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+/*************************************************************************/
+/* scene_replication_state.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_REPLICATON_STATE_H
+#define SCENE_REPLICATON_STATE_H
+
+#include "core/object/ref_counted.h"
+
+class MultiplayerSpawner;
+class MultiplayerSynchronizer;
+class Node;
+
+class SceneReplicationState : public RefCounted {
+private:
+ struct TrackedNode {
+ ObjectID id;
+ uint32_t net_id = 0;
+ uint32_t remote_peer = 0;
+ ObjectID spawner;
+ ObjectID synchronizer;
+ uint16_t last_sync = 0;
+ uint64_t last_sync_msec = 0;
+
+ bool operator==(const ObjectID &p_other) { return id == p_other; }
+
+ Node *get_node() const { return id.is_valid() ? Object::cast_to<Node>(ObjectDB::get_instance(id)) : nullptr; }
+ MultiplayerSpawner *get_spawner() const { return spawner.is_valid() ? Object::cast_to<MultiplayerSpawner>(ObjectDB::get_instance(spawner)) : nullptr; }
+ MultiplayerSynchronizer *get_synchronizer() const { return synchronizer.is_valid() ? Object::cast_to<MultiplayerSynchronizer>(ObjectDB::get_instance(synchronizer)) : nullptr; }
+ 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 {
+ Set<ObjectID> known_nodes;
+ HashMap<uint32_t, ObjectID> recv_nodes;
+ uint16_t last_sent_sync = 0;
+ uint16_t last_recv_sync = 0;
+ };
+
+ Set<int> known_peers;
+ uint32_t last_net_id = 0;
+ HashMap<ObjectID, TrackedNode> tracked_nodes;
+ HashMap<int, PeerInfo> peers_info;
+ Set<ObjectID> spawned_nodes;
+ Set<ObjectID> path_only_nodes;
+
+ TrackedNode &_track(const ObjectID &p_id);
+ void _untrack(const ObjectID &p_id);
+ bool is_tracked(const ObjectID &p_id) const { return tracked_nodes.has(p_id); }
+
+public:
+ const Set<int> get_peers() const { return known_peers; }
+ const Set<ObjectID> get_spawned_nodes() const { return spawned_nodes; }
+ const Set<ObjectID> get_path_only_nodes() const { return path_only_nodes; }
+
+ MultiplayerSynchronizer *get_synchronizer(const ObjectID &p_id) { return tracked_nodes.has(p_id) ? tracked_nodes[p_id].get_synchronizer() : nullptr; }
+ MultiplayerSpawner *get_spawner(const ObjectID &p_id) { return tracked_nodes.has(p_id) ? tracked_nodes[p_id].get_spawner() : nullptr; }
+ Node *get_node(const ObjectID &p_id) { return tracked_nodes.has(p_id) ? tracked_nodes[p_id].get_node() : nullptr; }
+ bool update_last_node_sync(const ObjectID &p_id, uint16_t p_time);
+ bool update_sync_time(const ObjectID &p_id, uint64_t p_msec);
+
+ const Set<ObjectID> get_known_nodes(int p_peer);
+ uint32_t get_net_id(const ObjectID &p_id) const;
+ void set_net_id(const ObjectID &p_id, uint32_t p_net_id);
+ uint32_t ensure_net_id(const ObjectID &p_id);
+
+ void reset();
+ void on_peer_change(int p_peer, bool p_connected);
+
+ Error config_add_spawn(Node *p_node, MultiplayerSpawner *p_spawner);
+ Error config_del_spawn(Node *p_node, MultiplayerSpawner *p_spawner);
+
+ Error config_add_sync(Node *p_node, MultiplayerSynchronizer *p_sync);
+ Error config_del_sync(Node *p_node, MultiplayerSynchronizer *p_sync);
+
+ Error peer_add_node(int p_peer, const ObjectID &p_id);
+ Error peer_del_node(int p_peer, const ObjectID &p_id);
+
+ const HashMap<uint32_t, ObjectID> peer_get_remotes(int p_peer) const;
+ Node *peer_get_remote(int p_peer, uint32_t p_net_id);
+ Error peer_add_remote(int p_peer, uint32_t p_net_id, Node *p_node, MultiplayerSpawner *p_spawner);
+ Error peer_del_remote(int p_peer, uint32_t p_net_id, Node **r_node);
+
+ uint16_t peer_sync_next(int p_peer);
+ void peer_sync_recv(int p_peer, uint16_t p_time);
+
+ SceneReplicationState() {}
+};
+
+#endif // SCENE_REPLICATON_STATE_H