/**************************************************************************/ /* scene_cache_interface.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 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 "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() { … }