/*************************************************************************/ /* 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 "scene/main/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(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() { #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()->object_configuration_remove(node, this); } } void MultiplayerSynchronizer::_start() { #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()->object_configuration_add(node, this); _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; } } PackedStringArray MultiplayerSynchronizer::get_configuration_warnings() const { PackedStringArray warnings = Node::get_configuration_warnings(); 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; } Error MultiplayerSynchronizer::get_state(const List &p_properties, Object *p_obj, Vector &r_variant, Vector &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 &p_properties, Object *p_obj, const Vector &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; } 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; filter.callp(argv, 1, ret, err); 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; } 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); 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); 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"); 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"))); } 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; case NOTIFICATION_INTERNAL_PROCESS: case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { update_visibility(0); } 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 p_config) { replication_config = p_config; } Ref MultiplayerSynchronizer::get_replication_config() { return replication_config; } 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); } } 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()->object_configuration_remove(node, this); Node::set_multiplayer_authority(p_peer_id, p_recursive); get_multiplayer()->object_configuration_add(node, this); } MultiplayerSynchronizer::MultiplayerSynchronizer() { // Publicly visible by default. peer_visibility.insert(0); }