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								/**************************************************************************/
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								/*  scene_cache_interface.h                                               */
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								/*                         This file is part of:                          */
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								/*                             GODOT ENGINE                               */
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								/*                        https://godotengine.org                         */
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								/**************************************************************************/
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								/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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								/* "Software"), to deal in the Software without restriction, including    */
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								/*                                                                        */
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								/* The above copyright notice and this permission notice shall be         */
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								/* included in all copies or substantial portions of the Software.        */
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								/*                                                                        */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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								/**************************************************************************/
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								#ifndef SCENE_CACHE_INTERFACE_H
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								#define SCENE_CACHE_INTERFACE_H
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											2024-12-22 01:19:26 +08:00
										 
									 
								 
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								#include "core/object/ref_counted.h"
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											2023-09-06 21:02:52 +02:00
										 
									 
								 
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								class Node;
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								class SceneMultiplayer;
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								class SceneCacheInterface : public RefCounted {
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									GDCLASS(SceneCacheInterface, RefCounted);
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								private:
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									SceneMultiplayer *multiplayer = nullptr;
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									//path sent caches
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									struct NodeCache {
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										int cache_id = 0;
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										HashMap<int, int> recv_ids; // peer id, remote cache id
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										HashMap<int, bool> confirmed_peers; // peer id, confirmed
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									};
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									struct RecvNode {
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										ObjectID oid;
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										NodePath path;
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										RecvNode(const ObjectID &p_oid, const NodePath &p_path) {
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											oid = p_oid;
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											path = p_path;
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										}
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									};
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									struct PeerInfo {
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										HashMap<int, RecvNode> recv_nodes; // remote cache id, (ObjectID, NodePath)
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										HashSet<ObjectID> sent_nodes;
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									};
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									HashMap<ObjectID, NodeCache> nodes_cache;
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									HashMap<int, ObjectID> assigned_ids;
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									HashMap<int, PeerInfo> peers_info;
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									int last_send_cache_id = 1;
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									void _remove_node_cache(ObjectID p_oid);
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									NodeCache &_track(Node *p_node);
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								protected:
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									Error _send_confirm_path(Node *p_node, NodeCache &p_cache, const List<int> &p_peers);
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								public:
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									void clear();
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									void on_peer_change(int p_id, bool p_connected);
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									void process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len);
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									void process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len);
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									// Returns true if all peers have cached path.
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									bool send_object_cache(Object *p_obj, int p_target, int &p_id);
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									int make_object_cache(Object *p_obj);
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									Object *get_cached_object(int p_from, uint32_t p_cache_id);
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									bool is_cache_confirmed(Node *p_path, int p_peer);
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									SceneCacheInterface(SceneMultiplayer *p_multiplayer) { multiplayer = p_multiplayer; }
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								};
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								#endif // SCENE_CACHE_INTERFACE_H
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