godot/modules/multiplayer/multiplayer_synchronizer.h
Fabio Alessandrelli 32a62af648 [MP] Allow multiple synchronizers per node.
The same node can now be controlled by multiple synchronizers at once.
Spawn visibility is composed in OR across multiple synchronizers (i.e.
if any synchronizer is visible to the peer, the object will be spawned).

Synchronizers controlling spawned nodes can now have a different
authority then the one spawning the node, in that case, the spawn
variables for that specific synchronizer are simply ignored (other
synchronizers with the same authority of the spawner will correctly
synchronize variables on spawn).

The SceneReplicationState class has been completly removed, since it was
bloating the implementation, the state is now simply stored in the
SceneReplicationInterface.
2022-10-03 14:45:00 +02:00

112 lines
4.6 KiB
C++

/*************************************************************************/
/* multiplayer_synchronizer.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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#ifndef MULTIPLAYER_SYNCHRONIZER_H
#define MULTIPLAYER_SYNCHRONIZER_H
#include "scene/main/node.h"
#include "scene_replication_config.h"
class MultiplayerSynchronizer : public Node {
GDCLASS(MultiplayerSynchronizer, Node);
public:
enum VisibilityUpdateMode {
VISIBILITY_PROCESS_IDLE,
VISIBILITY_PROCESS_PHYSICS,
VISIBILITY_PROCESS_NONE,
};
private:
Ref<SceneReplicationConfig> replication_config;
NodePath root_path = NodePath(".."); // Start with parent, like with AnimationPlayer.
uint64_t interval_msec = 0;
VisibilityUpdateMode visibility_update_mode = VISIBILITY_PROCESS_IDLE;
HashSet<Callable> visibility_filters;
HashSet<int> peer_visibility;
ObjectID root_node_cache;
uint64_t last_sync_msec = 0;
uint16_t last_inbound_sync = 0;
uint32_t net_id = 0;
static Object *_get_prop_target(Object *p_obj, const NodePath &p_prop);
void _start();
void _stop();
void _update_process();
protected:
static void _bind_methods();
void _notification(int p_what);
public:
static Error get_state(const List<NodePath> &p_properties, Object *p_obj, Vector<Variant> &r_variant, Vector<const Variant *> &r_variant_ptrs);
static Error set_state(const List<NodePath> &p_properties, Object *p_obj, const Vector<Variant> &p_state);
void reset();
Node *get_root_node();
uint32_t get_net_id() const;
void set_net_id(uint32_t p_net_id);
bool update_outbound_sync_time(uint64_t p_msec);
bool update_inbound_sync_time(uint16_t p_network_time);
PackedStringArray get_configuration_warnings() const override;
void set_replication_interval(double p_interval);
double get_replication_interval() const;
void set_replication_config(Ref<SceneReplicationConfig> p_config);
Ref<SceneReplicationConfig> get_replication_config();
void set_root_path(const NodePath &p_path);
NodePath get_root_path() const;
virtual void set_multiplayer_authority(int p_peer_id, bool p_recursive = true) override;
bool is_visibility_public() const;
void set_visibility_public(bool p_public);
bool is_visible_to(int p_peer);
void set_visibility_for(int p_peer, bool p_visible);
bool get_visibility_for(int p_peer) const;
void update_visibility(int p_for_peer);
void set_visibility_update_mode(VisibilityUpdateMode p_mode);
void add_visibility_filter(Callable p_callback);
void remove_visibility_filter(Callable p_callback);
VisibilityUpdateMode get_visibility_update_mode() const;
MultiplayerSynchronizer();
};
VARIANT_ENUM_CAST(MultiplayerSynchronizer::VisibilityUpdateMode);
#endif // MULTIPLAYER_SYNCHRONIZER_H