This change introduces a new EditorThemeManager class
to abstract theme generatio and its subroutines.
Logic related to EditorTheme, EditorColorMap, and editor
icons has been extracted into their respective files with
includes cleaned up.
All related files have been moved to a separate folder to
better scope them in the project. This includes relevant
generated files as well.
The auth implementation was treating any received packet as a remote
confirmation after the peer was confirmed locally.
It now correctly awaits for the remote confirmation packet before
admitting new peers.
Synchronizers for spawned nodes were not correctly keeping track of the
net ID assigned by the remote, preventing the replication from
performing the proper cleanup.
This resulted in errors being thrown when sync messages were received
after despawn (which is possible due to their unreliable nature).
Ensures that spawnable nodes (i.e. spawned nodes over which the local
instance has authority) always have a network ID, since they may lose it
after the multiplayer is reset (e.g. when changing the multiplayer peer).
The SceneMultiplayer complete_auth method was not configuring the
multiplayer peer correctly, causing it to potentially send the
notification to the wrong peer, on the wrong channel, and/or with an
incorrect transfer mode.
Fix set_multiplayer_authority not resetting the synchronizer.
Fix the reset function not clearing the watchers state.
Skip wrap around check for the first sync packet after reset.
This allows to include script_instance.h directly in the
generated gdvirtual.gen.inc, and remove excessive includes
from the codebase.
This should also allow Resource to use GDVIRTUAL macros,
which wasn't possible previously due to a circular dependency.
REPLICATION_MODE_ALWAYS (sync) and REPLICATION_MODE_ON_CHANGE (watch)
are now mutually exclusive.
Prevent invalid NodePath from being added to the config.
Optimize the replication config loading by composing the lists on
demand.
Allows synchronizing (sub-)resource properties, transform components,
etc. by using subnames.
As an example, `.:transform.x` will only synchronize the `x` component
of the root transform instead of the whole transform.
This can also be used to synchronize a resource own properties, as long
as they are synchronizable (i.e. the property itself is not an Object,
RID, or Callable).
We don't use that info for anything, and it generates unnecessary diffs
every time we bump the minor version (and CI failures if we forget to
sync some files from opt-in modules (mono, text_server_fb).
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:
Includes from the platform port or module ("local" includes) should be listed
first in their own block using relative paths, before Godot's "core" includes
which use "absolute" (project folder relative) paths, and finally thirdparty
includes.
Includes in `#ifdef`s come after their relevant section, i.e. the overall
structure is:
- Local includes
* Conditional local includes
- Core includes
* Conditional core includes
- Thirdparty includes
* Conditional thirdparty includes
Adds a check to make_rst to look for matches
between the text inside of the [code][/code] tag
and known param identifiers.
Fixes most of what was revealed.
Also start organizing editor-specific GUI components
into a dedicated folder, `editor/gui`.
Also move `editor_file_server` next to the rest of debugger classes.
A number of early continue cases applied the packet-provided `size`
without validation, allowing large uint32_t values to be treated as
negative offsets and leading to segfaults.
Now, we validate `size` against the buffer length immediately to avoid a
crash.
This could be triggered by receiving sync data for a synchronizer who's
root node had just been removed, since the code path that checked for
unusable sync state failed to advance the offset. Thus the next read
could interpret part of the payload as such an invalid `size`.
Now, we properly advance the read offset in that case (and raise a
better error).
The connection used to happen during enter_tree, but this was causing
issues when setting the spawnable scenes from code.
The spawner now connects/disconnects to the signal during
add_spawnable_scene/clear_spawnable_scenes if the node is inside tree
and has a valid spawn_path.
We want our spawns to be notified after ready, but we need to notify
them in the order they entered tree, so that nested spawners can be used
during "ready" (instead of having to await a frame).
* This solution is much cleaner than the one in 3.x thanks to the use of callables.
* Works without issues in any language (no need to worry about camel or snake case).
* Editor code uses a compatibility function (too much work to redo).
Fixes#59899
Renamed to "spawn_function".
Allow both custom spawn and auto spawn list to co-exist.
This makes it possible to implement custom spawn without being forced to
attach a script to MultiplayerSpawner directly.
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
Adds a OfflineMultiplayerPeer class which behaves like a server with no
connected peers.
Use OfflineMultiplayerPeer as default for SceneMultiplayer.
This means that the SceneTree will act as the multiplayer authority by
default.
Calls to is_server will return true, and calls to get_unique_id will
return TARGET_PEER_SERVER.
Implemented using MultiplayerSynchronizers.
If you didn't use the synchronizer visibility features, nothing changes.
If you were using visibility, RPCs to broadcast should now behave as
expected in most configurations (i.e. by sending the RPC to _visible_
peers).
If you want to limit the visibility of RPCs for a node, add a
synchronizer for it, and configure the visibility via
"set_visibility_for" or by adding a visibility filter.
Fix RPC profiler and add average RPC size.
Improve bandwidth debugger to account for all multiplayer traffic
(excluding the lower level peer transformations).
- Removed empty paragraphs in XML.
- Consistently use bold style for "Example:", on a new line.
- Fix usage of `[code]` when hyperlinks could be used (`[member]`, `[constant]`).
- Fix invalid usage of backticks for inline code in BBCode.
- Fix some American/British English spelling inconsistencies.
- Other minor fixes spotted along the way, including typo fixes with codespell.
- Don't specify `@GlobalScope` for `enum` and `constant`.
Add few methods to allow peers to exchange authentication information.
- `set_auth_callback(callback)`: Enable the authentication features.
The callback is a `Callable` that accepts an `int` (the peer ID), and
a `PackedByteArray` of data.
- The `peer_authenticating(id)` signal will be emitted instead of
`peer_connected` when a new peer connects.
- Use `send_auth(id: int, data: PackedByteArray)` to exchange data.
- Call `complete_auth(id: int)` when the authentication process is
complete and you expect to start receiving game data.
- The `peer_connected` signal will be emitted as soon as both parties
complete the authentication.
- Use `disconnect_peer(id)` to disconnect a connected peer.
- If the `peer_connected` signal didn't fire for that peer (i.e. it was
still in the authentication phase), the `peer_auth_failed` signal will
be emitted instead of `peer_disconnected`.
MultiplayerPeer changes:
- Adds is_server_relay_supported virtual method
Informs the upper MultiplayerAPI layer if it can signal peers connected
to the server to other clients, and perform packet relaying among them.
- Adds get_packet_channel and get_packet_mode virtual methods
Allows the MultiplayerAPI to retrieve the channel and transfer modes to
use when relaying the last received packet.
SceneMultiplayerPeer changes:
- Implement peer signaling and packet relaying when the MultiplayerPeer
advertise they are supported.
ENet, WebRTC, WebSocket changes:
- Removed custom code for relaying from WebSocket and ENet, and let it
be handled by the upper layer.
- Update WebRTC to split create_client, create_server, and create_mesh,
with the latter behaving like the old initialize with
"server_compatibility = false", and the first two supporting the upper
layer relaying protocol.
The same node can now be controlled by multiple synchronizers at once.
Spawn visibility is composed in OR across multiple synchronizers (i.e.
if any synchronizer is visible to the peer, the object will be spawned).
Synchronizers controlling spawned nodes can now have a different
authority then the one spawning the node, in that case, the spawn
variables for that specific synchronizer are simply ignored (other
synchronizers with the same authority of the spawner will correctly
synchronize variables on spawn).
The SceneReplicationState class has been completly removed, since it was
bloating the implementation, the state is now simply stored in the
SceneReplicationInterface.