2022-03-23 15:07:15 +01:00
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#ifndef SCENE_SYNCHRONIZER_H
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#define SCENE_SYNCHRONIZER_H
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2022-03-20 23:30:30 +01:00
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/*************************************************************************/
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/* scene_synchronizer.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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/**
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@author AndreaCatania
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*/
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#include "scene/main/node.h"
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2022-03-23 15:07:15 +01:00
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#include "core/local_vector.h"
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#include "core/oa_hash_map.h"
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2022-03-20 23:30:30 +01:00
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#include "net_utilities.h"
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#include <deque>
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class Synchronizer;
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class NetworkedController;
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/// # SceneSynchronizer
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///
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/// The `SceneSynchronizer` is responsible to keep the scene of all peers in sync.
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/// Usually each peer has it istantiated, and depending if it's istantiated in
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/// the server or in the client, it does a different thing.
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///
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/// ## The `Player` is playing the game on the server.
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///
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/// The server is authoritative and it can't never be wrong. For this reason
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/// the `SceneSynchronizer` on the server sends at a fixed interval (defined by
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/// `server_notify_state_interval`) a snapshot to all peers.
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///
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/// The clients receives the server snapshot, so it compares with the local
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/// snapshot and if it's necessary perform the recovery.
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///
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/// ## Variable traking
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///
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/// The `SceneSynchronizer` is able to track any node variable. It's possible to specify
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/// the variables to track using the function `register_variable`.
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///
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/// ## NetworkedController
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/// The `NetworkedController` is able to aquire the `Player` input and perform
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/// operation in sync with other peers. When a discrepancy is found by the
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/// `SceneSynchronizer`, it will drive the `NetworkedController` so to recover that
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/// missalignment.
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///
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///
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/// ## Processing function
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/// Some objects, that are not direclty controlled by a `Player`, may need to be
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/// in sync between peers; since those are not controlled by a `Player` is
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/// not necessary use the `NetworkedController`.
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///
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/// It's possible to specify some process functions using `register_process`.
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/// The `SceneSynchronizer` will call these functions each frame, in sync with the
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/// other peers.
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///
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/// As example object we may think about a moving platform, or a bridge that
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/// opens and close, or even a simple timer to track the match time.
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/// An example implementation would be:
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/// ```
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/// var time := 0.0
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///
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/// func _ready():
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/// # Make sure this never go out of sync.
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/// SceneSynchronizer.register_variable(self, "time")
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///
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/// # Make sure to call this in sync with other peers.
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/// SceneSynchronizer.register_process(self, "in_sync_process")
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///
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/// func in_sync_process(delta: float):
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/// time += delta
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/// ```
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/// In the above code the variable `time` will always be in sync.
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///
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//
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// # Implementation details.
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//
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// The entry point of the above mechanism is the function `SceneSynchronizer::process()`.
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// The server `SceneSynchronizer` code is inside the class `ServerSynchronizer`.
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// The client `SceneSynchronizer` code is inside the class `ClientSynchronizer`.
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// The no networking `SceneSynchronizer` code is inside the class `NoNetSynchronizer`.
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class SceneSynchronizer : public Node {
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GDCLASS(SceneSynchronizer, Node);
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friend class Synchronizer;
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friend class ServerSynchronizer;
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friend class ClientSynchronizer;
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friend class NoNetSynchronizer;
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friend class SceneDiff;
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public:
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enum SynchronizerType {
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SYNCHRONIZER_TYPE_NULL,
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SYNCHRONIZER_TYPE_NONETWORK,
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SYNCHRONIZER_TYPE_CLIENT,
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SYNCHRONIZER_TYPE_SERVER
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};
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private:
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real_t server_notify_state_interval = 1.0;
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real_t comparison_float_tolerance = 0.001;
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SynchronizerType synchronizer_type = SYNCHRONIZER_TYPE_NULL;
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Synchronizer *synchronizer = nullptr;
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bool recover_in_progress = false;
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bool reset_in_progress = false;
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bool rewinding_in_progress = false;
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bool end_sync = false;
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bool peer_dirty = false;
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OAHashMap<int, NetUtility::PeerData> peer_data;
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bool generate_id = false;
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// All possible registered nodes.
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LocalVector<NetUtility::NodeData *> node_data;
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// All registered nodes, that have the NetworkNodeId assigned, organized per
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// NetworkNodeId.
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LocalVector<NetUtility::NodeData *> organized_node_data;
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// Controller nodes.
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LocalVector<NetUtility::NodeData *> node_data_controllers;
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// Just used to detect when the peer change. TODO Remove this and use a singnal instead.
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void *peer_ptr = nullptr;
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int event_flag;
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LocalVector<NetUtility::ChangeListener> event_listener;
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public:
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static void _bind_methods();
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virtual void _notification(int p_what);
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public:
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SceneSynchronizer();
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~SceneSynchronizer();
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void set_doll_desync_tolerance(int p_tolerance);
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int get_doll_desync_tolerance() const;
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void set_server_notify_state_interval(real_t p_interval);
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real_t get_server_notify_state_interval() const;
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void set_comparison_float_tolerance(real_t p_tolerance);
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real_t get_comparison_float_tolerance() const;
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/// Register a new node and returns its `NodeData`.
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NetUtility::NodeData *register_node(Node *p_node);
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uint32_t register_node_gdscript(Node *p_node);
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void unregister_node(Node *p_node);
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/// Returns the node ID.
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/// This may return `UINT32_MAX` in various cases:
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/// - The node is not registered.
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/// - The client doesn't know the ID yet.
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uint32_t get_node_id(Node *p_node);
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Node *get_node_from_id(uint32_t p_id);
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void register_variable(Node *p_node, const StringName &p_variable, const StringName &p_on_change_notify_to = StringName(), NetEventFlag p_flags = NetEventFlag::DEFAULT);
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void unregister_variable(Node *p_node, const StringName &p_variable);
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/// Start local node sync.
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void start_node_sync(const Node *p_node);
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/// Stop local node sync.
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void stop_node_sync(const Node *p_node);
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bool is_node_sync(const Node *p_node) const;
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/// Returns the variable ID relative to the `Node`.
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/// This may return `UINT32_MAX` in various cases:
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/// - The node is not registered.
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/// - The variable is not registered.
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/// - The client doesn't know the ID yet.
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uint32_t get_variable_id(Node *p_node, const StringName &p_variable);
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void set_skip_rewinding(Node *p_node, const StringName &p_variable, bool p_skip_rewinding);
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void track_variable_changes(Node *p_node, const StringName &p_variable, Object *p_object, const StringName &p_method, NetEventFlag p_flags = NetEventFlag::DEFAULT);
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void untrack_variable_changes(Node *p_node, const StringName &p_variable, Object *p_object, const StringName &p_method);
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void set_node_as_controlled_by(Node *p_node, Node *p_controller);
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/// Add a dependency to a controller, so that the rewinding mechanism can
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/// make sure to rewind that node when the controller is rewinded.
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/// You can remove and add dependency at any time. This operation
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/// don't need to be perfomed on server.
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void controller_add_dependency(Node *p_controller, Node *p_node);
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void controller_remove_dependency(Node *p_controller, Node *p_node);
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int controller_get_dependency_count(Node *p_controller) const;
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Node *controller_get_dependency(Node *p_controller, int p_index);
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void register_process(Node *p_node, const StringName &p_function);
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void unregister_process(Node *p_node, const StringName &p_function);
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void start_tracking_scene_changes(Object *p_diff_handle) const;
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void stop_tracking_scene_changes(Object *p_diff_handle) const;
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Variant pop_scene_changes(Object *p_diff_handle) const;
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void apply_scene_changes(const Variant &p_sync_data);
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bool is_recovered() const;
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bool is_resetted() const;
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bool is_rewinding() const;
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bool is_end_sync() const;
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/// This function works only on server.
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void force_state_notify();
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/// Make peers as dirty, so they will be reloaded next frame.
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void dirty_peers();
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void set_enabled(bool p_enable);
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bool is_enabled() const;
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void set_peer_networking_enable(int p_peer, bool p_enable);
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bool is_peer_networking_enable(int p_peer) const;
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void _on_peer_connected(int p_peer);
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void _on_peer_disconnected(int p_peer);
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void _on_node_removed(Node *p_node);
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void reset_synchronizer_mode();
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void clear();
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void _rpc_send_state(const Variant &p_snapshot);
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void _rpc_notify_need_full_snapshot();
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void _rpc_set_network_enabled(bool p_enabled);
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void _rpc_notify_peer_status(bool p_enabled);
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void update_peers();
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void clear_peers();
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void change_events_begin(int p_flag);
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void change_event_add(NetUtility::NodeData *p_node_data, NetVarId p_var_id, const Variant &p_old);
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void change_events_flush();
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private:
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void expand_organized_node_data_vector(uint32_t p_size);
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/// This function is slow, but allow to take the node data even if the
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/// `NetNodeId` is not yet assigned.
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NetUtility::NodeData *find_node_data(const Node *p_node);
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const NetUtility::NodeData *find_node_data(const Node *p_node) const;
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/// This function is super fast, but only nodes with a `NetNodeId` assigned
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/// can be returned.
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NetUtility::NodeData *get_node_data(NetNodeId p_id);
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const NetUtility::NodeData *get_node_data(NetNodeId p_id) const;
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/// Returns the latest generated `NetNodeId`.
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NetNodeId get_biggest_node_id() const;
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void reset_controllers();
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void reset_controller(NetUtility::NodeData *p_controller);
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void process();
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#ifdef DEBUG_ENABLED
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void validate_nodes();
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#endif
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void purge_node_dependencies();
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real_t get_pretended_delta() const;
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/// Read the node variables and store the value if is different from the
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/// previous one and emits a signal.
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void pull_node_changes(NetUtility::NodeData *p_node_data);
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/// Add node data and generates the `NetNodeId` if allowed.
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void add_node_data(NetUtility::NodeData *p_node_data);
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void drop_node_data(NetUtility::NodeData *p_node_data);
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/// Set the node data net id.
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void set_node_data_id(NetUtility::NodeData *p_node_data, NetNodeId p_id);
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public:
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/// Returns true when the vectors are the same. Uses comparison_float_tolerance member.
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bool compare(const Vector2 &p_first, const Vector2 &p_second) const;
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/// Returns true when the vectors are the same. Uses comparison_float_tolerance member.
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bool compare(const Vector3 &p_first, const Vector3 &p_second) const;
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/// Returns true when the variants are the same. Uses comparison_float_tolerance member.
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bool compare(const Variant &p_first, const Variant &p_second) const;
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/// Returns true when the vectors are the same.
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static bool compare(const Vector2 &p_first, const Vector2 &p_second, real_t p_tolerance);
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/// Returns true when the vectors are the same.
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static bool compare(const Vector3 &p_first, const Vector3 &p_second, real_t p_tolerance);
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/// Returns true when the variants are the same.
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static bool compare(const Variant &p_first, const Variant &p_second, real_t p_tolerance);
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/// Returns true if this peer is server.
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bool is_server() const;
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/// Returns true if this peer is client.
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bool is_client() const;
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/// Returns true if there is no network.
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bool is_no_network() const;
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/// Returns true if network is enabled.
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bool is_networked() const;
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};
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class Synchronizer {
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protected:
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SceneSynchronizer *scene_synchronizer;
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public:
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Synchronizer(SceneSynchronizer *p_node);
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virtual ~Synchronizer() = default;
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virtual void clear() = 0;
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virtual void process() = 0;
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virtual void on_node_added(NetUtility::NodeData *p_node_data) {}
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virtual void on_node_removed(NetUtility::NodeData *p_node_data) {}
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virtual void on_variable_added(NetUtility::NodeData *p_node_data, const StringName &p_var_name) {}
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virtual void on_variable_changed(NetUtility::NodeData *p_node_data, NetVarId p_var_id, const Variant &p_old_value, int p_flag) {}
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virtual void on_controller_reset(NetUtility::NodeData *p_node_data) {}
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};
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class NoNetSynchronizer : public Synchronizer {
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friend class SceneSynchronizer;
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bool enabled = true;
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public:
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NoNetSynchronizer(SceneSynchronizer *p_node);
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virtual void clear() override;
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virtual void process() override;
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void set_enabled(bool p_enabled);
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bool is_enabled() const;
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};
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class ServerSynchronizer : public Synchronizer {
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friend class SceneSynchronizer;
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real_t state_notifier_timer = 0.0;
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struct Change {
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bool not_known_before = false;
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Set<StringName> uknown_vars;
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Set<StringName> vars;
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};
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/// The changes; the order matters because the index is the NetNodeId.
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LocalVector<Change> changes;
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public:
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ServerSynchronizer(SceneSynchronizer *p_node);
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virtual void clear() override;
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virtual void process() override;
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virtual void on_node_added(NetUtility::NodeData *p_node_data) override;
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virtual void on_variable_added(NetUtility::NodeData *p_node_data, const StringName &p_var_name) override;
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virtual void on_variable_changed(NetUtility::NodeData *p_node_data, NetVarId p_var_id, const Variant &p_old_value, int p_flag) override;
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void process_snapshot_notificator(real_t p_delta);
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Vector<Variant> global_nodes_generate_snapshot(bool p_force_full_snapshot) const;
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void controller_generate_snapshot(const NetUtility::NodeData *p_node_data, bool p_force_full_snapshot, Vector<Variant> &r_snapshot_result) const;
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void generate_snapshot_node_data(const NetUtility::NodeData *p_node_data, bool p_force_full_snapshot, Vector<Variant> &r_result) const;
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};
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class ClientSynchronizer : public Synchronizer {
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friend class SceneSynchronizer;
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NetUtility::NodeData *player_controller_node_data = nullptr;
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OAHashMap<NetNodeId, NodePath> node_paths;
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NetUtility::Snapshot last_received_snapshot;
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std::deque<NetUtility::Snapshot> client_snapshots;
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std::deque<NetUtility::Snapshot> server_snapshots;
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uint32_t last_checked_input = 0;
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bool enabled = true;
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bool want_to_enable = false;
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bool need_full_snapshot_notified = false;
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struct EndSyncEvent {
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NetUtility::NodeData *node_data;
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NetVarId var_id;
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Variant old_value;
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bool operator<(const EndSyncEvent &p_other) const {
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if (node_data->id == p_other.node_data->id) {
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return var_id < p_other.var_id;
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} else {
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return node_data->id < p_other.node_data->id;
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}
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}
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};
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Set<EndSyncEvent> sync_end_events;
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public:
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ClientSynchronizer(SceneSynchronizer *p_node);
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virtual void clear() override;
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virtual void process() override;
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virtual void on_node_added(NetUtility::NodeData *p_node_data) override;
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virtual void on_node_removed(NetUtility::NodeData *p_node_data) override;
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virtual void on_variable_changed(NetUtility::NodeData *p_node_data, NetVarId p_var_id, const Variant &p_old_value, int p_flag) override;
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virtual void on_controller_reset(NetUtility::NodeData *p_node_data) override;
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void receive_snapshot(Variant p_snapshot);
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bool parse_sync_data(
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Variant p_snapshot,
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void *p_user_pointer,
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void (*p_node_parse)(void *p_user_pointer, NetUtility::NodeData *p_node_data),
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void (*p_controller_parse)(void *p_user_pointer, NetUtility::NodeData *p_node_data, uint32_t p_input_id),
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void (*p_variable_parse)(void *p_user_pointer, NetUtility::NodeData *p_node_data, NetVarId p_var_id, const Variant &p_value));
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void set_enabled(bool p_enabled);
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private:
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/// Store node data organized per controller.
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void store_snapshot();
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void store_controllers_snapshot(
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const NetUtility::Snapshot &p_snapshot,
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std::deque<NetUtility::Snapshot> &r_snapshot_storage);
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void process_controllers_recovery(real_t p_delta);
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void process_paused_controller_recovery(real_t p_delta);
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bool parse_snapshot(Variant p_snapshot);
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bool compare_vars(
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const NetUtility::NodeData *p_synchronizer_node_data,
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const Vector<NetUtility::Var> &p_server_vars,
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const Vector<NetUtility::Var> &p_client_vars,
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Vector<NetUtility::Var> &r_postponed_recover);
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void notify_server_full_snapshot_is_needed();
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};
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VARIANT_ENUM_CAST(NetEventFlag)
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#endif
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