pandemonium_engine/modules/network_synchronizer/net_action_processor.h

75 lines
3.2 KiB
C++

#ifndef NET_ACTION_PROCESSOR_H
#define NET_ACTION_PROCESSOR_H
/*************************************************************************/
/* net_action_processor.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* 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/string/ustring.h"
#include "core/variant/array.h"
namespace NetUtility {
struct NodeData;
};
typedef uint32_t NetActionId;
struct NetActionProcessor {
NetUtility::NodeData *nd;
NetActionId action_id;
Array vars;
NetActionProcessor() = default;
NetActionProcessor(
NetUtility::NodeData *p_nd,
NetActionId p_action_id,
const Array &p_vars) :
nd(p_nd),
action_id(p_action_id),
vars(p_vars) {}
void execute();
bool server_validate() const;
operator String() const;
};
struct TokenizedNetActionProcessor {
uint32_t action_token;
NetActionProcessor processor;
bool operator==(const TokenizedNetActionProcessor &p_other) const { return action_token == p_other.action_token; }
TokenizedNetActionProcessor() = default;
TokenizedNetActionProcessor(uint32_t p_at, NetActionProcessor p_p) :
action_token(p_at), processor(p_p) {}
};
#endif