mirror of
https://github.com/Relintai/pandemonium_engine.git
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94 lines
4.0 KiB
C++
94 lines
4.0 KiB
C++
#ifndef NET_ACTIONS_H
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#define NET_ACTIONS_H
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/*************************************************************************/
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/* net_action.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 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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#include "core/object/reference.h"
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#include "net_action_processor.h"
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#include "net_utilities.h"
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class SceneSynchronizer;
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struct NetActionInfo;
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struct SenderNetAction {
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/// The token used to reference this Action.
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uint32_t action_token = UINT32_MAX;
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/// The token generated by the peer that generated the Action: Usually this is the same as `action_token`.
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uint32_t triggerer_action_token = UINT32_MAX;
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NetActionProcessor action_processor;
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Vector<uint8_t> vars_buffer;
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Vector<int> recipients;
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int sender_peer = -1;
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HashMap<int, uint32_t> peers_executed_input_id;
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bool locally_executed = false;
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bool sent_by_the_server = false;
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uint32_t send_count = 0;
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uint32_t send_timestamp = 0;
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bool sender_executed_time_changed = false;
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void prepare_processor(NetUtility::NodeData *p_nd, NetActionId p_event_id, const Array &p_vars);
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const NetActionInfo &get_action_info() const;
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void client_set_executed_input_id(uint32_t p_input_id);
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uint32_t client_get_executed_input_id() const;
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uint32_t peer_get_executed_input_id(int p_peer) const;
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};
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namespace net_action {
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void encode_net_action(
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const LocalVector<SenderNetAction *> &p_actions,
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int p_source_peer,
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DataBuffer &r_data_buffer);
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void decode_net_action(
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SceneSynchronizer *synchronizer,
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DataBuffer &p_data_buffer,
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int p_source_peer,
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LocalVector<SenderNetAction> &r_actions);
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}; //namespace net_action
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struct NetActionSenderInfo {
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uint32_t last_received_action_id = UINT32_MAX;
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struct ActionAndTimestamp {
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uint32_t id;
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uint64_t timestamp;
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bool operator==(const ActionAndTimestamp &p_other) const { return id == p_other.id; }
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};
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LocalVector<ActionAndTimestamp> missing_actions;
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bool process_received_action(uint32_t p_action_id);
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void check_missing_actions_and_clean_up(Node *p_owner);
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};
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#endif
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