/*************************************************************************/ /* scene_replication_config.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 "scene_replication_config.h" #include "core/multiplayer/multiplayer_api.h" #include "scene/main/node.h" bool SceneReplicationConfig::_set(const StringName &p_name, const Variant &p_value) { String name = p_name; if (name.begins_with("properties/")) { int idx = name.get_slicec('/', 1).to_int(); String what = name.get_slicec('/', 2); if (properties.size() == idx && what == "path") { ERR_FAIL_COND_V(p_value.get_type() != Variant::NODE_PATH, false); NodePath path = p_value; ERR_FAIL_COND_V(path.is_empty() || path.get_subname_count() == 0, false); add_property(path); return true; } ERR_FAIL_COND_V(p_value.get_type() != Variant::BOOL, false); ERR_FAIL_INDEX_V(idx, properties.size(), false); ReplicationProperty &prop = properties[idx]; if (what == "sync") { prop.sync = p_value; sync_props.push_back(prop.name); return true; } else if (what == "spawn") { prop.spawn = p_value; spawn_props.push_back(prop.name); return true; } } return false; } bool SceneReplicationConfig::_get(const StringName &p_name, Variant &r_ret) const { String name = p_name; if (name.begins_with("properties/")) { int idx = name.get_slicec('/', 1).to_int(); String what = name.get_slicec('/', 2); ERR_FAIL_INDEX_V(idx, properties.size(), false); const ReplicationProperty &prop = properties[idx]; if (what == "path") { r_ret = prop.name; return true; } else if (what == "sync") { r_ret = prop.sync; return true; } else if (what == "spawn") { r_ret = prop.spawn; return true; } } return false; } void SceneReplicationConfig::_get_property_list(List *p_list) const { for (int i = 0; i < properties.size(); i++) { p_list->push_back(PropertyInfo(Variant::STRING, "properties/" + itos(i) + "/path", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL)); p_list->push_back(PropertyInfo(Variant::STRING, "properties/" + itos(i) + "/spawn", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL)); p_list->push_back(PropertyInfo(Variant::STRING, "properties/" + itos(i) + "/sync", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL)); } } TypedArray SceneReplicationConfig::get_properties() const { TypedArray paths; for (const ReplicationProperty &prop : properties) { paths.push_back(prop.name); } return paths; } void SceneReplicationConfig::add_property(const NodePath &p_path, int p_index) { ERR_FAIL_COND(properties.find(p_path)); if (p_index < 0 || p_index == properties.size()) { properties.push_back(ReplicationProperty(p_path)); return; } ERR_FAIL_INDEX(p_index, properties.size()); List::Element *I = properties.front(); int c = 0; while (c < p_index) { I = I->next(); c++; } properties.insert_before(I, ReplicationProperty(p_path)); } void SceneReplicationConfig::remove_property(const NodePath &p_path) { properties.erase(p_path); } int SceneReplicationConfig::property_get_index(const NodePath &p_path) const { for (int i = 0; i < properties.size(); i++) { if (properties[i].name == p_path) { return i; } } ERR_FAIL_V(-1); } bool SceneReplicationConfig::property_get_spawn(const NodePath &p_path) { List::Element *E = properties.find(p_path); ERR_FAIL_COND_V(!E, false); return E->get().spawn; } void SceneReplicationConfig::property_set_spawn(const NodePath &p_path, bool p_enabled) { List::Element *E = properties.find(p_path); ERR_FAIL_COND(!E); if (E->get().spawn == p_enabled) { return; } E->get().spawn = p_enabled; spawn_props.clear(); for (const ReplicationProperty &prop : properties) { if (prop.spawn) { spawn_props.push_back(p_path); } } } bool SceneReplicationConfig::property_get_sync(const NodePath &p_path) { List::Element *E = properties.find(p_path); ERR_FAIL_COND_V(!E, false); return E->get().sync; } void SceneReplicationConfig::property_set_sync(const NodePath &p_path, bool p_enabled) { List::Element *E = properties.find(p_path); ERR_FAIL_COND(!E); if (E->get().sync == p_enabled) { return; } E->get().sync = p_enabled; sync_props.clear(); for (const ReplicationProperty &prop : properties) { if (prop.sync) { sync_props.push_back(p_path); } } } void SceneReplicationConfig::_bind_methods() { ClassDB::bind_method(D_METHOD("get_properties"), &SceneReplicationConfig::get_properties); ClassDB::bind_method(D_METHOD("add_property", "path", "index"), &SceneReplicationConfig::add_property, DEFVAL(-1)); ClassDB::bind_method(D_METHOD("remove_property", "path"), &SceneReplicationConfig::remove_property); ClassDB::bind_method(D_METHOD("property_get_index", "path"), &SceneReplicationConfig::property_get_index); ClassDB::bind_method(D_METHOD("property_get_spawn", "path"), &SceneReplicationConfig::property_get_spawn); ClassDB::bind_method(D_METHOD("property_set_spawn", "path", "enabled"), &SceneReplicationConfig::property_set_spawn); ClassDB::bind_method(D_METHOD("property_get_sync", "path"), &SceneReplicationConfig::property_get_sync); ClassDB::bind_method(D_METHOD("property_set_sync", "path", "enabled"), &SceneReplicationConfig::property_set_sync); }