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	REPLICATION_MODE_ALWAYS (sync) and REPLICATION_MODE_ON_CHANGE (watch) are now mutually exclusive. Prevent invalid NodePath from being added to the config. Optimize the replication config loading by composing the lists on demand.
		
			
				
	
	
		
			285 lines
		
	
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			285 lines
		
	
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
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/*  scene_replication_config.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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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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#include "scene_replication_config.h"
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#include "scene/main/multiplayer_api.h"
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#include "scene/main/node.h"
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bool SceneReplicationConfig::_set(const StringName &p_name, const Variant &p_value) {
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	String prop_name = p_name;
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	if (prop_name.begins_with("properties/")) {
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		int idx = prop_name.get_slicec('/', 1).to_int();
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		String what = prop_name.get_slicec('/', 2);
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		if (properties.size() == idx && what == "path") {
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			ERR_FAIL_COND_V(p_value.get_type() != Variant::NODE_PATH, false);
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			NodePath path = p_value;
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			ERR_FAIL_COND_V(path.is_empty() || path.get_subname_count() == 0, false);
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			add_property(path);
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			return true;
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		}
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		ERR_FAIL_INDEX_V(idx, properties.size(), false);
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		ReplicationProperty &prop = properties[idx];
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		if (what == "replication_mode") {
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			ERR_FAIL_COND_V(p_value.get_type() != Variant::INT, false);
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			ReplicationMode mode = (ReplicationMode)p_value.operator int();
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			ERR_FAIL_COND_V(mode < REPLICATION_MODE_NEVER || mode > REPLICATION_MODE_ON_CHANGE, false);
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			property_set_replication_mode(prop.name, mode);
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			return true;
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		}
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		ERR_FAIL_COND_V(p_value.get_type() != Variant::BOOL, false);
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		if (what == "spawn") {
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			property_set_spawn(prop.name, p_value);
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			return true;
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		} else if (what == "sync") {
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			// Deprecated.
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			property_set_sync(prop.name, p_value);
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			return true;
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		} else if (what == "watch") {
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			// Deprecated.
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			property_set_watch(prop.name, p_value);
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			return true;
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		}
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	}
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	return false;
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}
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bool SceneReplicationConfig::_get(const StringName &p_name, Variant &r_ret) const {
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	String prop_name = p_name;
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	if (prop_name.begins_with("properties/")) {
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		int idx = prop_name.get_slicec('/', 1).to_int();
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		String what = prop_name.get_slicec('/', 2);
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		ERR_FAIL_INDEX_V(idx, properties.size(), false);
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		const ReplicationProperty &prop = properties[idx];
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		if (what == "path") {
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			r_ret = prop.name;
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			return true;
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		} else if (what == "spawn") {
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			r_ret = prop.spawn;
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			return true;
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		} else if (what == "replication_mode") {
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			r_ret = prop.mode;
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			return true;
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		}
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	}
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	return false;
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}
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void SceneReplicationConfig::_get_property_list(List<PropertyInfo> *p_list) const {
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	for (int i = 0; i < properties.size(); i++) {
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		p_list->push_back(PropertyInfo(Variant::STRING, "properties/" + itos(i) + "/path", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
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		p_list->push_back(PropertyInfo(Variant::STRING, "properties/" + itos(i) + "/spawn", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
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		p_list->push_back(PropertyInfo(Variant::INT, "properties/" + itos(i) + "/replication_mode", PROPERTY_HINT_ENUM, "Never,Always,On Change", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
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	}
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}
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TypedArray<NodePath> SceneReplicationConfig::get_properties() const {
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	TypedArray<NodePath> paths;
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	for (const ReplicationProperty &prop : properties) {
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		paths.push_back(prop.name);
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	}
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	return paths;
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}
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void SceneReplicationConfig::add_property(const NodePath &p_path, int p_index) {
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	ERR_FAIL_COND(properties.find(p_path));
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	ERR_FAIL_COND(p_path == NodePath());
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	if (p_index < 0 || p_index == properties.size()) {
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		properties.push_back(ReplicationProperty(p_path));
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		dirty = true;
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		return;
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	}
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	ERR_FAIL_INDEX(p_index, properties.size());
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	List<ReplicationProperty>::Element *I = properties.front();
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	int c = 0;
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	while (c < p_index) {
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		I = I->next();
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		c++;
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	}
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	properties.insert_before(I, ReplicationProperty(p_path));
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	dirty = true;
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}
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void SceneReplicationConfig::remove_property(const NodePath &p_path) {
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	properties.erase(p_path);
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	dirty = true;
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}
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bool SceneReplicationConfig::has_property(const NodePath &p_path) const {
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	for (int i = 0; i < properties.size(); i++) {
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		if (properties[i].name == p_path) {
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			return true;
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		}
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	}
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	return false;
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}
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int SceneReplicationConfig::property_get_index(const NodePath &p_path) const {
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	for (int i = 0; i < properties.size(); i++) {
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		if (properties[i].name == p_path) {
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			return i;
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		}
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	}
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	ERR_FAIL_V(-1);
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}
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bool SceneReplicationConfig::property_get_spawn(const NodePath &p_path) {
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	List<ReplicationProperty>::Element *E = properties.find(p_path);
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	ERR_FAIL_COND_V(!E, false);
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	return E->get().spawn;
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}
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void SceneReplicationConfig::property_set_spawn(const NodePath &p_path, bool p_enabled) {
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	List<ReplicationProperty>::Element *E = properties.find(p_path);
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	ERR_FAIL_COND(!E);
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	if (E->get().spawn == p_enabled) {
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		return;
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	}
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	E->get().spawn = p_enabled;
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	dirty = true;
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}
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bool SceneReplicationConfig::property_get_sync(const NodePath &p_path) {
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	List<ReplicationProperty>::Element *E = properties.find(p_path);
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	ERR_FAIL_COND_V(!E, false);
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	return E->get().mode == REPLICATION_MODE_ALWAYS;
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}
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void SceneReplicationConfig::property_set_sync(const NodePath &p_path, bool p_enabled) {
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	if (p_enabled) {
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		property_set_replication_mode(p_path, REPLICATION_MODE_ALWAYS);
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	} else if (property_get_replication_mode(p_path) == REPLICATION_MODE_ALWAYS) {
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		property_set_replication_mode(p_path, REPLICATION_MODE_NEVER);
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	}
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}
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bool SceneReplicationConfig::property_get_watch(const NodePath &p_path) {
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	List<ReplicationProperty>::Element *E = properties.find(p_path);
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	ERR_FAIL_COND_V(!E, false);
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	return E->get().mode == REPLICATION_MODE_ON_CHANGE;
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}
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void SceneReplicationConfig::property_set_watch(const NodePath &p_path, bool p_enabled) {
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	if (p_enabled) {
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		property_set_replication_mode(p_path, REPLICATION_MODE_ON_CHANGE);
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	} else if (property_get_replication_mode(p_path) == REPLICATION_MODE_ON_CHANGE) {
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		property_set_replication_mode(p_path, REPLICATION_MODE_NEVER);
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	}
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}
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SceneReplicationConfig::ReplicationMode SceneReplicationConfig::property_get_replication_mode(const NodePath &p_path) {
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	List<ReplicationProperty>::Element *E = properties.find(p_path);
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	ERR_FAIL_COND_V(!E, REPLICATION_MODE_NEVER);
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	return E->get().mode;
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}
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void SceneReplicationConfig::property_set_replication_mode(const NodePath &p_path, ReplicationMode p_mode) {
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	List<ReplicationProperty>::Element *E = properties.find(p_path);
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	ERR_FAIL_COND(!E);
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	if (E->get().mode == p_mode) {
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		return;
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	}
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	E->get().mode = p_mode;
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	dirty = true;
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}
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void SceneReplicationConfig::_update() {
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	if (!dirty) {
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		return;
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	}
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	dirty = false;
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	sync_props.clear();
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	spawn_props.clear();
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	watch_props.clear();
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	for (const ReplicationProperty &prop : properties) {
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		if (prop.spawn) {
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			spawn_props.push_back(prop.name);
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		}
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		switch (prop.mode) {
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			case REPLICATION_MODE_ALWAYS:
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				sync_props.push_back(prop.name);
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				break;
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			case REPLICATION_MODE_ON_CHANGE:
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				watch_props.push_back(prop.name);
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				break;
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			default:
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				break;
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		}
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	}
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}
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const List<NodePath> &SceneReplicationConfig::get_spawn_properties() {
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	if (dirty) {
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		_update();
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	}
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	return spawn_props;
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}
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const List<NodePath> &SceneReplicationConfig::get_sync_properties() {
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	if (dirty) {
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		_update();
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	}
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	return sync_props;
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}
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const List<NodePath> &SceneReplicationConfig::get_watch_properties() {
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	if (dirty) {
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		_update();
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	}
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	return watch_props;
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}
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void SceneReplicationConfig::_bind_methods() {
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	ClassDB::bind_method(D_METHOD("get_properties"), &SceneReplicationConfig::get_properties);
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	ClassDB::bind_method(D_METHOD("add_property", "path", "index"), &SceneReplicationConfig::add_property, DEFVAL(-1));
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	ClassDB::bind_method(D_METHOD("has_property", "path"), &SceneReplicationConfig::has_property);
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	ClassDB::bind_method(D_METHOD("remove_property", "path"), &SceneReplicationConfig::remove_property);
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	ClassDB::bind_method(D_METHOD("property_get_index", "path"), &SceneReplicationConfig::property_get_index);
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	ClassDB::bind_method(D_METHOD("property_get_spawn", "path"), &SceneReplicationConfig::property_get_spawn);
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	ClassDB::bind_method(D_METHOD("property_set_spawn", "path", "enabled"), &SceneReplicationConfig::property_set_spawn);
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	ClassDB::bind_method(D_METHOD("property_get_replication_mode", "path"), &SceneReplicationConfig::property_get_replication_mode);
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	ClassDB::bind_method(D_METHOD("property_set_replication_mode", "path", "mode"), &SceneReplicationConfig::property_set_replication_mode);
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	BIND_ENUM_CONSTANT(REPLICATION_MODE_NEVER);
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	BIND_ENUM_CONSTANT(REPLICATION_MODE_ALWAYS);
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	BIND_ENUM_CONSTANT(REPLICATION_MODE_ON_CHANGE);
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	// Deprecated.
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	ClassDB::bind_method(D_METHOD("property_get_sync", "path"), &SceneReplicationConfig::property_get_sync);
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	ClassDB::bind_method(D_METHOD("property_set_sync", "path", "enabled"), &SceneReplicationConfig::property_set_sync);
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	ClassDB::bind_method(D_METHOD("property_get_watch", "path"), &SceneReplicationConfig::property_get_watch);
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	ClassDB::bind_method(D_METHOD("property_set_watch", "path", "enabled"), &SceneReplicationConfig::property_set_watch);
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}
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