| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457 | /**************************************************************************//*  multiplayer_synchronizer.cpp                                          *//**************************************************************************//*                         This file is part of:                          *//*                             GODOT ENGINE                               *//*                        https://godotengine.org                         *//**************************************************************************//* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). *//* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  *//*                                                                        *//* 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();	Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;	if (node) {		get_multiplayer()->object_configuration_remove(node, this);	}	reset();}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() ? ObjectDB::get_instance<Node>(root_node_cache) : nullptr;}void MultiplayerSynchronizer::reset() {	net_id = 0;	last_sync_usec = 0;	last_inbound_sync = 0;	last_watch_usec = 0;	sync_started = false;	watchers.clear();}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_usec) {	if (last_sync_usec == p_usec) {		// last_sync_usec has been updated in this frame.		return true;	}	if (p_usec < last_sync_usec + sync_interval_usec) {		// Too soon, should skip this synchronization frame.		return false;	}	last_sync_usec = p_usec;	return true;}bool MultiplayerSynchronizer::update_inbound_sync_time(uint16_t p_network_time) {	if (!sync_started) {		sync_started = true;	} else 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_NULL_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_NULL_V(obj, FAILED);		r_variant.write[i] = obj->get_indexed(prop.get_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_NULL_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_NULL_V(obj, FAILED);		obj->set_indexed(prop.get_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_delta_interval", "milliseconds"), &MultiplayerSynchronizer::set_delta_interval);	ClassDB::bind_method(D_METHOD("get_delta_interval"), &MultiplayerSynchronizer::get_delta_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::FLOAT, "delta_interval", PROPERTY_HINT_RANGE, "0,5,0.001,suffix:s"), "set_delta_interval", "get_delta_interval");	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "replication_config", PROPERTY_HINT_RESOURCE_TYPE, "SceneReplicationConfig", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT), "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("synchronized"));	ADD_SIGNAL(MethodInfo("delta_synchronized"));	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)");	sync_interval_usec = uint64_t(p_interval * 1000 * 1000);}double MultiplayerSynchronizer::get_replication_interval() const {	return double(sync_interval_usec) / 1000.0 / 1000.0;}void MultiplayerSynchronizer::set_delta_interval(double p_interval) {	ERR_FAIL_COND_MSG(p_interval < 0, "Interval must be greater or equal to 0 (where 0 means default)");	delta_interval_usec = uint64_t(p_interval * 1000 * 1000);}double MultiplayerSynchronizer::get_delta_interval() const {	return double(delta_interval_usec) / 1000.0 / 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(SceneStringName(visibility_changed), p_for_peer);	}}void MultiplayerSynchronizer::set_root_path(const NodePath &p_path) {	if (p_path == root_path) {		return;	}	_stop();	root_path = p_path;	_start();	update_configuration_warnings();}NodePath MultiplayerSynchronizer::get_root_path() const {	return root_path;}void MultiplayerSynchronizer::set_multiplayer_authority(int p_peer_id, bool p_recursive) {	if (get_multiplayer_authority() == p_peer_id) {		return;	}	_stop();	Node::set_multiplayer_authority(p_peer_id, p_recursive);	_start();}Error MultiplayerSynchronizer::_watch_changes(uint64_t p_usec) {	ERR_FAIL_COND_V(replication_config.is_null(), FAILED);	const List<NodePath> props = replication_config->get_watch_properties();	if (props.size() != watchers.size()) {		watchers.resize(props.size());	}	if (props.is_empty()) {		return OK;	}	Node *node = get_root_node();	ERR_FAIL_NULL_V(node, FAILED);	int idx = -1;	Watcher *ptr = watchers.ptrw();	for (const NodePath &prop : props) {		idx++;		bool valid = false;		const Object *obj = _get_prop_target(node, prop);		ERR_CONTINUE_MSG(!obj, vformat("Node not found for property '%s'.", prop));		Variant v = obj->get_indexed(prop.get_subnames(), &valid);		ERR_CONTINUE_MSG(!valid, vformat("Property '%s' not found.", prop));		Watcher &w = ptr[idx];		if (w.prop != prop) {			w.prop = prop;			w.value = v.duplicate(true);			w.last_change_usec = p_usec;		} else if (!w.value.hash_compare(v)) {			w.value = v.duplicate(true);			w.last_change_usec = p_usec;		}	}	return OK;}List<Variant> MultiplayerSynchronizer::get_delta_state(uint64_t p_cur_usec, uint64_t p_last_usec, uint64_t &r_indexes) {	r_indexes = 0;	List<Variant> out;	if (last_watch_usec == p_cur_usec) {		// We already watched for changes in this frame.	} else if (p_cur_usec < p_last_usec + delta_interval_usec) {		// Too soon skip delta synchronization.		return out;	} else {		// Watch for changes.		Error err = _watch_changes(p_cur_usec);		ERR_FAIL_COND_V(err != OK, out);		last_watch_usec = p_cur_usec;	}	const Watcher *ptr = watchers.size() ? watchers.ptr() : nullptr;	for (int i = 0; i < watchers.size(); i++) {		const Watcher &w = ptr[i];		if (w.last_change_usec <= p_last_usec) {			continue;		}		out.push_back(w.value);		r_indexes |= 1ULL << i;	}	return out;}List<NodePath> MultiplayerSynchronizer::get_delta_properties(uint64_t p_indexes) {	List<NodePath> out;	ERR_FAIL_COND_V(replication_config.is_null(), out);	const List<NodePath> watch_props = replication_config->get_watch_properties();	int idx = 0;	for (const NodePath &prop : watch_props) {		if ((p_indexes & (1ULL << idx++)) == 0) {			continue;		}		out.push_back(prop);	}	return out;}SceneReplicationConfig *MultiplayerSynchronizer::get_replication_config_ptr() const {	return replication_config.ptr();}MultiplayerSynchronizer::MultiplayerSynchronizer() {	// Publicly visible by default.	peer_visibility.insert(0);}
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