godot/modules/multiplayer/scene_cache_interface.h
Fabio Alessandrelli 61cf7d180c [MP] Optimize multiplayer NodePath caching
Only use paths during network transfer.
Use ObjectID instead of NodePaths for storing the Node <-> NetID
relations locally.
2023-10-10 14:42:48 +02:00

84 lines
3.5 KiB
C++

/**************************************************************************/
/* scene_cache_interface.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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#ifndef SCENE_CACHE_INTERFACE_H
#define SCENE_CACHE_INTERFACE_H
#include "scene/main/multiplayer_api.h"
class Node;
class SceneMultiplayer;
class SceneCacheInterface : public RefCounted {
GDCLASS(SceneCacheInterface, RefCounted);
private:
SceneMultiplayer *multiplayer = nullptr;
//path sent caches
struct PathSentCache {
HashMap<int, bool> confirmed_peers;
int id;
};
//path get caches
struct PathGetCache {
struct NodeInfo {
NodePath path;
ObjectID instance;
};
HashMap<int, NodeInfo> nodes;
};
HashMap<ObjectID, PathSentCache> path_send_cache;
HashMap<int, PathGetCache> path_get_cache;
int last_send_cache_id = 1;
protected:
Error _send_confirm_path(Node *p_node, PathSentCache *psc, const List<int> &p_peers);
public:
void clear();
void on_peer_change(int p_id, bool p_connected);
void process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len);
void process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len);
// Returns true if all peers have cached path.
bool send_object_cache(Object *p_obj, int p_target, int &p_id);
int make_object_cache(Object *p_obj);
Object *get_cached_object(int p_from, uint32_t p_cache_id);
bool is_cache_confirmed(Node *p_path, int p_peer);
SceneCacheInterface(SceneMultiplayer *p_multiplayer) { multiplayer = p_multiplayer; }
};
#endif // SCENE_CACHE_INTERFACE_H