pandemonium_engine/modules/network_synchronizer/scene_diff.h

73 lines
3.1 KiB
C++

#ifndef SCENE_DIFF_H
#define SCENE_DIFF_H
/*************************************************************************/
/* scene_diff.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
/**
@author AndreaCatania
*/
#include "core/object/class_db.h"
#include "core/containers/local_vector.h"
#include "net_utilities.h"
class SceneSynchronizer;
struct VarDiff {
bool is_different = false;
Variant value;
};
/// This class is used to track the scene changes during a particular period of
/// the frame. You can use it to generate partial FrameSnapshot that contains
/// only portion of a change.
class SceneDiff : public Object {
GDCLASS(SceneDiff, Object);
friend class SceneSynchronizer;
static void _bind_methods();
uint32_t start_tracking_count = 0;
LocalVector<LocalVector<Variant>> tracking;
LocalVector<LocalVector<VarDiff>> diff;
public:
SceneDiff() = default;
void start_tracking_scene_changes(const LocalVector<NetUtility::NodeData *> &p_nodes);
void stop_tracking_scene_changes(const SceneSynchronizer *p_synchronizer);
bool is_tracking_in_progress() const;
};
#endif // SCENE_DIFF_H