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			314 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			314 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  multiplayer_synchronizer.cpp                                         */
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| /*************************************************************************/
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| /*                       This file is part of:                           */
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| /*                           GODOT ENGINE                                */
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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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| /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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| /*                                                                       */
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| /* Permission is hereby granted, free of charge, to any person obtaining */
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| /* a copy of this software and associated documentation files (the       */
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| /* "Software"), to deal in the Software without restriction, including   */
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| /* without limitation the rights to use, copy, modify, merge, publish,   */
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| /* distribute, sublicense, and/or sell copies of the Software, and to    */
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| /* permit persons to whom the Software is furnished to do so, subject to */
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| /* the following conditions:                                             */
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| /*                                                                       */
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| /* The above copyright notice and this permission notice shall be        */
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| /* included in all copies or substantial portions of the Software.       */
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| /*                                                                       */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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| /*************************************************************************/
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| 
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| #include "multiplayer_synchronizer.h"
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| 
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| #include "core/config/engine.h"
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| #include "scene/main/multiplayer_api.h"
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| 
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| Object *MultiplayerSynchronizer::_get_prop_target(Object *p_obj, const NodePath &p_path) {
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| 	if (p_path.get_name_count() == 0) {
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| 		return p_obj;
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| 	}
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| 	Node *node = Object::cast_to<Node>(p_obj);
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| 	ERR_FAIL_COND_V_MSG(!node || !node->has_node(p_path), nullptr, vformat("Node '%s' not found.", p_path));
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| 	return node->get_node(p_path);
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| }
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| 
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| void MultiplayerSynchronizer::_stop() {
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| #ifdef TOOLS_ENABLED
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| 	if (Engine::get_singleton()->is_editor_hint()) {
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| 		return;
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| 	}
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| #endif
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| 	Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
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| 	if (node) {
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| 		get_multiplayer()->object_configuration_remove(node, this);
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| 	}
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| }
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| 
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| void MultiplayerSynchronizer::_start() {
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| #ifdef TOOLS_ENABLED
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| 	if (Engine::get_singleton()->is_editor_hint()) {
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| 		return;
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| 	}
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| #endif
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| 	Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
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| 	if (node) {
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| 		get_multiplayer()->object_configuration_add(node, this);
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| 		_update_process();
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| 	}
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| }
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| 
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| void MultiplayerSynchronizer::_update_process() {
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| #ifdef TOOLS_ENABLED
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| 	if (Engine::get_singleton()->is_editor_hint()) {
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| 		return;
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| 	}
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| #endif
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| 	Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
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| 	if (!node) {
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| 		return;
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| 	}
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| 	set_process_internal(false);
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| 	set_physics_process_internal(false);
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| 	if (!visibility_filters.size()) {
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| 		return;
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| 	}
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| 	switch (visibility_update_mode) {
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| 		case VISIBILITY_PROCESS_IDLE:
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| 			set_process_internal(true);
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| 			break;
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| 		case VISIBILITY_PROCESS_PHYSICS:
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| 			set_physics_process_internal(true);
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| 			break;
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| 		case VISIBILITY_PROCESS_NONE:
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| 			break;
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| 	}
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| }
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| 
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| PackedStringArray MultiplayerSynchronizer::get_configuration_warnings() const {
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| 	PackedStringArray warnings = Node::get_configuration_warnings();
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| 
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| 	if (root_path.is_empty() || !has_node(root_path)) {
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| 		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."));
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| 	}
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| 
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| 	return warnings;
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| }
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| 
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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) {
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| 	ERR_FAIL_COND_V(!p_obj, ERR_INVALID_PARAMETER);
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| 	r_variant.resize(p_properties.size());
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| 	r_variant_ptrs.resize(r_variant.size());
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| 	int i = 0;
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| 	for (const NodePath &prop : p_properties) {
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| 		bool valid = false;
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| 		const Object *obj = _get_prop_target(p_obj, prop);
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| 		ERR_FAIL_COND_V(!obj, FAILED);
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| 		r_variant.write[i] = obj->get(prop.get_concatenated_subnames(), &valid);
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| 		r_variant_ptrs.write[i] = &r_variant[i];
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| 		ERR_FAIL_COND_V_MSG(!valid, ERR_INVALID_DATA, vformat("Property '%s' not found.", prop));
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| 		i++;
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| 	}
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| 	return OK;
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| }
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| 
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| Error MultiplayerSynchronizer::set_state(const List<NodePath> &p_properties, Object *p_obj, const Vector<Variant> &p_state) {
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| 	ERR_FAIL_COND_V(!p_obj, ERR_INVALID_PARAMETER);
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| 	int i = 0;
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| 	for (const NodePath &prop : p_properties) {
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| 		Object *obj = _get_prop_target(p_obj, prop);
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| 		ERR_FAIL_COND_V(!obj, FAILED);
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| 		obj->set(prop.get_concatenated_subnames(), p_state[i]);
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| 		i += 1;
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| 	}
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| 	return OK;
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| }
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| 
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| bool MultiplayerSynchronizer::is_visibility_public() const {
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| 	return peer_visibility.has(0);
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| }
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| 
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| void MultiplayerSynchronizer::set_visibility_public(bool p_visible) {
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| 	set_visibility_for(0, p_visible);
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| }
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| 
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| bool MultiplayerSynchronizer::is_visible_to(int p_peer) {
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| 	if (visibility_filters.size()) {
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| 		Variant arg = p_peer;
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| 		const Variant *argv[1] = { &arg };
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| 		for (Callable filter : visibility_filters) {
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| 			Variant ret;
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| 			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);
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| 			if (!ret.operator bool()) {
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| 				return false;
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| 			}
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| 		}
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| 	}
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| 	return peer_visibility.has(0) || peer_visibility.has(p_peer);
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| }
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| 
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| void MultiplayerSynchronizer::add_visibility_filter(Callable p_callback) {
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| 	visibility_filters.insert(p_callback);
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| 	_update_process();
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| }
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| 
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| void MultiplayerSynchronizer::remove_visibility_filter(Callable p_callback) {
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| 	visibility_filters.erase(p_callback);
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| 	_update_process();
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| }
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| 
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| void MultiplayerSynchronizer::set_visibility_for(int p_peer, bool p_visible) {
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| 	if (peer_visibility.has(p_peer) == p_visible) {
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| 		return;
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| 	}
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| 	if (p_visible) {
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| 		peer_visibility.insert(p_peer);
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| 	} else {
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| 		peer_visibility.erase(p_peer);
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| 	}
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| 	update_visibility(p_peer);
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| }
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| 
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| bool MultiplayerSynchronizer::get_visibility_for(int p_peer) const {
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| 	return peer_visibility.has(p_peer);
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| }
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| 
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| void MultiplayerSynchronizer::set_visibility_update_mode(VisibilityUpdateMode p_mode) {
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| 	visibility_update_mode = p_mode;
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| 	_update_process();
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| }
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| 
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| MultiplayerSynchronizer::VisibilityUpdateMode MultiplayerSynchronizer::get_visibility_update_mode() const {
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| 	return visibility_update_mode;
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| }
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| 
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| void MultiplayerSynchronizer::_bind_methods() {
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| 	ClassDB::bind_method(D_METHOD("set_root_path", "path"), &MultiplayerSynchronizer::set_root_path);
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| 	ClassDB::bind_method(D_METHOD("get_root_path"), &MultiplayerSynchronizer::get_root_path);
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| 
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| 	ClassDB::bind_method(D_METHOD("set_replication_interval", "milliseconds"), &MultiplayerSynchronizer::set_replication_interval);
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| 	ClassDB::bind_method(D_METHOD("get_replication_interval"), &MultiplayerSynchronizer::get_replication_interval);
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| 
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| 	ClassDB::bind_method(D_METHOD("set_replication_config", "config"), &MultiplayerSynchronizer::set_replication_config);
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| 	ClassDB::bind_method(D_METHOD("get_replication_config"), &MultiplayerSynchronizer::get_replication_config);
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| 
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| 	ClassDB::bind_method(D_METHOD("set_visibility_update_mode", "mode"), &MultiplayerSynchronizer::set_visibility_update_mode);
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| 	ClassDB::bind_method(D_METHOD("get_visibility_update_mode"), &MultiplayerSynchronizer::get_visibility_update_mode);
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| 	ClassDB::bind_method(D_METHOD("update_visibility", "for_peer"), &MultiplayerSynchronizer::update_visibility, DEFVAL(0));
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| 
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| 	ClassDB::bind_method(D_METHOD("set_visibility_public", "visible"), &MultiplayerSynchronizer::set_visibility_public);
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| 	ClassDB::bind_method(D_METHOD("is_visibility_public"), &MultiplayerSynchronizer::is_visibility_public);
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| 
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| 	ClassDB::bind_method(D_METHOD("add_visibility_filter", "filter"), &MultiplayerSynchronizer::add_visibility_filter);
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| 	ClassDB::bind_method(D_METHOD("remove_visibility_filter", "filter"), &MultiplayerSynchronizer::remove_visibility_filter);
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| 	ClassDB::bind_method(D_METHOD("set_visibility_for", "peer", "visible"), &MultiplayerSynchronizer::set_visibility_for);
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| 	ClassDB::bind_method(D_METHOD("get_visibility_for", "peer"), &MultiplayerSynchronizer::get_visibility_for);
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| 
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| 	ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_path"), "set_root_path", "get_root_path");
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| 	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");
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| 	ADD_PROPERTY(PropertyInfo(Variant::INT, "visibility_update_mode", PROPERTY_HINT_ENUM, "Idle,Physics,None"), "set_visibility_update_mode", "get_visibility_update_mode");
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| 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "public_visibility"), "set_visibility_public", "is_visibility_public");
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| 
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| 	BIND_ENUM_CONSTANT(VISIBILITY_PROCESS_IDLE);
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| 	BIND_ENUM_CONSTANT(VISIBILITY_PROCESS_PHYSICS);
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| 	BIND_ENUM_CONSTANT(VISIBILITY_PROCESS_NONE);
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| 
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| 	ADD_SIGNAL(MethodInfo("visibility_changed", PropertyInfo(Variant::INT, "for_peer")));
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| }
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| 
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| void MultiplayerSynchronizer::_notification(int p_what) {
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| #ifdef TOOLS_ENABLED
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| 	if (Engine::get_singleton()->is_editor_hint()) {
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| 		return;
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| 	}
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| #endif
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| 	if (root_path.is_empty()) {
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| 		return;
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| 	}
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| 
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| 	switch (p_what) {
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| 		case NOTIFICATION_ENTER_TREE: {
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| 			_start();
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| 		} break;
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| 
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| 		case NOTIFICATION_EXIT_TREE: {
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| 			_stop();
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| 		} break;
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| 
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| 		case NOTIFICATION_INTERNAL_PROCESS:
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| 		case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
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| 			update_visibility(0);
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| 		} break;
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| 	}
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| }
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| 
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| void MultiplayerSynchronizer::set_replication_interval(double p_interval) {
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| 	ERR_FAIL_COND_MSG(p_interval < 0, "Interval must be greater or equal to 0 (where 0 means default)");
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| 	interval_msec = uint64_t(p_interval * 1000);
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| }
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| 
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| double MultiplayerSynchronizer::get_replication_interval() const {
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| 	return double(interval_msec) / 1000.0;
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| }
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| 
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| uint64_t MultiplayerSynchronizer::get_replication_interval_msec() const {
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| 	return interval_msec;
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| }
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| 
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| void MultiplayerSynchronizer::set_replication_config(Ref<SceneReplicationConfig> p_config) {
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| 	replication_config = p_config;
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| }
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| 
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| Ref<SceneReplicationConfig> MultiplayerSynchronizer::get_replication_config() {
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| 	return replication_config;
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| }
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| 
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| void MultiplayerSynchronizer::update_visibility(int p_for_peer) {
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| #ifdef TOOLS_ENABLED
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| 	if (Engine::get_singleton()->is_editor_hint()) {
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| 		return;
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| 	}
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| #endif
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| 	Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
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| 	if (node && get_multiplayer()->has_multiplayer_peer() && is_multiplayer_authority()) {
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| 		emit_signal(SNAME("visibility_changed"), p_for_peer);
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| 	}
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| }
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| 
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| void MultiplayerSynchronizer::set_root_path(const NodePath &p_path) {
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| 	_stop();
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| 	root_path = p_path;
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| 	_start();
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| }
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| 
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| NodePath MultiplayerSynchronizer::get_root_path() const {
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| 	return root_path;
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| }
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| 
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| void MultiplayerSynchronizer::set_multiplayer_authority(int p_peer_id, bool p_recursive) {
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| 	Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
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| 	if (!node) {
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| 		Node::set_multiplayer_authority(p_peer_id, p_recursive);
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| 		return;
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| 	}
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| 	get_multiplayer()->object_configuration_remove(node, this);
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| 	Node::set_multiplayer_authority(p_peer_id, p_recursive);
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| 	get_multiplayer()->object_configuration_add(node, this);
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| }
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| 
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| MultiplayerSynchronizer::MultiplayerSynchronizer() {
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| 	// Publicly visible by default.
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| 	peer_visibility.insert(0);
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| }
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