ddee5f6050
MultiplayerSynchronizers can now be configured to limit their visibility to a subset of the connected peers, if the synchronized node was spawned by a MultiplayerSpawner (either automatically or via custom spawn) the given node will also be despawned remotely. The replication system doesn't have the logic to handle subspawn directly, but it is possible to handle them appropriately by manually updating the visibility of the parent before changing the one of the nested spawns via the "update_visibility" function. The visibility of each MultiplayerSynchronizer can be controlled by adding or remove filters via "[add|remove]_visibility_filter(callable)". To further optimize the network code, visibility filters can be configured to be automatically updated during idle or physics frame, or set to always require manual update (via the "update_visibility" function).
95 lines
4.3 KiB
C++
95 lines
4.3 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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public:
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enum VisibilityUpdateMode {
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VISIBILITY_PROCESS_IDLE,
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VISIBILITY_PROCESS_PHYSICS,
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VISIBILITY_PROCESS_NONE,
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};
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private:
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Ref<SceneReplicationConfig> replication_config;
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NodePath root_path = NodePath(".."); // Start with parent, like with AnimationPlayer.
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uint64_t interval_msec = 0;
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VisibilityUpdateMode visibility_update_mode = VISIBILITY_PROCESS_IDLE;
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HashSet<Callable> visibility_filters;
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HashSet<int> peer_visibility;
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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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void _update_process();
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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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bool is_visibility_public() const;
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void set_visibility_public(bool p_public);
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bool is_visible_to(int p_peer);
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void set_visibility_for(int p_peer, bool p_visible);
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bool get_visibility_for(int p_peer) const;
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void update_visibility(int p_for_peer);
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void set_visibility_update_mode(VisibilityUpdateMode p_mode);
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void add_visibility_filter(Callable p_callback);
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void remove_visibility_filter(Callable p_callback);
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VisibilityUpdateMode get_visibility_update_mode() const;
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MultiplayerSynchronizer();
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};
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VARIANT_ENUM_CAST(MultiplayerSynchronizer::VisibilityUpdateMode);
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#endif // MULTIPLAYER_SYNCHRONIZER_H
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