/*************************************************************************/ /* 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_REPLICATION_INTERFACE_H #define SCENE_REPLICATION_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 _make_spawn_packet(Node *p_node, int &r_len); Error _make_despawn_packet(Node *p_node, int &r_len); Error _send_raw(const uint8_t *p_buffer, int p_size, int p_peer, bool p_reliable); void _visibility_changed(int p_peer, ObjectID p_oid); Error _update_sync_visibility(int p_peer, const ObjectID &p_oid); Error _update_spawn_visibility(int p_peer, const ObjectID &p_oid); void _free_remotes(int p_peer); Ref rep_state; MultiplayerAPI *multiplayer = nullptr; 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_REPLICATION_INTERFACE_H