mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-24 20:57:18 +01:00
465 lines
17 KiB
C++
465 lines
17 KiB
C++
#ifndef SCENE_SYNCHRONIZER_H
|
|
#define SCENE_SYNCHRONIZER_H
|
|
|
|
/*************************************************************************/
|
|
/* scene_synchronizer.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 "scene/main/node.h"
|
|
|
|
#include "core/containers/local_vector.h"
|
|
#include "core/containers/oa_hash_map.h"
|
|
#include "net_utilities.h"
|
|
#include <deque>
|
|
|
|
class Synchronizer;
|
|
class NetworkedController;
|
|
|
|
/// # SceneSynchronizer
|
|
///
|
|
/// The `SceneSynchronizer` is responsible to keep the scene of all peers in sync.
|
|
/// Usually each peer has it istantiated, and depending if it's istantiated in
|
|
/// the server or in the client, it does a different thing.
|
|
///
|
|
/// ## The `Player` is playing the game on the server.
|
|
///
|
|
/// The server is authoritative and it can't never be wrong. For this reason
|
|
/// the `SceneSynchronizer` on the server sends at a fixed interval (defined by
|
|
/// `server_notify_state_interval`) a snapshot to all peers.
|
|
///
|
|
/// The clients receives the server snapshot, so it compares with the local
|
|
/// snapshot and if it's necessary perform the recovery.
|
|
///
|
|
/// ## Variable tracking
|
|
///
|
|
/// The `SceneSynchronizer` is able to track any node variable. It's possible to specify
|
|
/// the variables to track using the function `register_variable`.
|
|
///
|
|
/// ## NetworkedController
|
|
/// The `NetworkedController` is able to acquire the `Player` input and perform
|
|
/// operation in sync with other peers. When a discrepancy is found by the
|
|
/// `SceneSynchronizer`, it will drive the `NetworkedController` so to recover that
|
|
/// missalignment.
|
|
///
|
|
///
|
|
/// ## Processing function
|
|
/// Some objects, that are not directly controlled by a `Player`, may need to be
|
|
/// in sync between peers; since those are not controlled by a `Player` is
|
|
/// not necessary use the `NetworkedController`.
|
|
///
|
|
/// It's possible to specify some process functions using `register_process`.
|
|
/// The `SceneSynchronizer` will call these functions each frame, in sync with the
|
|
/// other peers.
|
|
///
|
|
/// As example object we may think about a moving platform, or a bridge that
|
|
/// opens and close, or even a simple timer to track the match time.
|
|
/// An example implementation would be:
|
|
/// ```
|
|
/// var time := 0.0
|
|
///
|
|
/// func _ready():
|
|
/// # Make sure this never go out of sync.
|
|
/// SceneSynchronizer.register_variable(self, "time")
|
|
///
|
|
/// # Make sure to call this in sync with other peers.
|
|
/// SceneSynchronizer.register_process(self, "in_sync_process")
|
|
///
|
|
/// func in_sync_process(delta: float):
|
|
/// time += delta
|
|
/// ```
|
|
/// In the above code the variable `time` will always be in sync.
|
|
///
|
|
//
|
|
// # Implementation details.
|
|
//
|
|
// The entry point of the above mechanism is the function `SceneSynchronizer::process()`.
|
|
// The server `SceneSynchronizer` code is inside the class `ServerSynchronizer`.
|
|
// The client `SceneSynchronizer` code is inside the class `ClientSynchronizer`.
|
|
// The no networking `SceneSynchronizer` code is inside the class `NoNetSynchronizer`.
|
|
class SceneSynchronizer : public Node {
|
|
GDCLASS(SceneSynchronizer, Node);
|
|
|
|
friend class Synchronizer;
|
|
friend class ServerSynchronizer;
|
|
friend class ClientSynchronizer;
|
|
friend class NoNetSynchronizer;
|
|
friend class SceneDiff;
|
|
|
|
public:
|
|
enum SynchronizerType {
|
|
SYNCHRONIZER_TYPE_NULL,
|
|
SYNCHRONIZER_TYPE_NONETWORK,
|
|
SYNCHRONIZER_TYPE_CLIENT,
|
|
SYNCHRONIZER_TYPE_SERVER
|
|
};
|
|
|
|
private:
|
|
real_t server_notify_state_interval = 1.0;
|
|
real_t comparison_float_tolerance = 0.001;
|
|
|
|
SynchronizerType synchronizer_type = SYNCHRONIZER_TYPE_NULL;
|
|
Synchronizer *synchronizer = nullptr;
|
|
bool recover_in_progress = false;
|
|
bool reset_in_progress = false;
|
|
bool rewinding_in_progress = false;
|
|
bool end_sync = false;
|
|
|
|
bool peer_dirty = false;
|
|
OAHashMap<int, NetUtility::PeerData> peer_data;
|
|
|
|
bool generate_id = false;
|
|
|
|
// All possible registered nodes.
|
|
LocalVector<NetUtility::NodeData *> node_data;
|
|
|
|
// All registered nodes, that have the NetworkNodeId assigned, organized per
|
|
// NetworkNodeId.
|
|
LocalVector<NetUtility::NodeData *> organized_node_data;
|
|
|
|
// Controller nodes.
|
|
LocalVector<NetUtility::NodeData *> node_data_controllers;
|
|
|
|
// Just used to detect when the peer change. TODO Remove this and use a signal instead.
|
|
void *peer_ptr = nullptr;
|
|
|
|
int event_flag;
|
|
LocalVector<NetUtility::ChangeListener> event_listener;
|
|
|
|
public:
|
|
static void _bind_methods();
|
|
|
|
virtual void _notification(int p_what);
|
|
|
|
public:
|
|
SceneSynchronizer();
|
|
~SceneSynchronizer();
|
|
|
|
void set_doll_desync_tolerance(int p_tolerance);
|
|
int get_doll_desync_tolerance() const;
|
|
|
|
void set_server_notify_state_interval(real_t p_interval);
|
|
real_t get_server_notify_state_interval() const;
|
|
|
|
void set_comparison_float_tolerance(real_t p_tolerance);
|
|
real_t get_comparison_float_tolerance() const;
|
|
|
|
/// Register a new node and returns its `NodeData`.
|
|
NetUtility::NodeData *register_node(Node *p_node);
|
|
uint32_t register_node_gdscript(Node *p_node);
|
|
void unregister_node(Node *p_node);
|
|
|
|
/// Returns the node ID.
|
|
/// This may return `UINT32_MAX` in various cases:
|
|
/// - The node is not registered.
|
|
/// - The client doesn't know the ID yet.
|
|
uint32_t get_node_id(Node *p_node);
|
|
Node *get_node_from_id(uint32_t p_id);
|
|
|
|
void register_variable(Node *p_node, const StringName &p_variable, const StringName &p_on_change_notify_to = StringName(), NetEventFlag p_flags = NetEventFlag::DEFAULT);
|
|
void unregister_variable(Node *p_node, const StringName &p_variable);
|
|
|
|
/// Start local node sync.
|
|
void start_node_sync(const Node *p_node);
|
|
/// Stop local node sync.
|
|
void stop_node_sync(const Node *p_node);
|
|
bool is_node_sync(const Node *p_node) const;
|
|
|
|
/// Returns the variable ID relative to the `Node`.
|
|
/// This may return `UINT32_MAX` in various cases:
|
|
/// - The node is not registered.
|
|
/// - The variable is not registered.
|
|
/// - The client doesn't know the ID yet.
|
|
uint32_t get_variable_id(Node *p_node, const StringName &p_variable);
|
|
|
|
void set_skip_rewinding(Node *p_node, const StringName &p_variable, bool p_skip_rewinding);
|
|
|
|
void track_variable_changes(Node *p_node, const StringName &p_variable, Object *p_object, const StringName &p_method, NetEventFlag p_flags = NetEventFlag::DEFAULT);
|
|
void untrack_variable_changes(Node *p_node, const StringName &p_variable, Object *p_object, const StringName &p_method);
|
|
|
|
void set_node_as_controlled_by(Node *p_node, Node *p_controller);
|
|
|
|
/// Add a dependency to a controller, so that the rewinding mechanism can
|
|
/// make sure to rewind that node when the controller is rewinded.
|
|
/// You can remove and add dependency at any time. This operation
|
|
/// don't need to be performed on server.
|
|
void controller_add_dependency(Node *p_controller, Node *p_node);
|
|
void controller_remove_dependency(Node *p_controller, Node *p_node);
|
|
int controller_get_dependency_count(Node *p_controller) const;
|
|
Node *controller_get_dependency(Node *p_controller, int p_index);
|
|
|
|
void register_process(Node *p_node, const StringName &p_function);
|
|
void unregister_process(Node *p_node, const StringName &p_function);
|
|
|
|
void start_tracking_scene_changes(Object *p_diff_handle) const;
|
|
void stop_tracking_scene_changes(Object *p_diff_handle) const;
|
|
Variant pop_scene_changes(Object *p_diff_handle) const;
|
|
void apply_scene_changes(const Variant &p_sync_data);
|
|
|
|
bool is_recovered() const;
|
|
bool is_resetted() const;
|
|
bool is_rewinding() const;
|
|
bool is_end_sync() const;
|
|
|
|
/// This function works only on server.
|
|
void force_state_notify();
|
|
/// Make peers as dirty, so they will be reloaded next frame.
|
|
void dirty_peers();
|
|
|
|
void set_enabled(bool p_enable);
|
|
bool is_enabled() const;
|
|
|
|
void set_peer_networking_enable(int p_peer, bool p_enable);
|
|
bool is_peer_networking_enable(int p_peer) const;
|
|
|
|
void _on_peer_connected(int p_peer);
|
|
void _on_peer_disconnected(int p_peer);
|
|
|
|
void _on_node_removed(Node *p_node);
|
|
|
|
void reset_synchronizer_mode();
|
|
void clear();
|
|
|
|
void _rpc_send_state(const Variant &p_snapshot);
|
|
void _rpc_notify_need_full_snapshot();
|
|
void _rpc_set_network_enabled(bool p_enabled);
|
|
void _rpc_notify_peer_status(bool p_enabled);
|
|
|
|
void update_peers();
|
|
void clear_peers();
|
|
|
|
void change_events_begin(int p_flag);
|
|
void change_event_add(NetUtility::NodeData *p_node_data, NetVarId p_var_id, const Variant &p_old);
|
|
void change_events_flush();
|
|
|
|
private:
|
|
void expand_organized_node_data_vector(uint32_t p_size);
|
|
|
|
/// This function is slow, but allow to take the node data even if the
|
|
/// `NetNodeId` is not yet assigned.
|
|
NetUtility::NodeData *find_node_data(const Node *p_node);
|
|
const NetUtility::NodeData *find_node_data(const Node *p_node) const;
|
|
|
|
/// This function is super fast, but only nodes with a `NetNodeId` assigned
|
|
/// can be returned.
|
|
NetUtility::NodeData *get_node_data(NetNodeId p_id);
|
|
const NetUtility::NodeData *get_node_data(NetNodeId p_id) const;
|
|
|
|
/// Returns the latest generated `NetNodeId`.
|
|
NetNodeId get_biggest_node_id() const;
|
|
|
|
void reset_controllers();
|
|
void reset_controller(NetUtility::NodeData *p_controller);
|
|
|
|
void process();
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
void validate_nodes();
|
|
#endif
|
|
void purge_node_dependencies();
|
|
|
|
real_t get_pretended_delta() const;
|
|
|
|
/// Read the node variables and store the value if is different from the
|
|
/// previous one and emits a signal.
|
|
void pull_node_changes(NetUtility::NodeData *p_node_data);
|
|
|
|
/// Add node data and generates the `NetNodeId` if allowed.
|
|
void add_node_data(NetUtility::NodeData *p_node_data);
|
|
void drop_node_data(NetUtility::NodeData *p_node_data);
|
|
|
|
/// Set the node data net id.
|
|
void set_node_data_id(NetUtility::NodeData *p_node_data, NetNodeId p_id);
|
|
|
|
public:
|
|
/// Returns true when the vectors are the same. Uses comparison_float_tolerance member.
|
|
bool compare(const Vector2 &p_first, const Vector2 &p_second) const;
|
|
/// Returns true when the vectors are the same. Uses comparison_float_tolerance member.
|
|
bool compare(const Vector3 &p_first, const Vector3 &p_second) const;
|
|
/// Returns true when the variants are the same. Uses comparison_float_tolerance member.
|
|
bool compare(const Variant &p_first, const Variant &p_second) const;
|
|
|
|
/// Returns true when the vectors are the same.
|
|
static bool compare(const Vector2 &p_first, const Vector2 &p_second, real_t p_tolerance);
|
|
/// Returns true when the vectors are the same.
|
|
static bool compare(const Vector3 &p_first, const Vector3 &p_second, real_t p_tolerance);
|
|
/// Returns true when the variants are the same.
|
|
static bool compare(const Variant &p_first, const Variant &p_second, real_t p_tolerance);
|
|
|
|
/// Returns true if this peer is server.
|
|
bool is_server() const;
|
|
/// Returns true if this peer is client.
|
|
bool is_client() const;
|
|
/// Returns true if there is no network.
|
|
bool is_no_network() const;
|
|
/// Returns true if network is enabled.
|
|
bool is_networked() const;
|
|
};
|
|
|
|
class Synchronizer {
|
|
protected:
|
|
SceneSynchronizer *scene_synchronizer;
|
|
|
|
public:
|
|
Synchronizer(SceneSynchronizer *p_node);
|
|
virtual ~Synchronizer() = default;
|
|
|
|
virtual void clear() = 0;
|
|
|
|
virtual void process() = 0;
|
|
virtual void on_node_added(NetUtility::NodeData *p_node_data) {}
|
|
virtual void on_node_removed(NetUtility::NodeData *p_node_data) {}
|
|
virtual void on_variable_added(NetUtility::NodeData *p_node_data, const StringName &p_var_name) {}
|
|
virtual void on_variable_changed(NetUtility::NodeData *p_node_data, NetVarId p_var_id, const Variant &p_old_value, int p_flag) {}
|
|
virtual void on_controller_reset(NetUtility::NodeData *p_node_data) {}
|
|
};
|
|
|
|
class NoNetSynchronizer : public Synchronizer {
|
|
friend class SceneSynchronizer;
|
|
|
|
bool enabled = true;
|
|
|
|
public:
|
|
NoNetSynchronizer(SceneSynchronizer *p_node);
|
|
|
|
virtual void clear();
|
|
virtual void process();
|
|
|
|
void set_enabled(bool p_enabled);
|
|
bool is_enabled() const;
|
|
};
|
|
|
|
class ServerSynchronizer : public Synchronizer {
|
|
friend class SceneSynchronizer;
|
|
|
|
real_t state_notifier_timer = 0.0;
|
|
|
|
struct Change {
|
|
bool not_known_before = false;
|
|
RBSet<StringName> uknown_vars;
|
|
RBSet<StringName> vars;
|
|
};
|
|
|
|
/// The changes; the order matters because the index is the NetNodeId.
|
|
LocalVector<Change> changes;
|
|
|
|
public:
|
|
ServerSynchronizer(SceneSynchronizer *p_node);
|
|
|
|
virtual void clear();
|
|
virtual void process();
|
|
virtual void on_node_added(NetUtility::NodeData *p_node_data);
|
|
virtual void on_variable_added(NetUtility::NodeData *p_node_data, const StringName &p_var_name);
|
|
virtual void on_variable_changed(NetUtility::NodeData *p_node_data, NetVarId p_var_id, const Variant &p_old_value, int p_flag);
|
|
|
|
void process_snapshot_notificator(real_t p_delta);
|
|
Vector<Variant> global_nodes_generate_snapshot(bool p_force_full_snapshot) const;
|
|
void controller_generate_snapshot(const NetUtility::NodeData *p_node_data, bool p_force_full_snapshot, Vector<Variant> &r_snapshot_result) const;
|
|
void generate_snapshot_node_data(const NetUtility::NodeData *p_node_data, bool p_force_full_snapshot, Vector<Variant> &r_result) const;
|
|
};
|
|
|
|
class ClientSynchronizer : public Synchronizer {
|
|
friend class SceneSynchronizer;
|
|
|
|
NetUtility::NodeData *player_controller_node_data = nullptr;
|
|
OAHashMap<NetNodeId, NodePath> node_paths;
|
|
|
|
NetUtility::Snapshot last_received_snapshot;
|
|
std::deque<NetUtility::Snapshot> client_snapshots;
|
|
std::deque<NetUtility::Snapshot> server_snapshots;
|
|
uint32_t last_checked_input = 0;
|
|
bool enabled = true;
|
|
bool want_to_enable = false;
|
|
|
|
bool need_full_snapshot_notified = false;
|
|
|
|
struct EndSyncEvent {
|
|
NetUtility::NodeData *node_data;
|
|
NetVarId var_id;
|
|
Variant old_value;
|
|
|
|
bool operator<(const EndSyncEvent &p_other) const {
|
|
if (node_data->id == p_other.node_data->id) {
|
|
return var_id < p_other.var_id;
|
|
} else {
|
|
return node_data->id < p_other.node_data->id;
|
|
}
|
|
}
|
|
};
|
|
|
|
RBSet<EndSyncEvent> sync_end_events;
|
|
|
|
public:
|
|
ClientSynchronizer(SceneSynchronizer *p_node);
|
|
|
|
virtual void clear();
|
|
|
|
virtual void process();
|
|
virtual void on_node_added(NetUtility::NodeData *p_node_data);
|
|
virtual void on_node_removed(NetUtility::NodeData *p_node_data);
|
|
virtual void on_variable_changed(NetUtility::NodeData *p_node_data, NetVarId p_var_id, const Variant &p_old_value, int p_flag);
|
|
virtual void on_controller_reset(NetUtility::NodeData *p_node_data);
|
|
|
|
void receive_snapshot(Variant p_snapshot);
|
|
bool parse_sync_data(
|
|
Variant p_snapshot,
|
|
void *p_user_pointer,
|
|
void (*p_node_parse)(void *p_user_pointer, NetUtility::NodeData *p_node_data),
|
|
void (*p_controller_parse)(void *p_user_pointer, NetUtility::NodeData *p_node_data, uint32_t p_input_id),
|
|
void (*p_variable_parse)(void *p_user_pointer, NetUtility::NodeData *p_node_data, NetVarId p_var_id, const Variant &p_value));
|
|
|
|
void set_enabled(bool p_enabled);
|
|
|
|
private:
|
|
/// Store node data organized per controller.
|
|
void store_snapshot();
|
|
|
|
void store_controllers_snapshot(
|
|
const NetUtility::Snapshot &p_snapshot,
|
|
std::deque<NetUtility::Snapshot> &r_snapshot_storage);
|
|
|
|
void process_controllers_recovery(real_t p_delta);
|
|
void process_paused_controller_recovery(real_t p_delta);
|
|
bool parse_snapshot(Variant p_snapshot);
|
|
bool compare_vars(
|
|
const NetUtility::NodeData *p_synchronizer_node_data,
|
|
const Vector<NetUtility::Var> &p_server_vars,
|
|
const Vector<NetUtility::Var> &p_client_vars,
|
|
Vector<NetUtility::Var> &r_postponed_recover);
|
|
|
|
void notify_server_full_snapshot_is_needed();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(NetEventFlag)
|
|
|
|
#endif
|