/*************************************************************************/ /* 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 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 visibility_filters; HashSet 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 &p_properties, Object *p_obj, Vector &r_variant, Vector &r_variant_ptrs); static Error set_state(const List &p_properties, Object *p_obj, const Vector &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 p_config); Ref 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