Files
FlaxEngine/Source/Engine/Networking/NetworkReplicator.h

37 lines
1.4 KiB
C++

// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#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"
/// <summary>
/// High-level networking replication system for game objects.
/// </summary>
API_CLASS(static, Namespace = "FlaxEngine.Networking") class FLAXENGINE_API NetworkReplicator
{
DECLARE_SCRIPTING_TYPE_MINIMAL(NetworkReplicator);
public:
typedef void (*SerializeFunc)(void* instance, NetworkStream* stream);
typedef Pair<SerializeFunc, SerializeFunc> SerializeFuncPair;
static SerializeFuncPair GetSerializer(const ScriptingTypeHandle& typeHandle);
/// <summary>
/// Global table for registered types serialization methods (key is type name, value is pair of methods to serialize and deserialize object).
/// </summary>
static Dictionary<ScriptingTypeHandle, SerializeFuncPair> SerializersTable;
public:
/// <summary>
/// Adds the object to the network replication system.
/// </summary>
/// <remarks>Does nothing if network is offline.</remarks>
/// <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);
};