multiplayer_synchronizer.cpp 12 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  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. Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
  48. if (node) {
  49. get_multiplayer()->object_configuration_remove(node, this);
  50. }
  51. }
  52. void MultiplayerSynchronizer::_start() {
  53. #ifdef TOOLS_ENABLED
  54. if (Engine::get_singleton()->is_editor_hint()) {
  55. return;
  56. }
  57. #endif
  58. Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
  59. if (node) {
  60. get_multiplayer()->object_configuration_add(node, this);
  61. _update_process();
  62. }
  63. }
  64. void MultiplayerSynchronizer::_update_process() {
  65. #ifdef TOOLS_ENABLED
  66. if (Engine::get_singleton()->is_editor_hint()) {
  67. return;
  68. }
  69. #endif
  70. Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
  71. if (!node) {
  72. return;
  73. }
  74. set_process_internal(false);
  75. set_physics_process_internal(false);
  76. if (!visibility_filters.size()) {
  77. return;
  78. }
  79. switch (visibility_update_mode) {
  80. case VISIBILITY_PROCESS_IDLE:
  81. set_process_internal(true);
  82. break;
  83. case VISIBILITY_PROCESS_PHYSICS:
  84. set_physics_process_internal(true);
  85. break;
  86. case VISIBILITY_PROCESS_NONE:
  87. break;
  88. }
  89. }
  90. TypedArray<String> MultiplayerSynchronizer::get_configuration_warnings() const {
  91. TypedArray<String> warnings = Node::get_configuration_warnings();
  92. if (root_path.is_empty() || !has_node(root_path)) {
  93. 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."));
  94. }
  95. return warnings;
  96. }
  97. Error MultiplayerSynchronizer::get_state(const List<NodePath> &p_properties, Object *p_obj, Vector<Variant> &r_variant, Vector<const Variant *> &r_variant_ptrs) {
  98. ERR_FAIL_COND_V(!p_obj, ERR_INVALID_PARAMETER);
  99. r_variant.resize(p_properties.size());
  100. r_variant_ptrs.resize(r_variant.size());
  101. int i = 0;
  102. for (const NodePath &prop : p_properties) {
  103. bool valid = false;
  104. const Object *obj = _get_prop_target(p_obj, prop);
  105. ERR_FAIL_COND_V(!obj, FAILED);
  106. r_variant.write[i] = obj->get(prop.get_concatenated_subnames(), &valid);
  107. r_variant_ptrs.write[i] = &r_variant[i];
  108. ERR_FAIL_COND_V_MSG(!valid, ERR_INVALID_DATA, vformat("Property '%s' not found.", prop));
  109. i++;
  110. }
  111. return OK;
  112. }
  113. Error MultiplayerSynchronizer::set_state(const List<NodePath> &p_properties, Object *p_obj, const Vector<Variant> &p_state) {
  114. ERR_FAIL_COND_V(!p_obj, ERR_INVALID_PARAMETER);
  115. int i = 0;
  116. for (const NodePath &prop : p_properties) {
  117. Object *obj = _get_prop_target(p_obj, prop);
  118. ERR_FAIL_COND_V(!obj, FAILED);
  119. obj->set(prop.get_concatenated_subnames(), p_state[i]);
  120. i += 1;
  121. }
  122. return OK;
  123. }
  124. bool MultiplayerSynchronizer::is_visibility_public() const {
  125. return peer_visibility.has(0);
  126. }
  127. void MultiplayerSynchronizer::set_visibility_public(bool p_visible) {
  128. set_visibility_for(0, p_visible);
  129. }
  130. bool MultiplayerSynchronizer::is_visible_to(int p_peer) {
  131. if (visibility_filters.size()) {
  132. Variant arg = p_peer;
  133. const Variant *argv[1] = { &arg };
  134. for (Callable filter : visibility_filters) {
  135. Variant ret;
  136. Callable::CallError err;
  137. filter.callp(argv, 1, ret, err);
  138. ERR_FAIL_COND_V(err.error != Callable::CallError::CALL_OK || ret.get_type() != Variant::BOOL, false);
  139. if (!ret.operator bool()) {
  140. return false;
  141. }
  142. }
  143. }
  144. return peer_visibility.has(0) || peer_visibility.has(p_peer);
  145. }
  146. void MultiplayerSynchronizer::add_visibility_filter(Callable p_callback) {
  147. visibility_filters.insert(p_callback);
  148. _update_process();
  149. }
  150. void MultiplayerSynchronizer::remove_visibility_filter(Callable p_callback) {
  151. visibility_filters.erase(p_callback);
  152. _update_process();
  153. }
  154. void MultiplayerSynchronizer::set_visibility_for(int p_peer, bool p_visible) {
  155. if (peer_visibility.has(p_peer) == p_visible) {
  156. return;
  157. }
  158. if (p_visible) {
  159. peer_visibility.insert(p_peer);
  160. } else {
  161. peer_visibility.erase(p_peer);
  162. }
  163. update_visibility(p_peer);
  164. }
  165. bool MultiplayerSynchronizer::get_visibility_for(int p_peer) const {
  166. return peer_visibility.has(p_peer);
  167. }
  168. void MultiplayerSynchronizer::set_visibility_update_mode(VisibilityUpdateMode p_mode) {
  169. visibility_update_mode = p_mode;
  170. _update_process();
  171. }
  172. MultiplayerSynchronizer::VisibilityUpdateMode MultiplayerSynchronizer::get_visibility_update_mode() const {
  173. return visibility_update_mode;
  174. }
  175. void MultiplayerSynchronizer::_bind_methods() {
  176. ClassDB::bind_method(D_METHOD("set_root_path", "path"), &MultiplayerSynchronizer::set_root_path);
  177. ClassDB::bind_method(D_METHOD("get_root_path"), &MultiplayerSynchronizer::get_root_path);
  178. ClassDB::bind_method(D_METHOD("set_replication_interval", "milliseconds"), &MultiplayerSynchronizer::set_replication_interval);
  179. ClassDB::bind_method(D_METHOD("get_replication_interval"), &MultiplayerSynchronizer::get_replication_interval);
  180. ClassDB::bind_method(D_METHOD("set_replication_config", "config"), &MultiplayerSynchronizer::set_replication_config);
  181. ClassDB::bind_method(D_METHOD("get_replication_config"), &MultiplayerSynchronizer::get_replication_config);
  182. ClassDB::bind_method(D_METHOD("set_visibility_update_mode", "mode"), &MultiplayerSynchronizer::set_visibility_update_mode);
  183. ClassDB::bind_method(D_METHOD("get_visibility_update_mode"), &MultiplayerSynchronizer::get_visibility_update_mode);
  184. ClassDB::bind_method(D_METHOD("update_visibility", "for_peer"), &MultiplayerSynchronizer::update_visibility, DEFVAL(0));
  185. ClassDB::bind_method(D_METHOD("set_visibility_public", "visible"), &MultiplayerSynchronizer::set_visibility_public);
  186. ClassDB::bind_method(D_METHOD("is_visibility_public"), &MultiplayerSynchronizer::is_visibility_public);
  187. ClassDB::bind_method(D_METHOD("add_visibility_filter", "filter"), &MultiplayerSynchronizer::add_visibility_filter);
  188. ClassDB::bind_method(D_METHOD("remove_visibility_filter", "filter"), &MultiplayerSynchronizer::remove_visibility_filter);
  189. ClassDB::bind_method(D_METHOD("set_visibility_for", "peer", "visible"), &MultiplayerSynchronizer::set_visibility_for);
  190. ClassDB::bind_method(D_METHOD("get_visibility_for", "peer"), &MultiplayerSynchronizer::get_visibility_for);
  191. ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_path"), "set_root_path", "get_root_path");
  192. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "replication_interval", PROPERTY_HINT_RANGE, "0,5,0.001,suffix:s"), "set_replication_interval", "get_replication_interval");
  193. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "replication_config", PROPERTY_HINT_RESOURCE_TYPE, "SceneReplicationConfig", PROPERTY_USAGE_NO_EDITOR), "set_replication_config", "get_replication_config");
  194. ADD_PROPERTY(PropertyInfo(Variant::INT, "visibility_update_mode", PROPERTY_HINT_ENUM, "Idle,Physics,None"), "set_visibility_update_mode", "get_visibility_update_mode");
  195. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "public_visibility"), "set_visibility_public", "is_visibility_public");
  196. BIND_ENUM_CONSTANT(VISIBILITY_PROCESS_IDLE);
  197. BIND_ENUM_CONSTANT(VISIBILITY_PROCESS_PHYSICS);
  198. BIND_ENUM_CONSTANT(VISIBILITY_PROCESS_NONE);
  199. ADD_SIGNAL(MethodInfo("visibility_changed", PropertyInfo(Variant::INT, "for_peer")));
  200. }
  201. void MultiplayerSynchronizer::_notification(int p_what) {
  202. #ifdef TOOLS_ENABLED
  203. if (Engine::get_singleton()->is_editor_hint()) {
  204. return;
  205. }
  206. #endif
  207. if (root_path.is_empty()) {
  208. return;
  209. }
  210. switch (p_what) {
  211. case NOTIFICATION_ENTER_TREE: {
  212. _start();
  213. } break;
  214. case NOTIFICATION_EXIT_TREE: {
  215. _stop();
  216. } break;
  217. case NOTIFICATION_INTERNAL_PROCESS:
  218. case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
  219. update_visibility(0);
  220. } break;
  221. }
  222. }
  223. void MultiplayerSynchronizer::set_replication_interval(double p_interval) {
  224. ERR_FAIL_COND_MSG(p_interval < 0, "Interval must be greater or equal to 0 (where 0 means default)");
  225. interval_msec = uint64_t(p_interval * 1000);
  226. }
  227. double MultiplayerSynchronizer::get_replication_interval() const {
  228. return double(interval_msec) / 1000.0;
  229. }
  230. uint64_t MultiplayerSynchronizer::get_replication_interval_msec() const {
  231. return interval_msec;
  232. }
  233. void MultiplayerSynchronizer::set_replication_config(Ref<SceneReplicationConfig> p_config) {
  234. replication_config = p_config;
  235. }
  236. Ref<SceneReplicationConfig> MultiplayerSynchronizer::get_replication_config() {
  237. return replication_config;
  238. }
  239. void MultiplayerSynchronizer::update_visibility(int p_for_peer) {
  240. #ifdef TOOLS_ENABLED
  241. if (Engine::get_singleton()->is_editor_hint()) {
  242. return;
  243. }
  244. #endif
  245. Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
  246. if (node && get_multiplayer()->has_multiplayer_peer() && is_multiplayer_authority()) {
  247. emit_signal(SNAME("visibility_changed"), p_for_peer);
  248. }
  249. }
  250. void MultiplayerSynchronizer::set_root_path(const NodePath &p_path) {
  251. _stop();
  252. root_path = p_path;
  253. _start();
  254. }
  255. NodePath MultiplayerSynchronizer::get_root_path() const {
  256. return root_path;
  257. }
  258. void MultiplayerSynchronizer::set_multiplayer_authority(int p_peer_id, bool p_recursive) {
  259. Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
  260. if (!node) {
  261. Node::set_multiplayer_authority(p_peer_id, p_recursive);
  262. return;
  263. }
  264. get_multiplayer()->object_configuration_remove(node, this);
  265. Node::set_multiplayer_authority(p_peer_id, p_recursive);
  266. get_multiplayer()->object_configuration_add(node, this);
  267. }
  268. MultiplayerSynchronizer::MultiplayerSynchronizer() {
  269. // Publicly visible by default.
  270. peer_visibility.insert(0);
  271. }