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			205 lines
		
	
	
	
		
			7.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			205 lines
		
	
	
	
		
			7.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
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/*  scene_multiplayer.h                                                   */
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/**************************************************************************/
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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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/*                                                                        */
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/* Permission is hereby granted, free of charge, to any person obtaining  */
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/* a copy of this software and associated documentation files (the        */
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/* "Software"), to deal in the Software without restriction, including    */
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/* without limitation the rights to use, copy, modify, merge, publish,    */
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/* distribute, sublicense, and/or sell copies of the Software, and to     */
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/* permit persons to whom the Software is furnished to do so, subject to  */
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/* the following conditions:                                              */
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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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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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/**************************************************************************/
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#pragma once
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#include "scene_cache_interface.h"
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#include "scene_replication_interface.h"
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#include "scene_rpc_interface.h"
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#include "scene/main/multiplayer_api.h"
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class OfflineMultiplayerPeer : public MultiplayerPeer {
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	GDCLASS(OfflineMultiplayerPeer, MultiplayerPeer);
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public:
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	virtual int get_available_packet_count() const override { return 0; }
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	virtual Error get_packet(const uint8_t **r_buffer, int &r_buffer_size) override {
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		*r_buffer = nullptr;
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		r_buffer_size = 0;
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		return OK;
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	}
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	virtual Error put_packet(const uint8_t *p_buffer, int p_buffer_size) override { return OK; }
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	virtual int get_max_packet_size() const override { return 0; }
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	virtual void set_target_peer(int p_peer_id) override {}
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	virtual int get_packet_peer() const override { return 0; }
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	virtual TransferMode get_packet_mode() const override { return TRANSFER_MODE_RELIABLE; }
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	virtual int get_packet_channel() const override { return 0; }
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	virtual void disconnect_peer(int p_peer, bool p_force = false) override {}
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	virtual bool is_server() const override { return true; }
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	virtual void poll() override {}
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	virtual void close() override {}
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	virtual int get_unique_id() const override { return TARGET_PEER_SERVER; }
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	virtual ConnectionStatus get_connection_status() const override { return CONNECTION_CONNECTED; }
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};
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class SceneMultiplayer : public MultiplayerAPI {
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	GDCLASS(SceneMultiplayer, MultiplayerAPI);
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public:
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	enum NetworkCommands {
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		NETWORK_COMMAND_REMOTE_CALL = 0,
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		NETWORK_COMMAND_SIMPLIFY_PATH,
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		NETWORK_COMMAND_CONFIRM_PATH,
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		NETWORK_COMMAND_RAW,
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		NETWORK_COMMAND_SPAWN,
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		NETWORK_COMMAND_DESPAWN,
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		NETWORK_COMMAND_SYNC,
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		NETWORK_COMMAND_SYS,
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	};
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	enum SysCommands {
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		SYS_COMMAND_AUTH,
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		SYS_COMMAND_ADD_PEER,
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		SYS_COMMAND_DEL_PEER,
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		SYS_COMMAND_RELAY,
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	};
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	enum {
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		SYS_CMD_SIZE = 6, // Command + sys command + peer_id (+ optional payload).
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	};
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	// For each command, the 4 MSB can contain custom flags, as defined by subsystems.
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	enum {
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		CMD_FLAG_0_SHIFT = 4,
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		CMD_FLAG_1_SHIFT = 5,
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		CMD_FLAG_2_SHIFT = 6,
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		CMD_FLAG_3_SHIFT = 7,
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	};
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	// This is the mask that will be used to extract the command.
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	enum {
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		CMD_MASK = 7, // 0x7 -> 0b00000111
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	};
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private:
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	struct PendingPeer {
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		bool local = false;
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		bool remote = false;
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		uint64_t time = 0;
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	};
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	Ref<MultiplayerPeer> multiplayer_peer;
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	MultiplayerPeer::ConnectionStatus last_connection_status = MultiplayerPeer::CONNECTION_DISCONNECTED;
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	HashMap<int, PendingPeer> pending_peers; // true if locally finalized.
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	Callable auth_callback;
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	uint64_t auth_timeout = 3000;
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	HashSet<int> connected_peers;
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	int remote_sender_id = 0;
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	int remote_sender_override = 0;
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	Vector<uint8_t> packet_cache;
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	NodePath root_path;
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	bool allow_object_decoding = false;
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	bool server_relay = true;
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	Ref<StreamPeerBuffer> relay_buffer;
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	Ref<SceneCacheInterface> cache;
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	Ref<SceneReplicationInterface> replicator;
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	Ref<SceneRPCInterface> rpc;
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#ifdef DEBUG_ENABLED
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	_FORCE_INLINE_ void _profile_bandwidth(const String &p_what, int p_value);
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	_FORCE_INLINE_ Error _send(const uint8_t *p_packet, int p_packet_len); // Also profiles.
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#else
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	_FORCE_INLINE_ Error _send(const uint8_t *p_packet, int p_packet_len) {
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		return multiplayer_peer->put_packet(p_packet, p_packet_len);
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	}
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#endif
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protected:
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	static void _bind_methods();
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	void _process_packet(int p_from, const uint8_t *p_packet, int p_packet_len);
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	void _process_raw(int p_from, const uint8_t *p_packet, int p_packet_len);
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	void _process_sys(int p_from, const uint8_t *p_packet, int p_packet_len, MultiplayerPeer::TransferMode p_mode, int p_channel);
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	void _add_peer(int p_id);
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	void _admit_peer(int p_id);
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	void _del_peer(int p_id);
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	void _update_status();
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public:
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	virtual void set_multiplayer_peer(const Ref<MultiplayerPeer> &p_peer) override;
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	virtual Ref<MultiplayerPeer> get_multiplayer_peer() override;
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	virtual Error poll() override;
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	virtual int get_unique_id() override;
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	virtual Vector<int> get_peer_ids() override;
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	virtual int get_remote_sender_id() override { return remote_sender_override ? remote_sender_override : remote_sender_id; }
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	virtual Error rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) override;
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	virtual Error object_configuration_add(Object *p_obj, Variant p_config) override;
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	virtual Error object_configuration_remove(Object *p_obj, Variant p_config) override;
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	void clear();
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	// Usually from object_configuration_add/remove
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	void set_root_path(const NodePath &p_path);
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	NodePath get_root_path() const;
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	void disconnect_peer(int p_id);
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	Error send_auth(int p_to, Vector<uint8_t> p_bytes);
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	Error complete_auth(int p_peer);
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	void set_auth_callback(Callable p_callback);
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	Callable get_auth_callback() const;
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	void set_auth_timeout(double p_timeout);
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	double get_auth_timeout() const;
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	Vector<int> get_authenticating_peer_ids();
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	Error send_command(int p_to, const uint8_t *p_packet, int p_packet_len); // Used internally to relay packets when needed.
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	Error send_bytes(Vector<uint8_t> p_data, int p_to = MultiplayerPeer::TARGET_PEER_BROADCAST, MultiplayerPeer::TransferMode p_mode = MultiplayerPeer::TRANSFER_MODE_RELIABLE, int p_channel = 0);
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	String get_rpc_md5(const Object *p_obj);
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	const HashSet<int> get_connected_peers() const { return connected_peers; }
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	void set_remote_sender_override(int p_id) { remote_sender_override = p_id; }
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	void set_refuse_new_connections(bool p_refuse);
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	bool is_refusing_new_connections() const;
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	void set_allow_object_decoding(bool p_enable);
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	bool is_object_decoding_allowed() const;
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	void set_server_relay_enabled(bool p_enabled);
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	bool is_server_relay_enabled() const;
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	void set_max_sync_packet_size(int p_size);
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	int get_max_sync_packet_size() const;
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	void set_max_delta_packet_size(int p_size);
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	int get_max_delta_packet_size() const;
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	SceneMultiplayer();
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	~SceneMultiplayer();
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};
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