Add automatic replication for C# types with fields marked with NetworkReplicated attribute

This commit is contained in:
Wojciech Figat
2022-10-19 09:26:40 +02:00
parent 0c120494b4
commit 7621252f46
5 changed files with 810 additions and 44 deletions

View File

@@ -3,8 +3,6 @@
#pragma once
#include "Types.h"
#include "Engine/Core/Types/Pair.h"
#include "Engine/Core/Collections/Dictionary.h"
#include "Engine/Scripting/ScriptingObject.h"
#include "Engine/Scripting/ScriptingType.h"
@@ -14,18 +12,30 @@
API_CLASS(static, Namespace = "FlaxEngine.Networking") class FLAXENGINE_API NetworkReplicator
{
DECLARE_SCRIPTING_TYPE_MINIMAL(NetworkReplicator);
friend class NetworkReplicatorInternal;
typedef void (*SerializeFunc)(void* instance, NetworkStream* stream, void* tag);
public:
typedef void (*SerializeFunc)(void* instance, NetworkStream* stream);
typedef Pair<SerializeFunc, SerializeFunc> SerializeFuncPair;
static SerializeFuncPair GetSerializer(const ScriptingTypeHandle& typeHandle);
/// <summary>
/// Adds the network replication serializer for a given type.
/// </summary>
/// <param name="typeHandle">The scripting type to serialize.</param>
/// <param name="serialize">Serialization callback method.</param>
/// <param name="deserialize">Deserialization callback method.</param>
/// <param name="serializeTag">Serialization callback method tag value.</param>
/// <param name="deserializeTag">Deserialization callback method tag value.</param>
static void AddSerializer(const ScriptingTypeHandle& typeHandle, SerializeFunc serialize, SerializeFunc deserialize, void* serializeTag = nullptr, void* deserializeTag = nullptr);
/// <summary>
/// Global table for registered types serialization methods (key is type name, value is pair of methods to serialize and deserialize object).
/// Invokes the network replication serializer for a given type.
/// </summary>
static Dictionary<ScriptingTypeHandle, SerializeFuncPair> SerializersTable;
/// <param name="typeHandle">The scripting type to serialize.</param>
/// <param name="instance">The value instance to serialize.</param>
/// <param name="stream">The input/output stream to use for serialization.</param>
/// <param name="serialize">True if serialize, otherwise deserialize mode.</param>
/// <returns>True if failed, otherwise false.</returns>
API_FUNCTION(NoProxy) static bool InvokeSerializer(const ScriptingTypeHandle& typeHandle, void* instance, NetworkStream* stream, bool serialize);
public:
/// <summary>
/// Adds the object to the network replication system.
/// </summary>
@@ -33,4 +43,9 @@ public:
/// <param name="obj">The object to replicate.</param>
/// <param name="owner">The owner of the object (eg. player that spawned it).</param>
API_FUNCTION() static void AddObject(ScriptingObject* obj, ScriptingObject* owner);
private:
#if !COMPILE_WITHOUT_CSHARP
API_FUNCTION(NoProxy) static void AddSerializer(const ScriptingTypeHandle& type, const Function<void(void*, void*)>& serialize, const Function<void(void*, void*)>& deserialize);
#endif
};