConfig() {}
};
#endif // SCENE_REPLICATION_CONFIG_H