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-rw-r--r--scene/multiplayer/multiplayer_synchronizer.cpp163
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diff --git a/scene/multiplayer/multiplayer_synchronizer.cpp b/scene/multiplayer/multiplayer_synchronizer.cpp
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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). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "multiplayer_synchronizer.h"
+
+#include "core/config/engine.h"
+#include "core/multiplayer/multiplayer_api.h"
+
+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() {
+ Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
+ if (node) {
+ get_multiplayer()->replication_stop(node, this);
+ }
+}
+
+void MultiplayerSynchronizer::_start() {
+ Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
+ if (node) {
+ get_multiplayer()->replication_start(node, this);
+ }
+}
+
+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;
+}
+
+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);
+ ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_path"), "set_root_path", "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);
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "replication_interval", PROPERTY_HINT_RANGE, "0,5,0.001"), "set_replication_interval", "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);
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "resource", PROPERTY_HINT_RESOURCE_TYPE, "SceneReplicationConfig"), "set_replication_config", "get_replication_config");
+}
+
+void MultiplayerSynchronizer::_notification(int p_what) {
+#ifdef TOOLS_ENABLED
+ if (Engine::get_singleton()->is_editor_hint()) {
+ return;
+ }
+#endif
+ if (root_path.is_empty()) {
+ return;
+ }
+
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE: {
+ _start();
+ } break;
+
+ case NOTIFICATION_EXIT_TREE: {
+ _stop();
+ } break;
+ }
+}
+
+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;
+}
+
+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;
+ }
+ get_multiplayer()->replication_stop(node, this);
+ Node::set_multiplayer_authority(p_peer_id, p_recursive);
+ get_multiplayer()->replication_start(node, this);
+}