305 lines
11 KiB
C++
305 lines
11 KiB
C++
/*************************************************************************/
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/* multiplayer_synchronizer.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "multiplayer_synchronizer.h"
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#include "core/config/engine.h"
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#include "core/multiplayer/multiplayer_api.h"
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Object *MultiplayerSynchronizer::_get_prop_target(Object *p_obj, const NodePath &p_path) {
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if (p_path.get_name_count() == 0) {
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return p_obj;
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}
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Node *node = Object::cast_to<Node>(p_obj);
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ERR_FAIL_COND_V_MSG(!node || !node->has_node(p_path), nullptr, vformat("Node '%s' not found.", p_path));
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return node->get_node(p_path);
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}
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void MultiplayerSynchronizer::_stop() {
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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#endif
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Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
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if (node) {
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get_multiplayer()->replication_stop(node, this);
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}
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}
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void MultiplayerSynchronizer::_start() {
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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#endif
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Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
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if (node) {
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get_multiplayer()->replication_start(node, this);
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_update_process();
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}
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}
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void MultiplayerSynchronizer::_update_process() {
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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#endif
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Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
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if (!node) {
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return;
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}
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set_process_internal(false);
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set_physics_process_internal(false);
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if (!visibility_filters.size()) {
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return;
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}
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switch (visibility_update_mode) {
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case VISIBILITY_PROCESS_IDLE:
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set_process_internal(true);
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break;
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case VISIBILITY_PROCESS_PHYSICS:
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set_physics_process_internal(true);
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break;
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case VISIBILITY_PROCESS_NONE:
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break;
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}
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}
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Error MultiplayerSynchronizer::get_state(const List<NodePath> &p_properties, Object *p_obj, Vector<Variant> &r_variant, Vector<const Variant *> &r_variant_ptrs) {
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ERR_FAIL_COND_V(!p_obj, ERR_INVALID_PARAMETER);
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r_variant.resize(p_properties.size());
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r_variant_ptrs.resize(r_variant.size());
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int i = 0;
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for (const NodePath &prop : p_properties) {
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bool valid = false;
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const Object *obj = _get_prop_target(p_obj, prop);
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ERR_FAIL_COND_V(!obj, FAILED);
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r_variant.write[i] = obj->get(prop.get_concatenated_subnames(), &valid);
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r_variant_ptrs.write[i] = &r_variant[i];
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ERR_FAIL_COND_V_MSG(!valid, ERR_INVALID_DATA, vformat("Property '%s' not found.", prop));
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i++;
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}
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return OK;
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}
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Error MultiplayerSynchronizer::set_state(const List<NodePath> &p_properties, Object *p_obj, const Vector<Variant> &p_state) {
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ERR_FAIL_COND_V(!p_obj, ERR_INVALID_PARAMETER);
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int i = 0;
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for (const NodePath &prop : p_properties) {
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Object *obj = _get_prop_target(p_obj, prop);
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ERR_FAIL_COND_V(!obj, FAILED);
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obj->set(prop.get_concatenated_subnames(), p_state[i]);
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i += 1;
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}
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return OK;
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}
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bool MultiplayerSynchronizer::is_visibility_public() const {
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return peer_visibility.has(0);
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}
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void MultiplayerSynchronizer::set_visibility_public(bool p_visible) {
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set_visibility_for(0, p_visible);
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}
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bool MultiplayerSynchronizer::is_visible_to(int p_peer) {
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if (visibility_filters.size()) {
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Variant arg = p_peer;
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const Variant *argv[1] = { &arg };
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for (Callable filter : visibility_filters) {
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Variant ret;
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Callable::CallError err;
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filter.call(argv, 1, ret, err);
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ERR_FAIL_COND_V(err.error != Callable::CallError::CALL_OK || ret.get_type() != Variant::BOOL, false);
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if (!ret.operator bool()) {
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return false;
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}
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}
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}
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return peer_visibility.has(0) || peer_visibility.has(p_peer);
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}
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void MultiplayerSynchronizer::add_visibility_filter(Callable p_callback) {
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visibility_filters.insert(p_callback);
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_update_process();
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}
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void MultiplayerSynchronizer::remove_visibility_filter(Callable p_callback) {
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visibility_filters.erase(p_callback);
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_update_process();
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}
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void MultiplayerSynchronizer::set_visibility_for(int p_peer, bool p_visible) {
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if (peer_visibility.has(p_peer) == p_visible) {
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return;
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}
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if (p_visible) {
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peer_visibility.insert(p_peer);
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} else {
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peer_visibility.erase(p_peer);
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}
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update_visibility(p_peer);
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}
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bool MultiplayerSynchronizer::get_visibility_for(int p_peer) const {
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return peer_visibility.has(p_peer);
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}
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void MultiplayerSynchronizer::set_visibility_update_mode(VisibilityUpdateMode p_mode) {
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visibility_update_mode = p_mode;
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_update_process();
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}
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MultiplayerSynchronizer::VisibilityUpdateMode MultiplayerSynchronizer::get_visibility_update_mode() const {
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return visibility_update_mode;
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}
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void MultiplayerSynchronizer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_root_path", "path"), &MultiplayerSynchronizer::set_root_path);
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ClassDB::bind_method(D_METHOD("get_root_path"), &MultiplayerSynchronizer::get_root_path);
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ClassDB::bind_method(D_METHOD("set_replication_interval", "milliseconds"), &MultiplayerSynchronizer::set_replication_interval);
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ClassDB::bind_method(D_METHOD("get_replication_interval"), &MultiplayerSynchronizer::get_replication_interval);
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ClassDB::bind_method(D_METHOD("set_replication_config", "config"), &MultiplayerSynchronizer::set_replication_config);
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ClassDB::bind_method(D_METHOD("get_replication_config"), &MultiplayerSynchronizer::get_replication_config);
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ClassDB::bind_method(D_METHOD("set_visibility_update_mode", "mode"), &MultiplayerSynchronizer::set_visibility_update_mode);
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ClassDB::bind_method(D_METHOD("get_visibility_update_mode"), &MultiplayerSynchronizer::get_visibility_update_mode);
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ClassDB::bind_method(D_METHOD("update_visibility", "for_peer"), &MultiplayerSynchronizer::update_visibility, DEFVAL(0));
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ClassDB::bind_method(D_METHOD("set_visibility_public", "visible"), &MultiplayerSynchronizer::set_visibility_public);
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ClassDB::bind_method(D_METHOD("is_visibility_public"), &MultiplayerSynchronizer::is_visibility_public);
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ClassDB::bind_method(D_METHOD("add_visibility_filter", "filter"), &MultiplayerSynchronizer::add_visibility_filter);
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ClassDB::bind_method(D_METHOD("remove_visibility_filter", "filter"), &MultiplayerSynchronizer::remove_visibility_filter);
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ClassDB::bind_method(D_METHOD("set_visibility_for", "peer", "visible"), &MultiplayerSynchronizer::set_visibility_for);
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ClassDB::bind_method(D_METHOD("get_visibility_for", "peer"), &MultiplayerSynchronizer::get_visibility_for);
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_path"), "set_root_path", "get_root_path");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "replication_interval", PROPERTY_HINT_RANGE, "0,5,0.001,suffix:s"), "set_replication_interval", "get_replication_interval");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "replication_config", PROPERTY_HINT_RESOURCE_TYPE, "SceneReplicationConfig", PROPERTY_USAGE_NO_EDITOR), "set_replication_config", "get_replication_config");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "visibility_update_mode", PROPERTY_HINT_ENUM, "Idle,Physics,None"), "set_visibility_update_mode", "get_visibility_update_mode");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "public_visibility"), "set_visibility_public", "is_visibility_public");
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BIND_ENUM_CONSTANT(VISIBILITY_PROCESS_IDLE);
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BIND_ENUM_CONSTANT(VISIBILITY_PROCESS_PHYSICS);
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BIND_ENUM_CONSTANT(VISIBILITY_PROCESS_NONE);
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ADD_SIGNAL(MethodInfo("visibility_changed", PropertyInfo(Variant::INT, "for_peer")));
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}
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void MultiplayerSynchronizer::_notification(int p_what) {
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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#endif
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if (root_path.is_empty()) {
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return;
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}
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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_start();
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} break;
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case NOTIFICATION_EXIT_TREE: {
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_stop();
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} break;
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case NOTIFICATION_INTERNAL_PROCESS:
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
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update_visibility(0);
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} break;
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}
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}
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void MultiplayerSynchronizer::set_replication_interval(double p_interval) {
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ERR_FAIL_COND_MSG(p_interval < 0, "Interval must be greater or equal to 0 (where 0 means default)");
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interval_msec = uint64_t(p_interval * 1000);
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}
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double MultiplayerSynchronizer::get_replication_interval() const {
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return double(interval_msec) / 1000.0;
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}
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uint64_t MultiplayerSynchronizer::get_replication_interval_msec() const {
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return interval_msec;
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}
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void MultiplayerSynchronizer::set_replication_config(Ref<SceneReplicationConfig> p_config) {
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replication_config = p_config;
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}
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Ref<SceneReplicationConfig> MultiplayerSynchronizer::get_replication_config() {
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return replication_config;
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}
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void MultiplayerSynchronizer::update_visibility(int p_for_peer) {
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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#endif
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Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
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if (node && get_multiplayer()->has_multiplayer_peer() && is_multiplayer_authority()) {
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emit_signal(SNAME("visibility_changed"), p_for_peer);
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}
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}
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void MultiplayerSynchronizer::set_root_path(const NodePath &p_path) {
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_stop();
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root_path = p_path;
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_start();
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}
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NodePath MultiplayerSynchronizer::get_root_path() const {
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return root_path;
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}
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void MultiplayerSynchronizer::set_multiplayer_authority(int p_peer_id, bool p_recursive) {
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Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
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if (!node) {
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Node::set_multiplayer_authority(p_peer_id, p_recursive);
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return;
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}
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get_multiplayer()->replication_stop(node, this);
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Node::set_multiplayer_authority(p_peer_id, p_recursive);
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get_multiplayer()->replication_start(node, this);
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}
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MultiplayerSynchronizer::MultiplayerSynchronizer() {
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// Publicly visible by default.
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peer_visibility.insert(0);
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}
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