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/*************************************************************************/
/* 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 */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
# include "multiplayer_synchronizer.h"
# include "core/config/engine.h"
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# include "scene/main/multiplayer_api.h"
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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 ( ) {
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# ifdef TOOLS_ENABLED
if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
return ;
}
# endif
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root_node_cache = ObjectID ( ) ;
reset ( ) ;
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Node * node = is_inside_tree ( ) ? get_node_or_null ( root_path ) : nullptr ;
if ( node ) {
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get_multiplayer ( ) - > object_configuration_remove ( node , this ) ;
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}
}
void MultiplayerSynchronizer : : _start ( ) {
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# ifdef TOOLS_ENABLED
if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
return ;
}
# endif
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root_node_cache = ObjectID ( ) ;
reset ( ) ;
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Node * node = is_inside_tree ( ) ? get_node_or_null ( root_path ) : nullptr ;
if ( node ) {
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root_node_cache = node - > get_instance_id ( ) ;
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get_multiplayer ( ) - > object_configuration_add ( node , this ) ;
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_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 ;
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}
}
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Node * MultiplayerSynchronizer : : get_root_node ( ) {
return root_node_cache . is_valid ( ) ? Object : : cast_to < Node > ( ObjectDB : : get_instance ( root_node_cache ) ) : nullptr ;
}
void MultiplayerSynchronizer : : reset ( ) {
net_id = 0 ;
last_sync_msec = 0 ;
last_inbound_sync = 0 ;
}
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_msec ) {
if ( p_msec > = last_sync_msec + interval_msec ) {
last_sync_msec = p_msec ;
return true ;
}
return false ;
}
bool MultiplayerSynchronizer : : update_inbound_sync_time ( uint16_t p_network_time ) {
if ( p_network_time < = last_inbound_sync & & last_inbound_sync - p_network_time < 32767 ) {
return false ;
}
last_inbound_sync = p_network_time ;
return true ;
}
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PackedStringArray MultiplayerSynchronizer : : get_configuration_warnings ( ) const {
PackedStringArray warnings = Node : : get_configuration_warnings ( ) ;
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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 ;
}
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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 ) {
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 ;
}
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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 ;
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filter . callp ( argv , 1 , ret , err ) ;
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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 ;
}
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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_replication_config " , " config " ) , & MultiplayerSynchronizer : : set_replication_config ) ;
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 ) ;
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 ) ;
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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 " ) ;
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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 " ) ;
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 ( " visibility_changed " , PropertyInfo ( Variant : : INT , " for_peer " ) ) ) ;
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}
void MultiplayerSynchronizer : : _notification ( int p_what ) {
# ifdef TOOLS_ENABLED
if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
return ;
}
# endif
if ( root_path . is_empty ( ) ) {
return ;
}
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switch ( p_what ) {
case NOTIFICATION_ENTER_TREE : {
_start ( ) ;
} break ;
case NOTIFICATION_EXIT_TREE : {
_stop ( ) ;
} break ;
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case NOTIFICATION_INTERNAL_PROCESS :
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS : {
update_visibility ( 0 ) ;
} break ;
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}
}
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 ;
}
void MultiplayerSynchronizer : : set_replication_config ( Ref < SceneReplicationConfig > p_config ) {
replication_config = p_config ;
}
Ref < SceneReplicationConfig > MultiplayerSynchronizer : : get_replication_config ( ) {
return replication_config ;
}
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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 ( SNAME ( " visibility_changed " ) , p_for_peer ) ;
}
}
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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 ;
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if ( ! node | | get_multiplayer_authority ( ) = = p_peer_id ) {
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Node : : set_multiplayer_authority ( p_peer_id , p_recursive ) ;
return ;
}
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get_multiplayer ( ) - > object_configuration_remove ( node , this ) ;
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Node : : set_multiplayer_authority ( p_peer_id , p_recursive ) ;
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get_multiplayer ( ) - > object_configuration_add ( node , this ) ;
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}
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MultiplayerSynchronizer : : MultiplayerSynchronizer ( ) {
// Publicly visible by default.
peer_visibility . insert ( 0 ) ;
}