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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_REPLICATION_INTERFACE_H
#define SCENE_REPLICATION_INTERFACE_H

#include "core/object/ref_counted.h"

#include "multiplayer_spawner.h"
#include "multiplayer_synchronizer.h"

class SceneMultiplayer;

class SceneReplicationInterface : public RefCounted {
	GDCLASS(SceneReplicationInterface, RefCounted);

private:
	struct TrackedNode {
		ObjectID id;
		uint32_t net_id = 0;
		uint32_t remote_peer = 0;
		ObjectID spawner;
		HashSet<ObjectID> synchronizers;

		bool operator==(const ObjectID &p_other) { return id == p_other; }

		_FORCE_INLINE_ MultiplayerSpawner *get_spawner() const { return spawner.is_valid() ? Object::cast_to<MultiplayerSpawner>(ObjectDB::get_instance(spawner)) : 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 {
		HashSet<ObjectID> sync_nodes;
		HashSet<ObjectID> spawn_nodes;
		HashMap<uint32_t, ObjectID> recv_sync_ids;
		HashMap<uint32_t, ObjectID> recv_nodes;
		uint16_t last_sent_sync = 0;
	};

	// Replication state.
	HashMap<int, PeerInfo> peers_info;
	uint32_t last_net_id = 0;
	HashMap<ObjectID, TrackedNode> tracked_nodes;
	HashSet<ObjectID> spawned_nodes;
	HashSet<ObjectID> sync_nodes;

	// Pending spawn informations.
	ObjectID pending_spawn;
	int pending_spawn_remote = 0;
	const uint8_t *pending_buffer = nullptr;
	int pending_buffer_size = 0;
	List<uint32_t> pending_sync_net_ids;

	// Replicator config.
	SceneMultiplayer *multiplayer = nullptr;
	PackedByteArray packet_cache;
	int sync_mtu = 1350; // Highly dependent on underlying protocol.

	TrackedNode &_track(const ObjectID &p_id);
	void _untrack(const ObjectID &p_id);

	void _send_sync(int p_peer, const HashSet<ObjectID> p_synchronizers, uint16_t p_sync_net_time, uint64_t p_msec);
	Error _make_spawn_packet(Node *p_node, MultiplayerSpawner *p_spawner, 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, MultiplayerSynchronizer *p_sync);
	Error _update_spawn_visibility(int p_peer, const ObjectID &p_oid);
	void _free_remotes(const PeerInfo &p_info);

	template <class T>
	static T *get_id_as(const ObjectID &p_id) {
		return p_id.is_valid() ? Object::cast_to<T>(ObjectDB::get_instance(p_id)) : nullptr;
	}

public:
	static void make_default();

	void on_reset();
	void on_peer_change(int p_id, bool p_connected);

	Error on_spawn(Object *p_obj, Variant p_config);
	Error on_despawn(Object *p_obj, Variant p_config);
	Error on_replication_start(Object *p_obj, Variant p_config);
	Error on_replication_stop(Object *p_obj, Variant p_config);
	void on_network_process();

	Error on_spawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len);
	Error on_despawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len);
	Error on_sync_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len);

	SceneReplicationInterface(SceneMultiplayer *p_multiplayer) {
		multiplayer = p_multiplayer;
	}
};

#endif // SCENE_REPLICATION_INTERFACE_H