[MP] Make replication mode an enum + optimizations
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.
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bc88dca176
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@ -37,6 +37,13 @@
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Finds the index of the given [param path].
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</description>
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</method>
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<method name="property_get_replication_mode">
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<return type="int" enum="SceneReplicationConfig.ReplicationMode" />
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<param index="0" name="path" type="NodePath" />
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<description>
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Returns the replication mode for the property identified by the given [param path]. See [enum ReplicationMode].
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</description>
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</method>
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<method name="property_get_spawn">
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<return type="bool" />
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<param index="0" name="path" type="NodePath" />
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@ -44,18 +51,28 @@
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Returns whether the property identified by the given [param path] is configured to be synchronized on spawn.
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</description>
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</method>
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<method name="property_get_sync">
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<method name="property_get_sync" is_deprecated="true">
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<return type="bool" />
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<param index="0" name="path" type="NodePath" />
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<description>
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Returns whether the property identified by the given [param path] is configured to be synchronized on process.
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[i]Deprecated.[/i] Use [method property_get_replication_mode] instead.
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</description>
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</method>
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<method name="property_get_watch">
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<method name="property_get_watch" is_deprecated="true">
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<return type="bool" />
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<param index="0" name="path" type="NodePath" />
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<description>
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Returns whether the property identified by the given [param path] is configured to be reliably synchronized when changes are detected on process.
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[i]Deprecated.[/i] Use [method property_get_replication_mode] instead.
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</description>
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</method>
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<method name="property_set_replication_mode">
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<return type="void" />
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<param index="0" name="path" type="NodePath" />
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<param index="1" name="mode" type="int" enum="SceneReplicationConfig.ReplicationMode" />
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<description>
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Sets the synchronization mode for the property identified by the given [param path]. See [enum ReplicationMode].
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</description>
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</method>
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<method name="property_set_spawn">
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@ -66,20 +83,22 @@
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Sets whether the property identified by the given [param path] is configured to be synchronized on spawn.
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</description>
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</method>
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<method name="property_set_sync">
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<method name="property_set_sync" is_deprecated="true">
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<return type="void" />
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<param index="0" name="path" type="NodePath" />
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<param index="1" name="enabled" type="bool" />
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<description>
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Sets whether the property identified by the given [param path] is configured to be synchronized on process.
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[i]Deprecated.[/i] Use [method property_set_replication_mode] with [constant REPLICATION_MODE_ALWAYS] instead.
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</description>
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</method>
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<method name="property_set_watch">
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<method name="property_set_watch" is_deprecated="true">
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<return type="void" />
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<param index="0" name="path" type="NodePath" />
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<param index="1" name="enabled" type="bool" />
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<description>
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Sets whether the property identified by the given [param path] is configured to be reliably synchronized when changes are detected on process.
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[i]Deprecated.[/i] Use [method property_set_replication_mode] with [constant REPLICATION_MODE_ON_CHANGE] instead.
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</description>
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</method>
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<method name="remove_property">
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@ -90,4 +109,15 @@
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</description>
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</method>
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</methods>
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<constants>
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<constant name="REPLICATION_MODE_NEVER" value="0" enum="ReplicationMode">
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Do not keep the given property synchronized.
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</constant>
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<constant name="REPLICATION_MODE_ALWAYS" value="1" enum="ReplicationMode">
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Replicate the given property on process by constantly sending updates using unreliable transfer mode.
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</constant>
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<constant name="REPLICATION_MODE_ON_CHANGE" value="2" enum="ReplicationMode">
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Replicate the given property on process by sending updates using reliable transfer mode when its value changes.
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</constant>
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</constants>
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</class>
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@ -47,38 +47,26 @@ bool SceneReplicationConfig::_set(const StringName &p_name, const Variant &p_val
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add_property(path);
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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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ERR_FAIL_INDEX_V(idx, properties.size(), false);
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ReplicationProperty &prop = properties[idx];
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if (what == "sync") {
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if ((bool)p_value == prop.sync) {
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return true;
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}
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prop.sync = p_value;
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if (prop.sync) {
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sync_props.push_back(prop.name);
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} else {
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sync_props.erase(prop.name);
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}
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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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} else if (what == "spawn") {
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if ((bool)p_value == prop.spawn) {
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return true;
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}
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prop.spawn = p_value;
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if (prop.spawn) {
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spawn_props.push_back(prop.name);
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} else {
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spawn_props.erase(prop.name);
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}
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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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prop.watch = p_value;
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if (prop.watch) {
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watch_props.push_back(prop.name);
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} else {
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watch_props.erase(prop.name);
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}
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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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@ -96,14 +84,11 @@ bool SceneReplicationConfig::_get(const StringName &p_name, Variant &r_ret) cons
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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 == "sync") {
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r_ret = prop.sync;
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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 == "watch") {
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r_ret = prop.watch;
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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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@ -114,8 +99,7 @@ void SceneReplicationConfig::_get_property_list(List<PropertyInfo> *p_list) cons
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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::STRING, "properties/" + itos(i) + "/sync", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
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p_list->push_back(PropertyInfo(Variant::STRING, "properties/" + itos(i) + "/watch", 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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@ -129,11 +113,11 @@ TypedArray<NodePath> SceneReplicationConfig::get_properties() const {
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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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sync_props.push_back(p_path);
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spawn_props.push_back(p_path);
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dirty = true;
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return;
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}
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@ -146,23 +130,12 @@ void SceneReplicationConfig::add_property(const NodePath &p_path, int p_index) {
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c++;
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}
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properties.insert_before(I, ReplicationProperty(p_path));
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sync_props.clear();
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spawn_props.clear();
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for (const ReplicationProperty &prop : properties) {
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if (prop.sync) {
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sync_props.push_back(prop.name);
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}
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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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}
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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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sync_props.erase(p_path);
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spawn_props.erase(p_path);
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watch_props.clear();
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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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@ -196,56 +169,99 @@ void SceneReplicationConfig::property_set_spawn(const NodePath &p_path, bool p_e
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return;
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}
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E->get().spawn = p_enabled;
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spawn_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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}
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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().sync;
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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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List<ReplicationProperty>::Element *E = properties.find(p_path);
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ERR_FAIL_COND(!E);
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if (E->get().sync == p_enabled) {
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return;
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}
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E->get().sync = p_enabled;
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sync_props.clear();
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for (const ReplicationProperty &prop : properties) {
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if (prop.sync) {
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sync_props.push_back(prop.name);
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}
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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().watch;
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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().watch == p_enabled) {
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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().watch = p_enabled;
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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.watch) {
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watch_props.push_back(p_path);
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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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@ -254,6 +270,14 @@ void SceneReplicationConfig::_bind_methods() {
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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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@ -39,12 +39,18 @@ class SceneReplicationConfig : public Resource {
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OBJ_SAVE_TYPE(SceneReplicationConfig);
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RES_BASE_EXTENSION("repl");
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public:
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enum ReplicationMode {
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REPLICATION_MODE_NEVER,
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REPLICATION_MODE_ALWAYS,
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REPLICATION_MODE_ON_CHANGE,
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};
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private:
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struct ReplicationProperty {
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NodePath name;
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bool spawn = true;
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bool sync = true;
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bool watch = false;
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ReplicationMode mode = REPLICATION_MODE_ALWAYS;
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bool operator==(const ReplicationProperty &p_to) {
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return name == p_to.name;
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@ -61,6 +67,9 @@ private:
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List<NodePath> spawn_props;
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List<NodePath> sync_props;
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List<NodePath> watch_props;
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bool dirty = false;
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void _update();
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protected:
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static void _bind_methods();
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@ -86,11 +95,16 @@ public:
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bool property_get_watch(const NodePath &p_path);
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void property_set_watch(const NodePath &p_path, bool p_enabled);
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const List<NodePath> &get_spawn_properties() { return spawn_props; }
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const List<NodePath> &get_sync_properties() { return sync_props; }
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const List<NodePath> &get_watch_properties() { return watch_props; }
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ReplicationMode property_get_replication_mode(const NodePath &p_path);
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void property_set_replication_mode(const NodePath &p_path, ReplicationMode p_mode);
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const List<NodePath> &get_spawn_properties();
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const List<NodePath> &get_sync_properties();
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const List<NodePath> &get_watch_properties();
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SceneReplicationConfig() {}
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};
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VARIANT_ENUM_CAST(SceneReplicationConfig::ReplicationMode);
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#endif // SCENE_REPLICATION_CONFIG_H
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