1 | /**************************************************************************/ |
2 | /* multiplayer_synchronizer.h */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
17 | /* the following conditions: */ |
18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #ifndef MULTIPLAYER_SYNCHRONIZER_H |
32 | #define MULTIPLAYER_SYNCHRONIZER_H |
33 | |
34 | #include "scene_replication_config.h" |
35 | |
36 | #include "scene/main/node.h" |
37 | |
38 | class MultiplayerSynchronizer : public Node { |
39 | GDCLASS(MultiplayerSynchronizer, Node); |
40 | |
41 | public: |
42 | enum VisibilityUpdateMode { |
43 | VISIBILITY_PROCESS_IDLE, |
44 | VISIBILITY_PROCESS_PHYSICS, |
45 | VISIBILITY_PROCESS_NONE, |
46 | }; |
47 | |
48 | private: |
49 | struct Watcher { |
50 | NodePath prop; |
51 | uint64_t last_change_usec = 0; |
52 | Variant value; |
53 | }; |
54 | |
55 | Ref<SceneReplicationConfig> replication_config; |
56 | NodePath root_path = NodePath(".." ); // Start with parent, like with AnimationPlayer. |
57 | uint64_t sync_interval_usec = 0; |
58 | uint64_t delta_interval_usec = 0; |
59 | VisibilityUpdateMode visibility_update_mode = VISIBILITY_PROCESS_IDLE; |
60 | HashSet<Callable> visibility_filters; |
61 | HashSet<int> peer_visibility; |
62 | Vector<Watcher> watchers; |
63 | uint64_t last_watch_usec = 0; |
64 | |
65 | ObjectID root_node_cache; |
66 | uint64_t last_sync_usec = 0; |
67 | uint16_t last_inbound_sync = 0; |
68 | uint32_t net_id = 0; |
69 | |
70 | static Object *_get_prop_target(Object *p_obj, const NodePath &p_prop); |
71 | void _start(); |
72 | void _stop(); |
73 | void _update_process(); |
74 | Error _watch_changes(uint64_t p_usec); |
75 | |
76 | protected: |
77 | static void _bind_methods(); |
78 | void _notification(int p_what); |
79 | |
80 | public: |
81 | static Error get_state(const List<NodePath> &p_properties, Object *p_obj, Vector<Variant> &r_variant, Vector<const Variant *> &r_variant_ptrs); |
82 | static Error set_state(const List<NodePath> &p_properties, Object *p_obj, const Vector<Variant> &p_state); |
83 | |
84 | void reset(); |
85 | Node *get_root_node(); |
86 | |
87 | uint32_t get_net_id() const; |
88 | void set_net_id(uint32_t p_net_id); |
89 | |
90 | bool update_outbound_sync_time(uint64_t p_usec); |
91 | bool update_inbound_sync_time(uint16_t p_network_time); |
92 | |
93 | PackedStringArray get_configuration_warnings() const override; |
94 | |
95 | void set_replication_interval(double p_interval); |
96 | double get_replication_interval() const; |
97 | |
98 | void set_delta_interval(double p_interval); |
99 | double get_delta_interval() const; |
100 | |
101 | void set_replication_config(Ref<SceneReplicationConfig> p_config); |
102 | Ref<SceneReplicationConfig> get_replication_config(); |
103 | |
104 | void set_root_path(const NodePath &p_path); |
105 | NodePath get_root_path() const; |
106 | virtual void set_multiplayer_authority(int p_peer_id, bool p_recursive = true) override; |
107 | |
108 | bool is_visibility_public() const; |
109 | void set_visibility_public(bool p_public); |
110 | bool is_visible_to(int p_peer); |
111 | void set_visibility_for(int p_peer, bool p_visible); |
112 | bool get_visibility_for(int p_peer) const; |
113 | void update_visibility(int p_for_peer); |
114 | void set_visibility_update_mode(VisibilityUpdateMode p_mode); |
115 | void add_visibility_filter(Callable p_callback); |
116 | void remove_visibility_filter(Callable p_callback); |
117 | VisibilityUpdateMode get_visibility_update_mode() const; |
118 | |
119 | List<Variant> get_delta_state(uint64_t p_cur_usec, uint64_t p_last_usec, uint64_t &r_indexes); |
120 | List<NodePath> get_delta_properties(uint64_t p_indexes); |
121 | |
122 | MultiplayerSynchronizer(); |
123 | }; |
124 | |
125 | VARIANT_ENUM_CAST(MultiplayerSynchronizer::VisibilityUpdateMode); |
126 | |
127 | #endif // MULTIPLAYER_SYNCHRONIZER_H |
128 | |