godot/modules/multiplayer/scene_cache_interface.h
Fabio Alessandrelli 90d5d26026 [MP] Partially revert cache cleanup, track paths as fallback
Cleaning up remote NodePath cache is not trivial since the visibility
API allows for certain nodes to be despawned (and re-spawned) on some
peers while being retained in the authority.

This means that from the server point of view, the node has not changed,
and the path simplification protocol won't be run again after
respawning.

While we can track this information for synchronizers via the
replication API, we can't easily track this information for potential
child nodes that use RPCs (I'm convinced it is doable, but we need to
track the whole dependency tree which would require some more complex
refactoring).

This commit partially reverts some of the cache cleanup logic to always
retain remote IDs, and adds a NodePath lookup fallback when the ObjectID
is invalid.
2024-07-31 19:32:32 +02:00

94 lines
3.9 KiB
C++

/**************************************************************************/
/* scene_cache_interface.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
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#ifndef SCENE_CACHE_INTERFACE_H
#define SCENE_CACHE_INTERFACE_H
#include "scene/main/multiplayer_api.h"
class Node;
class SceneMultiplayer;
class SceneCacheInterface : public RefCounted {
GDCLASS(SceneCacheInterface, RefCounted);
private:
SceneMultiplayer *multiplayer = nullptr;
//path sent caches
struct NodeCache {
int cache_id = 0;
HashMap<int, int> recv_ids; // peer id, remote cache id
HashMap<int, bool> confirmed_peers; // peer id, confirmed
};
struct RecvNode {
ObjectID oid;
NodePath path;
RecvNode(const ObjectID &p_oid, const NodePath &p_path) {
oid = p_oid;
path = p_path;
}
};
struct PeerInfo {
HashMap<int, RecvNode> recv_nodes; // remote cache id, (ObjectID, NodePath)
HashSet<ObjectID> sent_nodes;
};
HashMap<ObjectID, NodeCache> nodes_cache;
HashMap<int, ObjectID> assigned_ids;
HashMap<int, PeerInfo> peers_info;
int last_send_cache_id = 1;
void _remove_node_cache(ObjectID p_oid);
NodeCache &_track(Node *p_node);
protected:
Error _send_confirm_path(Node *p_node, NodeCache &p_cache, const List<int> &p_peers);
public:
void clear();
void on_peer_change(int p_id, bool p_connected);
void process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len);
void process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len);
// Returns true if all peers have cached path.
bool send_object_cache(Object *p_obj, int p_target, int &p_id);
int make_object_cache(Object *p_obj);
Object *get_cached_object(int p_from, uint32_t p_cache_id);
bool is_cache_confirmed(Node *p_path, int p_peer);
SceneCacheInterface(SceneMultiplayer *p_multiplayer) { multiplayer = p_multiplayer; }
};
#endif // SCENE_CACHE_INTERFACE_H