d219547c96
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.
72 lines
3.4 KiB
C++
72 lines
3.4 KiB
C++
/*************************************************************************/
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/* multiplayer_synchronizer.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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_SYNCHRONIZER_H
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#define MULTIPLAYER_SYNCHRONIZER_H
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#include "scene/main/node.h"
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#include "scene/resources/scene_replication_config.h"
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class MultiplayerSynchronizer : public Node {
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GDCLASS(MultiplayerSynchronizer, Node);
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private:
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Ref<SceneReplicationConfig> replication_config;
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NodePath root_path;
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uint64_t interval_msec = 0;
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static Object *_get_prop_target(Object *p_obj, const NodePath &p_prop);
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void _start();
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void _stop();
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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static Error get_state(const List<NodePath> &p_properties, Object *p_obj, Vector<Variant> &r_variant, Vector<const Variant *> &r_variant_ptrs);
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static Error set_state(const List<NodePath> &p_properties, Object *p_obj, const Vector<Variant> &p_state);
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void set_replication_interval(double p_interval);
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double get_replication_interval() const;
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uint64_t get_replication_interval_msec() const;
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void set_replication_config(Ref<SceneReplicationConfig> p_config);
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Ref<SceneReplicationConfig> get_replication_config();
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void set_root_path(const NodePath &p_path);
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NodePath get_root_path() const;
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virtual void set_multiplayer_authority(int p_peer_id, bool p_recursive = true) override;
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MultiplayerSynchronizer() {}
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};
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#endif // MULTIPLAYER_SYNCHRONIZER_H
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