diff options
Diffstat (limited to 'modules/multiplayer/scene_replication_interface.h')
-rw-r--r-- | modules/multiplayer/scene_replication_interface.h | 140 |
1 files changed, 96 insertions, 44 deletions
diff --git a/modules/multiplayer/scene_replication_interface.h b/modules/multiplayer/scene_replication_interface.h index 8981647429..cf45db2138 100644 --- a/modules/multiplayer/scene_replication_interface.h +++ b/modules/multiplayer/scene_replication_interface.h @@ -1,39 +1,40 @@ -/*************************************************************************/ -/* scene_replication_interface.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ +/**************************************************************************/ +/* scene_replication_interface.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ #ifndef SCENE_REPLICATION_INTERFACE_H #define SCENE_REPLICATION_INTERFACE_H -#include "scene/main/multiplayer_api.h" +#include "core/object/ref_counted.h" -#include "scene_replication_state.h" +#include "multiplayer_spawner.h" +#include "multiplayer_synchronizer.h" class SceneMultiplayer; @@ -41,25 +42,75 @@ class SceneReplicationInterface : public RefCounted { GDCLASS(SceneReplicationInterface, RefCounted); private: - void _send_sync(int p_peer, uint64_t p_msec); - Error _make_spawn_packet(Node *p_node, int &r_len); + struct TrackedNode { + ObjectID id; + uint32_t net_id = 0; + uint32_t remote_peer = 0; + ObjectID spawner; + HashSet<ObjectID> synchronizers; + + bool operator==(const ObjectID &p_other) { return id == p_other; } + + TrackedNode() {} + TrackedNode(const ObjectID &p_id) { id = p_id; } + TrackedNode(const ObjectID &p_id, uint32_t p_net_id) { + id = p_id; + net_id = p_net_id; + } + }; + + struct PeerInfo { + HashSet<ObjectID> sync_nodes; + HashSet<ObjectID> spawn_nodes; + HashMap<uint32_t, ObjectID> recv_sync_ids; + HashMap<uint32_t, ObjectID> recv_nodes; + uint16_t last_sent_sync = 0; + }; + + // Replication state. + HashMap<int, PeerInfo> peers_info; + uint32_t last_net_id = 0; + HashMap<ObjectID, TrackedNode> tracked_nodes; + HashSet<ObjectID> spawned_nodes; + HashSet<ObjectID> sync_nodes; + + // Pending local spawn information (handles spawning nested nodes during ready). + HashSet<ObjectID> spawn_queue; + + // Pending remote spawn information. + ObjectID pending_spawn; + int pending_spawn_remote = 0; + const uint8_t *pending_buffer = nullptr; + int pending_buffer_size = 0; + List<uint32_t> pending_sync_net_ids; + + // Replicator config. + SceneMultiplayer *multiplayer = nullptr; + PackedByteArray packet_cache; + int sync_mtu = 1350; // Highly dependent on underlying protocol. + + TrackedNode &_track(const ObjectID &p_id); + void _untrack(const ObjectID &p_id); + void _node_ready(const ObjectID &p_oid); + + void _send_sync(int p_peer, const HashSet<ObjectID> p_synchronizers, uint16_t p_sync_net_time, uint64_t p_msec); + Error _make_spawn_packet(Node *p_node, MultiplayerSpawner *p_spawner, int &r_len); Error _make_despawn_packet(Node *p_node, int &r_len); Error _send_raw(const uint8_t *p_buffer, int p_size, int p_peer, bool p_reliable); void _visibility_changed(int p_peer, ObjectID p_oid); - Error _update_sync_visibility(int p_peer, const ObjectID &p_oid); + Error _update_sync_visibility(int p_peer, MultiplayerSynchronizer *p_sync); Error _update_spawn_visibility(int p_peer, const ObjectID &p_oid); - void _free_remotes(int p_peer); + void _free_remotes(const PeerInfo &p_info); - Ref<SceneReplicationState> rep_state; - SceneMultiplayer *multiplayer = nullptr; - PackedByteArray packet_cache; - int sync_mtu = 1350; // Highly dependent on underlying protocol. + template <class T> + static T *get_id_as(const ObjectID &p_id) { + return p_id.is_valid() ? Object::cast_to<T>(ObjectDB::get_instance(p_id)) : nullptr; + } - // An hack to apply the initial state before ready. - ObjectID pending_spawn; - const uint8_t *pending_buffer = nullptr; - int pending_buffer_size = 0; +#ifdef DEBUG_ENABLED + _FORCE_INLINE_ void _profile_node_data(const String &p_what, ObjectID p_id, int p_size); +#endif public: static void make_default(); @@ -77,8 +128,9 @@ public: Error on_despawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len); Error on_sync_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len); + bool is_rpc_visible(const ObjectID &p_oid, int p_peer) const; + SceneReplicationInterface(SceneMultiplayer *p_multiplayer) { - rep_state.instantiate(); multiplayer = p_multiplayer; } }; |