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			138 lines
		
	
	
	
		
			6.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			138 lines
		
	
	
	
		
			6.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  multiplayer_replicator.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) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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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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#ifndef MULTIPLAYER_REPLICATOR_H
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#define MULTIPLAYER_REPLICATOR_H
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#include "core/multiplayer/multiplayer_api.h"
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#include "core/io/resource_uid.h"
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#include "core/templates/hash_map.h"
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#include "core/variant/typed_array.h"
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class MultiplayerReplicator : public Object {
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	GDCLASS(MultiplayerReplicator, Object);
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public:
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	enum {
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		SPAWN_CMD_OFFSET = 9,
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		SYNC_CMD_OFFSET = 9,
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	};
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	enum ReplicationMode {
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		REPLICATION_MODE_NONE,
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		REPLICATION_MODE_SERVER,
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		REPLICATION_MODE_CUSTOM,
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	};
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	struct SceneConfig {
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		ReplicationMode mode;
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		uint64_t sync_interval = 0;
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		uint64_t sync_last = 0;
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		uint8_t sync_recv = 0;
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		List<StringName> properties;
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		List<StringName> sync_properties;
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		Callable on_spawn_despawn_send;
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		Callable on_spawn_despawn_receive;
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		Callable on_sync_send;
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		Callable on_sync_receive;
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	};
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protected:
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	static void _bind_methods();
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private:
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	enum {
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		BYTE_OR_ZERO_SHIFT = MultiplayerAPI::CMD_FLAG_0_SHIFT,
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	};
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	enum {
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		BYTE_OR_ZERO_FLAG = 1 << BYTE_OR_ZERO_SHIFT,
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	};
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	MultiplayerAPI *multiplayer = nullptr;
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	Vector<uint8_t> packet_cache;
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	Map<ResourceUID::ID, SceneConfig> replications;
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	Map<ObjectID, ResourceUID::ID> replicated_nodes;
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	HashMap<ResourceUID::ID, List<ObjectID>> tracked_objects;
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	// Encoding
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	Error _get_state(const List<StringName> &p_properties, const Object *p_obj, List<Variant> &r_variant);
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	Error _encode_state(const List<Variant> &p_variants, uint8_t *p_buffer, int &r_len, bool *r_raw = nullptr);
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	Error _decode_state(const List<StringName> &p_cfg, Object *p_obj, const uint8_t *p_buffer, int p_len, int &r_len, bool p_raw = false);
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	// Spawn
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	Error _spawn_despawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer, bool p_spawn);
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	Error _send_spawn_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data, bool p_spawn);
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	void _process_default_spawn_despawn(int p_from, const ResourceUID::ID &p_scene_id, const uint8_t *p_packet, int p_packet_len, bool p_spawn);
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	Error _send_default_spawn_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, Object *p_obj, const NodePath &p_path, bool p_spawn);
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	// Sync
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	void _process_default_sync(const ResourceUID::ID &p_id, const uint8_t *p_packet, int p_packet_len);
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	Error _sync_all_default(const ResourceUID::ID &p_scene_id, int p_peer);
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	void _track(const ResourceUID::ID &p_scene_id, Object *p_object);
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	void _untrack(const ResourceUID::ID &p_scene_id, Object *p_object);
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public:
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	void clear();
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	// Encoding
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	PackedByteArray encode_state(const ResourceUID::ID &p_scene_id, const Object *p_node, bool p_initial);
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	Error decode_state(const ResourceUID::ID &p_scene_id, Object *p_node, PackedByteArray p_data, bool p_initial);
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	// Spawn
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	Error spawn_config(const ResourceUID::ID &p_id, ReplicationMode p_mode, const TypedArray<StringName> &p_props = TypedArray<StringName>(), const Callable &p_on_send = Callable(), const Callable &p_on_recv = Callable());
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	Error spawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer = 0);
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	Error despawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer = 0);
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	Error send_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data = Variant(), const NodePath &p_path = NodePath());
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	Error send_spawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data = Variant(), const NodePath &p_path = NodePath());
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	// Sync
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	Error sync_config(const ResourceUID::ID &p_id, uint64_t p_interval, const TypedArray<StringName> &p_props = TypedArray<StringName>(), const Callable &p_on_send = Callable(), const Callable &p_on_recv = Callable());
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	Error sync_all(const ResourceUID::ID &p_scene_id, int p_peer);
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	Error send_sync(int p_peer_id, const ResourceUID::ID &p_scene_id, PackedByteArray p_data, Multiplayer::TransferMode p_mode, int p_channel);
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	void track(const ResourceUID::ID &p_scene_id, Object *p_object);
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	void untrack(const ResourceUID::ID &p_scene_id, Object *p_object);
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	// Used by MultiplayerAPI
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	void spawn_all(int p_peer);
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	void process_spawn_despawn(int p_from, const uint8_t *p_packet, int p_packet_len, bool p_spawn);
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	void process_sync(int p_from, const uint8_t *p_packet, int p_packet_len);
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	void scene_enter_exit_notify(const String &p_scene, Node *p_node, bool p_enter);
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	void poll();
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	MultiplayerReplicator(MultiplayerAPI *p_multiplayer) {
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		multiplayer = p_multiplayer;
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	}
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};
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VARIANT_ENUM_CAST(MultiplayerReplicator::ReplicationMode);
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#endif // MULTIPLAYER_REPLICATOR_H
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