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![Fabio Alessandrelli](/assets/img/avatar_default.png)
Only use paths during network transfer. Use ObjectID instead of NodePaths for storing the Node <-> NetID relations locally.
84 lines
3.5 KiB
C++
84 lines
3.5 KiB
C++
/**************************************************************************/
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/* scene_cache_interface.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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#ifndef SCENE_CACHE_INTERFACE_H
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#define SCENE_CACHE_INTERFACE_H
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#include "scene/main/multiplayer_api.h"
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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 PathSentCache {
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HashMap<int, bool> confirmed_peers;
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int id;
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};
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//path get caches
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struct PathGetCache {
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struct NodeInfo {
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NodePath path;
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ObjectID instance;
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};
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HashMap<int, NodeInfo> nodes;
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};
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HashMap<ObjectID, PathSentCache> path_send_cache;
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HashMap<int, PathGetCache> path_get_cache;
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int last_send_cache_id = 1;
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protected:
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Error _send_confirm_path(Node *p_node, PathSentCache *psc, 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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