multiplayer_synchronizer.cpp 13 KB

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  1. /**************************************************************************/
  2. /* multiplayer_synchronizer.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "multiplayer_synchronizer.h"
  31. #include "core/config/engine.h"
  32. #include "scene/main/multiplayer_api.h"
  33. Object *MultiplayerSynchronizer::_get_prop_target(Object *p_obj, const NodePath &p_path) {
  34. if (p_path.get_name_count() == 0) {
  35. return p_obj;
  36. }
  37. Node *node = Object::cast_to<Node>(p_obj);
  38. ERR_FAIL_COND_V_MSG(!node || !node->has_node(p_path), nullptr, vformat("Node '%s' not found.", p_path));
  39. return node->get_node(p_path);
  40. }
  41. void MultiplayerSynchronizer::_stop() {
  42. #ifdef TOOLS_ENABLED
  43. if (Engine::get_singleton()->is_editor_hint()) {
  44. return;
  45. }
  46. #endif
  47. root_node_cache = ObjectID();
  48. reset();
  49. Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
  50. if (node) {
  51. get_multiplayer()->object_configuration_remove(node, this);
  52. }
  53. }
  54. void MultiplayerSynchronizer::_start() {
  55. #ifdef TOOLS_ENABLED
  56. if (Engine::get_singleton()->is_editor_hint()) {
  57. return;
  58. }
  59. #endif
  60. root_node_cache = ObjectID();
  61. reset();
  62. Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
  63. if (node) {
  64. root_node_cache = node->get_instance_id();
  65. get_multiplayer()->object_configuration_add(node, this);
  66. _update_process();
  67. }
  68. }
  69. void MultiplayerSynchronizer::_update_process() {
  70. #ifdef TOOLS_ENABLED
  71. if (Engine::get_singleton()->is_editor_hint()) {
  72. return;
  73. }
  74. #endif
  75. Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
  76. if (!node) {
  77. return;
  78. }
  79. set_process_internal(false);
  80. set_physics_process_internal(false);
  81. if (!visibility_filters.size()) {
  82. return;
  83. }
  84. switch (visibility_update_mode) {
  85. case VISIBILITY_PROCESS_IDLE:
  86. set_process_internal(true);
  87. break;
  88. case VISIBILITY_PROCESS_PHYSICS:
  89. set_physics_process_internal(true);
  90. break;
  91. case VISIBILITY_PROCESS_NONE:
  92. break;
  93. }
  94. }
  95. Node *MultiplayerSynchronizer::get_root_node() {
  96. return root_node_cache.is_valid() ? Object::cast_to<Node>(ObjectDB::get_instance(root_node_cache)) : nullptr;
  97. }
  98. void MultiplayerSynchronizer::reset() {
  99. net_id = 0;
  100. last_sync_msec = 0;
  101. last_inbound_sync = 0;
  102. }
  103. uint32_t MultiplayerSynchronizer::get_net_id() const {
  104. return net_id;
  105. }
  106. void MultiplayerSynchronizer::set_net_id(uint32_t p_net_id) {
  107. net_id = p_net_id;
  108. }
  109. bool MultiplayerSynchronizer::update_outbound_sync_time(uint64_t p_msec) {
  110. if (last_sync_msec == p_msec) {
  111. // last_sync_msec has been updated on this frame.
  112. return true;
  113. }
  114. if (p_msec >= last_sync_msec + interval_msec) {
  115. last_sync_msec = p_msec;
  116. return true;
  117. }
  118. return false;
  119. }
  120. bool MultiplayerSynchronizer::update_inbound_sync_time(uint16_t p_network_time) {
  121. if (p_network_time <= last_inbound_sync && last_inbound_sync - p_network_time < 32767) {
  122. return false;
  123. }
  124. last_inbound_sync = p_network_time;
  125. return true;
  126. }
  127. PackedStringArray MultiplayerSynchronizer::get_configuration_warnings() const {
  128. PackedStringArray warnings = Node::get_configuration_warnings();
  129. if (root_path.is_empty() || !has_node(root_path)) {
  130. 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."));
  131. }
  132. return warnings;
  133. }
  134. Error MultiplayerSynchronizer::get_state(const List<NodePath> &p_properties, Object *p_obj, Vector<Variant> &r_variant, Vector<const Variant *> &r_variant_ptrs) {
  135. ERR_FAIL_COND_V(!p_obj, ERR_INVALID_PARAMETER);
  136. r_variant.resize(p_properties.size());
  137. r_variant_ptrs.resize(r_variant.size());
  138. int i = 0;
  139. for (const NodePath &prop : p_properties) {
  140. bool valid = false;
  141. const Object *obj = _get_prop_target(p_obj, prop);
  142. ERR_FAIL_COND_V(!obj, FAILED);
  143. r_variant.write[i] = obj->get(prop.get_concatenated_subnames(), &valid);
  144. r_variant_ptrs.write[i] = &r_variant[i];
  145. ERR_FAIL_COND_V_MSG(!valid, ERR_INVALID_DATA, vformat("Property '%s' not found.", prop));
  146. i++;
  147. }
  148. return OK;
  149. }
  150. Error MultiplayerSynchronizer::set_state(const List<NodePath> &p_properties, Object *p_obj, const Vector<Variant> &p_state) {
  151. ERR_FAIL_COND_V(!p_obj, ERR_INVALID_PARAMETER);
  152. int i = 0;
  153. for (const NodePath &prop : p_properties) {
  154. Object *obj = _get_prop_target(p_obj, prop);
  155. ERR_FAIL_COND_V(!obj, FAILED);
  156. obj->set(prop.get_concatenated_subnames(), p_state[i]);
  157. i += 1;
  158. }
  159. return OK;
  160. }
  161. bool MultiplayerSynchronizer::is_visibility_public() const {
  162. return peer_visibility.has(0);
  163. }
  164. void MultiplayerSynchronizer::set_visibility_public(bool p_visible) {
  165. set_visibility_for(0, p_visible);
  166. }
  167. bool MultiplayerSynchronizer::is_visible_to(int p_peer) {
  168. if (visibility_filters.size()) {
  169. Variant arg = p_peer;
  170. const Variant *argv[1] = { &arg };
  171. for (Callable filter : visibility_filters) {
  172. Variant ret;
  173. Callable::CallError err;
  174. filter.callp(argv, 1, ret, err);
  175. ERR_FAIL_COND_V(err.error != Callable::CallError::CALL_OK || ret.get_type() != Variant::BOOL, false);
  176. if (!ret.operator bool()) {
  177. return false;
  178. }
  179. }
  180. }
  181. return peer_visibility.has(0) || peer_visibility.has(p_peer);
  182. }
  183. void MultiplayerSynchronizer::add_visibility_filter(Callable p_callback) {
  184. visibility_filters.insert(p_callback);
  185. _update_process();
  186. }
  187. void MultiplayerSynchronizer::remove_visibility_filter(Callable p_callback) {
  188. visibility_filters.erase(p_callback);
  189. _update_process();
  190. }
  191. void MultiplayerSynchronizer::set_visibility_for(int p_peer, bool p_visible) {
  192. if (peer_visibility.has(p_peer) == p_visible) {
  193. return;
  194. }
  195. if (p_visible) {
  196. peer_visibility.insert(p_peer);
  197. } else {
  198. peer_visibility.erase(p_peer);
  199. }
  200. update_visibility(p_peer);
  201. }
  202. bool MultiplayerSynchronizer::get_visibility_for(int p_peer) const {
  203. return peer_visibility.has(p_peer);
  204. }
  205. void MultiplayerSynchronizer::set_visibility_update_mode(VisibilityUpdateMode p_mode) {
  206. visibility_update_mode = p_mode;
  207. _update_process();
  208. }
  209. MultiplayerSynchronizer::VisibilityUpdateMode MultiplayerSynchronizer::get_visibility_update_mode() const {
  210. return visibility_update_mode;
  211. }
  212. void MultiplayerSynchronizer::_bind_methods() {
  213. ClassDB::bind_method(D_METHOD("set_root_path", "path"), &MultiplayerSynchronizer::set_root_path);
  214. ClassDB::bind_method(D_METHOD("get_root_path"), &MultiplayerSynchronizer::get_root_path);
  215. ClassDB::bind_method(D_METHOD("set_replication_interval", "milliseconds"), &MultiplayerSynchronizer::set_replication_interval);
  216. ClassDB::bind_method(D_METHOD("get_replication_interval"), &MultiplayerSynchronizer::get_replication_interval);
  217. ClassDB::bind_method(D_METHOD("set_replication_config", "config"), &MultiplayerSynchronizer::set_replication_config);
  218. ClassDB::bind_method(D_METHOD("get_replication_config"), &MultiplayerSynchronizer::get_replication_config);
  219. ClassDB::bind_method(D_METHOD("set_visibility_update_mode", "mode"), &MultiplayerSynchronizer::set_visibility_update_mode);
  220. ClassDB::bind_method(D_METHOD("get_visibility_update_mode"), &MultiplayerSynchronizer::get_visibility_update_mode);
  221. ClassDB::bind_method(D_METHOD("update_visibility", "for_peer"), &MultiplayerSynchronizer::update_visibility, DEFVAL(0));
  222. ClassDB::bind_method(D_METHOD("set_visibility_public", "visible"), &MultiplayerSynchronizer::set_visibility_public);
  223. ClassDB::bind_method(D_METHOD("is_visibility_public"), &MultiplayerSynchronizer::is_visibility_public);
  224. ClassDB::bind_method(D_METHOD("add_visibility_filter", "filter"), &MultiplayerSynchronizer::add_visibility_filter);
  225. ClassDB::bind_method(D_METHOD("remove_visibility_filter", "filter"), &MultiplayerSynchronizer::remove_visibility_filter);
  226. ClassDB::bind_method(D_METHOD("set_visibility_for", "peer", "visible"), &MultiplayerSynchronizer::set_visibility_for);
  227. ClassDB::bind_method(D_METHOD("get_visibility_for", "peer"), &MultiplayerSynchronizer::get_visibility_for);
  228. ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_path"), "set_root_path", "get_root_path");
  229. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "replication_interval", PROPERTY_HINT_RANGE, "0,5,0.001,suffix:s"), "set_replication_interval", "get_replication_interval");
  230. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "replication_config", PROPERTY_HINT_RESOURCE_TYPE, "SceneReplicationConfig", PROPERTY_USAGE_NO_EDITOR), "set_replication_config", "get_replication_config");
  231. ADD_PROPERTY(PropertyInfo(Variant::INT, "visibility_update_mode", PROPERTY_HINT_ENUM, "Idle,Physics,None"), "set_visibility_update_mode", "get_visibility_update_mode");
  232. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "public_visibility"), "set_visibility_public", "is_visibility_public");
  233. BIND_ENUM_CONSTANT(VISIBILITY_PROCESS_IDLE);
  234. BIND_ENUM_CONSTANT(VISIBILITY_PROCESS_PHYSICS);
  235. BIND_ENUM_CONSTANT(VISIBILITY_PROCESS_NONE);
  236. ADD_SIGNAL(MethodInfo("synchronized"));
  237. ADD_SIGNAL(MethodInfo("visibility_changed", PropertyInfo(Variant::INT, "for_peer")));
  238. }
  239. void MultiplayerSynchronizer::_notification(int p_what) {
  240. #ifdef TOOLS_ENABLED
  241. if (Engine::get_singleton()->is_editor_hint()) {
  242. return;
  243. }
  244. #endif
  245. if (root_path.is_empty()) {
  246. return;
  247. }
  248. switch (p_what) {
  249. case NOTIFICATION_ENTER_TREE: {
  250. _start();
  251. } break;
  252. case NOTIFICATION_EXIT_TREE: {
  253. _stop();
  254. } break;
  255. case NOTIFICATION_INTERNAL_PROCESS:
  256. case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
  257. update_visibility(0);
  258. } break;
  259. }
  260. }
  261. void MultiplayerSynchronizer::set_replication_interval(double p_interval) {
  262. ERR_FAIL_COND_MSG(p_interval < 0, "Interval must be greater or equal to 0 (where 0 means default)");
  263. interval_msec = uint64_t(p_interval * 1000);
  264. }
  265. double MultiplayerSynchronizer::get_replication_interval() const {
  266. return double(interval_msec) / 1000.0;
  267. }
  268. void MultiplayerSynchronizer::set_replication_config(Ref<SceneReplicationConfig> p_config) {
  269. replication_config = p_config;
  270. }
  271. Ref<SceneReplicationConfig> MultiplayerSynchronizer::get_replication_config() {
  272. return replication_config;
  273. }
  274. void MultiplayerSynchronizer::update_visibility(int p_for_peer) {
  275. #ifdef TOOLS_ENABLED
  276. if (Engine::get_singleton()->is_editor_hint()) {
  277. return;
  278. }
  279. #endif
  280. Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
  281. if (node && get_multiplayer()->has_multiplayer_peer() && is_multiplayer_authority()) {
  282. emit_signal(SNAME("visibility_changed"), p_for_peer);
  283. }
  284. }
  285. void MultiplayerSynchronizer::set_root_path(const NodePath &p_path) {
  286. _stop();
  287. root_path = p_path;
  288. _start();
  289. }
  290. NodePath MultiplayerSynchronizer::get_root_path() const {
  291. return root_path;
  292. }
  293. void MultiplayerSynchronizer::set_multiplayer_authority(int p_peer_id, bool p_recursive) {
  294. Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
  295. if (!node || get_multiplayer_authority() == p_peer_id) {
  296. Node::set_multiplayer_authority(p_peer_id, p_recursive);
  297. return;
  298. }
  299. get_multiplayer()->object_configuration_remove(node, this);
  300. Node::set_multiplayer_authority(p_peer_id, p_recursive);
  301. get_multiplayer()->object_configuration_add(node, this);
  302. }
  303. MultiplayerSynchronizer::MultiplayerSynchronizer() {
  304. // Publicly visible by default.
  305. peer_visibility.insert(0);
  306. }