/*************************************************************************/ /* scene_cache_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_CACHE_INTERFACE_H #define SCENE_CACHE_INTERFACE_H #include "core/multiplayer/multiplayer_api.h" class SceneCacheInterface : public MultiplayerCacheInterface { GDCLASS(SceneCacheInterface, MultiplayerCacheInterface); private: MultiplayerAPI *multiplayer; //path sent caches struct PathSentCache { Map confirmed_peers; int id; }; //path get caches struct PathGetCache { struct NodeInfo { NodePath path; ObjectID instance; }; Map nodes; }; HashMap path_send_cache; Map path_get_cache; int last_send_cache_id = 1; protected: bool _send_confirm_path(Node *p_node, NodePath p_path, PathSentCache *psc, int p_target); static MultiplayerCacheInterface *_create(MultiplayerAPI *p_multiplayer); public: static void make_default(); virtual void clear() override; virtual void on_peer_change(int p_id, bool p_connected) override; virtual void process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len) override; virtual void process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len) override; // Returns true if all peers have cached path. virtual bool send_object_cache(Object *p_obj, NodePath p_path, int p_target, int &p_id) override; virtual Object *get_cached_object(int p_from, uint32_t p_cache_id) override; virtual bool is_cache_confirmed(NodePath p_path, int p_peer) override; SceneCacheInterface(MultiplayerAPI *p_multiplayer) { multiplayer = p_multiplayer; } }; #endif // SCENE_CACHE_INTERFACE_H