summaryrefslogtreecommitdiff
path: root/modules/multiplayer/multiplayer_synchronizer.cpp
blob: eee1495c14b16e99ec9582bea426e29f953b694b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
/*************************************************************************/
/*  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<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() {
#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;
	}
}

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;
}

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<SceneReplicationConfig> p_config) {
	replication_config = p_config;
}

Ref<SceneReplicationConfig> 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);
}