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Diffstat (limited to 'scene/multiplayer/multiplayer_synchronizer.h')
-rw-r--r--scene/multiplayer/multiplayer_synchronizer.h96
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diff --git a/scene/multiplayer/multiplayer_synchronizer.h b/scene/multiplayer/multiplayer_synchronizer.h
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--- a/scene/multiplayer/multiplayer_synchronizer.h
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@@ -1,96 +0,0 @@
-/*************************************************************************/
-/* multiplayer_synchronizer.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. */
-/*************************************************************************/
-
-#ifndef MULTIPLAYER_SYNCHRONIZER_H
-#define MULTIPLAYER_SYNCHRONIZER_H
-
-#include "scene/main/node.h"
-
-#include "scene/resources/scene_replication_config.h"
-
-class MultiplayerSynchronizer : public Node {
- GDCLASS(MultiplayerSynchronizer, Node);
-
-public:
- enum VisibilityUpdateMode {
- VISIBILITY_PROCESS_IDLE,
- VISIBILITY_PROCESS_PHYSICS,
- VISIBILITY_PROCESS_NONE,
- };
-
-private:
- Ref<SceneReplicationConfig> replication_config;
- NodePath root_path = NodePath(".."); // Start with parent, like with AnimationPlayer.
- uint64_t interval_msec = 0;
- VisibilityUpdateMode visibility_update_mode = VISIBILITY_PROCESS_IDLE;
- HashSet<Callable> visibility_filters;
- HashSet<int> peer_visibility;
-
- static Object *_get_prop_target(Object *p_obj, const NodePath &p_prop);
- void _start();
- void _stop();
- void _update_process();
-
-protected:
- static void _bind_methods();
- void _notification(int p_what);
-
-public:
- static Error get_state(const List<NodePath> &p_properties, Object *p_obj, Vector<Variant> &r_variant, Vector<const Variant *> &r_variant_ptrs);
- static Error set_state(const List<NodePath> &p_properties, Object *p_obj, const Vector<Variant> &p_state);
-
- void set_replication_interval(double p_interval);
- double get_replication_interval() const;
- uint64_t get_replication_interval_msec() const;
-
- void set_replication_config(Ref<SceneReplicationConfig> p_config);
- Ref<SceneReplicationConfig> get_replication_config();
-
- void set_root_path(const NodePath &p_path);
- NodePath get_root_path() const;
- virtual void set_multiplayer_authority(int p_peer_id, bool p_recursive = true) override;
-
- bool is_visibility_public() const;
- void set_visibility_public(bool p_public);
- bool is_visible_to(int p_peer);
- void set_visibility_for(int p_peer, bool p_visible);
- bool get_visibility_for(int p_peer) const;
- void update_visibility(int p_for_peer);
- void set_visibility_update_mode(VisibilityUpdateMode p_mode);
- void add_visibility_filter(Callable p_callback);
- void remove_visibility_filter(Callable p_callback);
- VisibilityUpdateMode get_visibility_update_mode() const;
-
- MultiplayerSynchronizer();
-};
-
-VARIANT_ENUM_CAST(MultiplayerSynchronizer::VisibilityUpdateMode);
-
-#endif // MULTIPLAYER_SYNCHRONIZER_H