/**************************************************************************/
/* scene_cache_interface.h */
/**************************************************************************/
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/* GODOT ENGINE */
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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;<--- Variable 'oid' is assigned in constructor body. Consider performing initialization in initialization list. [+]When an object of a class is created, the constructors of all member variables are called consecutively in the order the variables are declared, even if you don't explicitly write them to the initialization list. You could avoid assigning 'oid' a value by passing the value to the constructor in the initialization list.
path = p_path;<--- Variable 'path' is assigned in constructor body. Consider performing initialization in initialization list. [+]When an object of a class is created, the constructors of all member variables are called consecutively in the order the variables are declared, even if you don't explicitly write them to the initialization list. You could avoid assigning 'path' a value by passing the value to the constructor in the initialization list.
}
};
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; }<--- Class 'SceneCacheInterface' has a constructor with 1 argument that is not explicit. [+]Class 'SceneCacheInterface' has a constructor with 1 argument that is not explicit. Such constructors should in general be explicit for type safety reasons. Using the explicit keyword in the constructor means some mistakes when using the class can be avoided.
};
#endif // SCENE_CACHE_INTERFACE_H