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								/*************************************************************************/ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/*  multiplayer_synchronizer.cpp                                         */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/*************************************************************************/ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/*                       This file is part of:                           */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/*                           GODOT ENGINE                                */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/*                      https://godotengine.org                          */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/*************************************************************************/ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
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								# include  "multiplayer_synchronizer.h" 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# include  "core/config/engine.h" 
 
							 
						 
					
						
							
								
									
										
										
										
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								# include  "scene/main/multiplayer_api.h" 
 
							 
						 
					
						
							
								
									
										
										
										
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								Object  * MultiplayerSynchronizer : : _get_prop_target ( Object  * p_obj ,  const  NodePath  & p_path )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_path . get_name_count ( )  = =  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return  p_obj ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									Node  * node  =  Object : : cast_to < Node > ( p_obj ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ERR_FAIL_COND_V_MSG ( ! node  | |  ! node - > has_node ( p_path ) ,  nullptr ,  vformat ( " Node '%s' not found. " ,  p_path ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									return  node - > get_node ( p_path ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  MultiplayerSynchronizer : : _stop ( )  { 
							 
						 
					
						
							
								
									
										
										
										
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								# ifdef TOOLS_ENABLED 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( Engine : : get_singleton ( ) - > is_editor_hint ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# endif 
 
							 
						 
					
						
							
								
									
										
										
										
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									Node  * node  =  is_inside_tree ( )  ?  get_node_or_null ( root_path )  :  nullptr ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( node )  { 
							 
						 
					
						
							
								
									
										
										
										
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										get_multiplayer ( ) - > object_configuration_remove ( node ,  this ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  MultiplayerSynchronizer : : _start ( )  { 
							 
						 
					
						
							
								
									
										
										
										
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								# ifdef TOOLS_ENABLED 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( Engine : : get_singleton ( ) - > is_editor_hint ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# endif 
 
							 
						 
					
						
							
								
									
										
										
										
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									Node  * node  =  is_inside_tree ( )  ?  get_node_or_null ( root_path )  :  nullptr ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( node )  { 
							 
						 
					
						
							
								
									
										
										
										
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										get_multiplayer ( ) - > object_configuration_add ( node ,  this ) ; 
							 
						 
					
						
							
								
									
										
										
										
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										_update_process ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  MultiplayerSynchronizer : : _update_process ( )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# ifdef TOOLS_ENABLED 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( Engine : : get_singleton ( ) - > is_editor_hint ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# endif 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									Node  * node  =  is_inside_tree ( )  ?  get_node_or_null ( root_path )  :  nullptr ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( ! node )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									set_process_internal ( false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									set_physics_process_internal ( false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( ! visibility_filters . size ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									switch  ( visibility_update_mode )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										case  VISIBILITY_PROCESS_IDLE : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											set_process_internal ( true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										case  VISIBILITY_PROCESS_PHYSICS : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											set_physics_process_internal ( true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										case  VISIBILITY_PROCESS_NONE : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											break ; 
							 
						 
					
						
							
								
									
										
										
										
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									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								PackedStringArray  MultiplayerSynchronizer : : get_configuration_warnings ( )  const  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									PackedStringArray  warnings  =  Node : : get_configuration_warnings ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									if  ( root_path . is_empty ( )  | |  ! has_node ( root_path ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										warnings . push_back ( RTR ( " A valid NodePath must be set in the  \" Root Path \"  property in order for MultiplayerSynchronizer to be able to synchronize properties. " ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									return  warnings ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								Error  MultiplayerSynchronizer : : get_state ( const  List < NodePath >  & p_properties ,  Object  * p_obj ,  Vector < Variant >  & r_variant ,  Vector < const  Variant  * >  & r_variant_ptrs )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ERR_FAIL_COND_V ( ! p_obj ,  ERR_INVALID_PARAMETER ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									r_variant . resize ( p_properties . size ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									r_variant_ptrs . resize ( r_variant . size ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									int  i  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									for  ( const  NodePath  & prop  :  p_properties )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										bool  valid  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										const  Object  * obj  =  _get_prop_target ( p_obj ,  prop ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										ERR_FAIL_COND_V ( ! obj ,  FAILED ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										r_variant . write [ i ]  =  obj - > get ( prop . get_concatenated_subnames ( ) ,  & valid ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										r_variant_ptrs . write [ i ]  =  & r_variant [ i ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										ERR_FAIL_COND_V_MSG ( ! valid ,  ERR_INVALID_DATA ,  vformat ( " Property '%s' not found. " ,  prop ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										i + + ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									return  OK ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								Error  MultiplayerSynchronizer : : set_state ( const  List < NodePath >  & p_properties ,  Object  * p_obj ,  const  Vector < Variant >  & p_state )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ERR_FAIL_COND_V ( ! p_obj ,  ERR_INVALID_PARAMETER ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									int  i  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									for  ( const  NodePath  & prop  :  p_properties )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										Object  * obj  =  _get_prop_target ( p_obj ,  prop ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										ERR_FAIL_COND_V ( ! obj ,  FAILED ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										obj - > set ( prop . get_concatenated_subnames ( ) ,  p_state [ i ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										i  + =  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									return  OK ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								bool  MultiplayerSynchronizer : : is_visibility_public ( )  const  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									return  peer_visibility . has ( 0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  MultiplayerSynchronizer : : set_visibility_public ( bool  p_visible )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									set_visibility_for ( 0 ,  p_visible ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								bool  MultiplayerSynchronizer : : is_visible_to ( int  p_peer )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( visibility_filters . size ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										Variant  arg  =  p_peer ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										const  Variant  * argv [ 1 ]  =  {  & arg  } ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										for  ( Callable  filter  :  visibility_filters )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											Variant  ret ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											Callable : : CallError  err ; 
							 
						 
					
						
							
								
									
										
										
										
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											filter . callp ( argv ,  1 ,  ret ,  err ) ; 
							 
						 
					
						
							
								
									
										
										
										
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											ERR_FAIL_COND_V ( err . error  ! =  Callable : : CallError : : CALL_OK  | |  ret . get_type ( )  ! =  Variant : : BOOL ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( ! ret . operator  bool ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												return  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									return  peer_visibility . has ( 0 )  | |  peer_visibility . has ( p_peer ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  MultiplayerSynchronizer : : add_visibility_filter ( Callable  p_callback )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									visibility_filters . insert ( p_callback ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									_update_process ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  MultiplayerSynchronizer : : remove_visibility_filter ( Callable  p_callback )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									visibility_filters . erase ( p_callback ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									_update_process ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  MultiplayerSynchronizer : : set_visibility_for ( int  p_peer ,  bool  p_visible )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( peer_visibility . has ( p_peer )  = =  p_visible )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_visible )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										peer_visibility . insert ( p_peer ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										peer_visibility . erase ( p_peer ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									update_visibility ( p_peer ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								bool  MultiplayerSynchronizer : : get_visibility_for ( int  p_peer )  const  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									return  peer_visibility . has ( p_peer ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  MultiplayerSynchronizer : : set_visibility_update_mode ( VisibilityUpdateMode  p_mode )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									visibility_update_mode  =  p_mode ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									_update_process ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								MultiplayerSynchronizer : : VisibilityUpdateMode  MultiplayerSynchronizer : : get_visibility_update_mode ( )  const  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									return  visibility_update_mode ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								void  MultiplayerSynchronizer : : _bind_methods ( )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ClassDB : : bind_method ( D_METHOD ( " set_root_path " ,  " path " ) ,  & MultiplayerSynchronizer : : set_root_path ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ClassDB : : bind_method ( D_METHOD ( " get_root_path " ) ,  & MultiplayerSynchronizer : : get_root_path ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ClassDB : : bind_method ( D_METHOD ( " set_replication_interval " ,  " milliseconds " ) ,  & MultiplayerSynchronizer : : set_replication_interval ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ClassDB : : bind_method ( D_METHOD ( " get_replication_interval " ) ,  & MultiplayerSynchronizer : : get_replication_interval ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ClassDB : : bind_method ( D_METHOD ( " set_replication_config " ,  " config " ) ,  & MultiplayerSynchronizer : : set_replication_config ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ClassDB : : bind_method ( D_METHOD ( " get_replication_config " ) ,  & MultiplayerSynchronizer : : get_replication_config ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									ClassDB : : bind_method ( D_METHOD ( " set_visibility_update_mode " ,  " mode " ) ,  & MultiplayerSynchronizer : : set_visibility_update_mode ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ClassDB : : bind_method ( D_METHOD ( " get_visibility_update_mode " ) ,  & MultiplayerSynchronizer : : get_visibility_update_mode ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ClassDB : : bind_method ( D_METHOD ( " update_visibility " ,  " for_peer " ) ,  & MultiplayerSynchronizer : : update_visibility ,  DEFVAL ( 0 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ClassDB : : bind_method ( D_METHOD ( " set_visibility_public " ,  " visible " ) ,  & MultiplayerSynchronizer : : set_visibility_public ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ClassDB : : bind_method ( D_METHOD ( " is_visibility_public " ) ,  & MultiplayerSynchronizer : : is_visibility_public ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ClassDB : : bind_method ( D_METHOD ( " add_visibility_filter " ,  " filter " ) ,  & MultiplayerSynchronizer : : add_visibility_filter ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ClassDB : : bind_method ( D_METHOD ( " remove_visibility_filter " ,  " filter " ) ,  & MultiplayerSynchronizer : : remove_visibility_filter ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ClassDB : : bind_method ( D_METHOD ( " set_visibility_for " ,  " peer " ,  " visible " ) ,  & MultiplayerSynchronizer : : set_visibility_for ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ClassDB : : bind_method ( D_METHOD ( " get_visibility_for " ,  " peer " ) ,  & MultiplayerSynchronizer : : get_visibility_for ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									ADD_PROPERTY ( PropertyInfo ( Variant : : NODE_PATH ,  " root_path " ) ,  " set_root_path " ,  " get_root_path " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT ,  " replication_interval " ,  PROPERTY_HINT_RANGE ,  " 0,5,0.001,suffix:s " ) ,  " set_replication_interval " ,  " get_replication_interval " ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT ,  " replication_config " ,  PROPERTY_HINT_RESOURCE_TYPE ,  " SceneReplicationConfig " ,  PROPERTY_USAGE_NO_EDITOR ) ,  " set_replication_config " ,  " get_replication_config " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ADD_PROPERTY ( PropertyInfo ( Variant : : INT ,  " visibility_update_mode " ,  PROPERTY_HINT_ENUM ,  " Idle,Physics,None " ) ,  " set_visibility_update_mode " ,  " get_visibility_update_mode " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL ,  " public_visibility " ) ,  " set_visibility_public " ,  " is_visibility_public " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									BIND_ENUM_CONSTANT ( VISIBILITY_PROCESS_IDLE ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									BIND_ENUM_CONSTANT ( VISIBILITY_PROCESS_PHYSICS ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									BIND_ENUM_CONSTANT ( VISIBILITY_PROCESS_NONE ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ADD_SIGNAL ( MethodInfo ( " visibility_changed " ,  PropertyInfo ( Variant : : INT ,  " for_peer " ) ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  MultiplayerSynchronizer : : _notification ( int  p_what )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# ifdef TOOLS_ENABLED 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( Engine : : get_singleton ( ) - > is_editor_hint ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# endif 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( root_path . is_empty ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
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									switch  ( p_what )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										case  NOTIFICATION_ENTER_TREE :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											_start ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										case  NOTIFICATION_EXIT_TREE :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											_stop ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										}  break ; 
							 
						 
					
						
							
								
									
										
										
										
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										case  NOTIFICATION_INTERNAL_PROCESS : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										case  NOTIFICATION_INTERNAL_PHYSICS_PROCESS :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											update_visibility ( 0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										}  break ; 
							 
						 
					
						
							
								
									
										
										
										
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									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  MultiplayerSynchronizer : : set_replication_interval ( double  p_interval )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ERR_FAIL_COND_MSG ( p_interval  <  0 ,  " Interval must be greater or equal to 0 (where 0 means default) " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									interval_msec  =  uint64_t ( p_interval  *  1000 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								double  MultiplayerSynchronizer : : get_replication_interval ( )  const  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									return  double ( interval_msec )  /  1000.0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								uint64_t  MultiplayerSynchronizer : : get_replication_interval_msec ( )  const  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									return  interval_msec ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  MultiplayerSynchronizer : : set_replication_config ( Ref < SceneReplicationConfig >  p_config )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									replication_config  =  p_config ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								Ref < SceneReplicationConfig >  MultiplayerSynchronizer : : get_replication_config ( )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									return  replication_config ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								void  MultiplayerSynchronizer : : update_visibility ( int  p_for_peer )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# ifdef TOOLS_ENABLED 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( Engine : : get_singleton ( ) - > is_editor_hint ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# endif 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									Node  * node  =  is_inside_tree ( )  ?  get_node_or_null ( root_path )  :  nullptr ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( node  & &  get_multiplayer ( ) - > has_multiplayer_peer ( )  & &  is_multiplayer_authority ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										emit_signal ( SNAME ( " visibility_changed " ) ,  p_for_peer ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								void  MultiplayerSynchronizer : : set_root_path ( const  NodePath  & p_path )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									_stop ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									root_path  =  p_path ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									_start ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								NodePath  MultiplayerSynchronizer : : get_root_path ( )  const  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									return  root_path ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  MultiplayerSynchronizer : : set_multiplayer_authority ( int  p_peer_id ,  bool  p_recursive )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									Node  * node  =  is_inside_tree ( )  ?  get_node_or_null ( root_path )  :  nullptr ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( ! node )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										Node : : set_multiplayer_authority ( p_peer_id ,  p_recursive ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
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									get_multiplayer ( ) - > object_configuration_remove ( node ,  this ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									Node : : set_multiplayer_authority ( p_peer_id ,  p_recursive ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-12 23:12:42 +02:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									get_multiplayer ( ) - > object_configuration_add ( node ,  this ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								} 
							 
						 
					
						
							
								
									
										
										
										
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								MultiplayerSynchronizer : : MultiplayerSynchronizer ( )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// Publicly visible by default.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									peer_visibility . insert ( 0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								}