pandemonium_engine/modules/network_synchronizer/net_action.h

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#ifndef NET_ACTIONS_H
#define NET_ACTIONS_H
/*************************************************************************/
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/* net_action.h */
/*************************************************************************/
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/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "core/object/reference.h"
#include "net_action_processor.h"
#include "net_utilities.h"
class SceneSynchronizer;
struct NetActionInfo;
struct SenderNetAction {
/// The token used to reference this Action.
uint32_t action_token = UINT32_MAX;
/// The token generated by the peer that generated the Action: Usually this is the same as `action_token`.
uint32_t triggerer_action_token = UINT32_MAX;
NetActionProcessor action_processor;
Vector<uint8_t> vars_buffer;
Vector<int> recipients;
int sender_peer = -1;
HashMap<int, uint32_t> peers_executed_input_id;
bool locally_executed = false;
bool sent_by_the_server = false;
uint32_t send_count = 0;
uint32_t send_timestamp = 0;
bool sender_executed_time_changed = false;
void prepare_processor(NetUtility::NodeData *p_nd, NetActionId p_event_id, const Array &p_vars);
const NetActionInfo &get_action_info() const;
void client_set_executed_input_id(uint32_t p_input_id);
uint32_t client_get_executed_input_id() const;
uint32_t peer_get_executed_input_id(int p_peer) const;
};
namespace net_action {
void encode_net_action(
const LocalVector<SenderNetAction *> &p_actions,
int p_source_peer,
DataBuffer &r_data_buffer);
void decode_net_action(
SceneSynchronizer *synchronizer,
DataBuffer &p_data_buffer,
int p_source_peer,
LocalVector<SenderNetAction> &r_actions);
}; //namespace net_action
struct NetActionSenderInfo {
uint32_t last_received_action_id = UINT32_MAX;
struct ActionAndTimestamp {
uint32_t id;
uint64_t timestamp;
bool operator==(const ActionAndTimestamp &p_other) const { return id == p_other.id; }
};
LocalVector<ActionAndTimestamp> missing_actions;
bool process_received_action(uint32_t p_action_id);
void check_missing_actions_and_clean_up(Node *p_owner);
};
#endif