godot/modules/multiplayer/multiplayer_synchronizer.cpp
Fabio Alessandrelli 32a62af648 [MP] Allow multiple synchronizers per node.
The same node can now be controlled by multiple synchronizers at once.
Spawn visibility is composed in OR across multiple synchronizers (i.e.
if any synchronizer is visible to the peer, the object will be spawned).

Synchronizers controlling spawned nodes can now have a different
authority then the one spawning the node, in that case, the spawn
variables for that specific synchronizer are simply ignored (other
synchronizers with the same authority of the spawner will correctly
synchronize variables on spawn).

The SceneReplicationState class has been completly removed, since it was
bloating the implementation, the state is now simply stored in the
SceneReplicationInterface.
2022-10-03 14:45:00 +02:00

351 lines
13 KiB
C++

/*************************************************************************/
/* 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
root_node_cache = ObjectID();
reset();
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
root_node_cache = ObjectID();
reset();
Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
if (node) {
root_node_cache = node->get_instance_id();
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;
}
}
Node *MultiplayerSynchronizer::get_root_node() {
return root_node_cache.is_valid() ? Object::cast_to<Node>(ObjectDB::get_instance(root_node_cache)) : nullptr;
}
void MultiplayerSynchronizer::reset() {
net_id = 0;
last_sync_msec = 0;
last_inbound_sync = 0;
}
uint32_t MultiplayerSynchronizer::get_net_id() const {
return net_id;
}
void MultiplayerSynchronizer::set_net_id(uint32_t p_net_id) {
net_id = p_net_id;
}
bool MultiplayerSynchronizer::update_outbound_sync_time(uint64_t p_msec) {
if (p_msec >= last_sync_msec + interval_msec) {
last_sync_msec = p_msec;
return true;
}
return false;
}
bool MultiplayerSynchronizer::update_inbound_sync_time(uint16_t p_network_time) {
if (p_network_time <= last_inbound_sync && last_inbound_sync - p_network_time < 32767) {
return false;
}
last_inbound_sync = p_network_time;
return true;
}
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<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;
}
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 || get_multiplayer_authority() == p_peer_id) {
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);
}