164 lines
6.7 KiB
C++
164 lines
6.7 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 "core/multiplayer/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() {
|
|
Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
|
|
if (node) {
|
|
get_multiplayer()->replication_stop(node, this);
|
|
}
|
|
}
|
|
|
|
void MultiplayerSynchronizer::_start() {
|
|
Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
|
|
if (node) {
|
|
get_multiplayer()->replication_start(node, this);
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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);
|
|
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_path"), "set_root_path", "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);
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "replication_interval", PROPERTY_HINT_RANGE, "0,5,0.001"), "set_replication_interval", "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);
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "resource", PROPERTY_HINT_RESOURCE_TYPE, "SceneReplicationConfig"), "set_replication_config", "get_replication_config");
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
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::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()->replication_stop(node, this);
|
|
Node::set_multiplayer_authority(p_peer_id, p_recursive);
|
|
get_multiplayer()->replication_start(node, this);
|
|
}
|