godot/modules/multiplayer/scene_cache_interface.cpp

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/*  scene_cache_interface.cpp                                             */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "scene_cache_interface.h"

#include "scene_multiplayer.h"

#include "core/io/marshalls.h"
#include "scene/main/node.h"
#include "scene/main/window.h"

SceneCacheInterface::NodeCache &SceneCacheInterface::_track(Node *p_node) {}

void SceneCacheInterface::_remove_node_cache(ObjectID p_oid) {}

void SceneCacheInterface::on_peer_change(int p_id, bool p_connected) {}

void SceneCacheInterface::process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len) {}

void SceneCacheInterface::process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len) {}

Error SceneCacheInterface::_send_confirm_path(Node *p_node, NodeCache &p_cache, const List<int> &p_peers) {}

bool SceneCacheInterface::is_cache_confirmed(Node *p_node, int p_peer) {}

int SceneCacheInterface::make_object_cache(Object *p_obj) {}

bool SceneCacheInterface::send_object_cache(Object *p_obj, int p_peer_id, int &r_id) {}

Object *SceneCacheInterface::get_cached_object(int p_from, uint32_t p_cache_id) {}

void SceneCacheInterface::clear() {}