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+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+
+#ifndef SCENE_TREE_REPLICATOR_INTERFACE_H
+#define SCENE_TREE_REPLICATOR_INTERFACE_H
+
+#include "core/multiplayer/multiplayer_api.h"
+
+#include "scene/multiplayer/scene_replication_state.h"
+
+class SceneReplicationInterface : public MultiplayerReplicationInterface {
+ GDCLASS(SceneReplicationInterface, MultiplayerReplicationInterface);
+
+private:
+ void _send_sync(int p_peer, uint64_t p_msec);
+ Error _send_spawn(Node *p_node, MultiplayerSpawner *p_spawner, int p_peer);
+ Error _send_despawn(Node *p_node, int p_peer);
+ Error _send_raw(const uint8_t *p_buffer, int p_size, int p_peer, bool p_reliable);
+
+ void _free_remotes(int p_peer);
+
+ Ref<SceneReplicationState> rep_state;
+ MultiplayerAPI *multiplayer;
+ PackedByteArray packet_cache;
+ int sync_mtu = 1350; // Highly dependent on underlying protocol.
+
+ // An hack to apply the initial state before ready.
+ ObjectID pending_spawn;
+ const uint8_t *pending_buffer = nullptr;
+ int pending_buffer_size = 0;
+
+protected:
+ static MultiplayerReplicationInterface *_create(MultiplayerAPI *p_multiplayer);
+
+public:
+ static void make_default();
+
+ virtual void on_reset() override;
+ virtual void on_peer_change(int p_id, bool p_connected) override;
+
+ virtual Error on_spawn(Object *p_obj, Variant p_config) override;
+ virtual Error on_despawn(Object *p_obj, Variant p_config) override;
+ virtual Error on_replication_start(Object *p_obj, Variant p_config) override;
+ virtual Error on_replication_stop(Object *p_obj, Variant p_config) override;
+ virtual void on_network_process() override;
+
+ virtual Error on_spawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) override;
+ virtual Error on_despawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) override;
+ virtual Error on_sync_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) override;
+
+ SceneReplicationInterface(MultiplayerAPI *p_multiplayer) {
+ rep_state.instantiate();
+ multiplayer = p_multiplayer;
+ }
+};
+
+#endif // SCENE_TREE_REPLICATOR_INTERFACE_H