Commit graph

361 commits

Author SHA1 Message Date
Hendrik Brucker
b396fd4eef Improve compilation speed (forward declarations/includes cleanup) 2022-02-12 02:46:22 +01:00
Fabio Alessandrelli
a18ba63417 [Net] Allow to use strings as method name in RPC.
Node::rpc and Node::rpc_id will now also accepts Strings instead of only
accepting StringNames.
2022-02-09 14:27:16 +01:00
Fabio Alessandrelli
d219547c96 [Net] New replication interface, spawner and synchronizer nodes.
Initial implementation of the MultiplayerReplicationInterface and its
default implementation (SceneReplicationInterface).

New MultiplayerSpawner node helps dealing with instantiation of scenes
on remote peers (e.g. clients).
It supports both custom spawns via a `_spawn_custom` virtual function,
and optional auto-spawn of known scenes via a TypedArray<PackedScenes>
property.

New MultiplayerSynchornizer helps synchronizing states between the local
and remote peers, supports both sync and spawn properties and is
configured via a `SceneReplicationConfig` resource.
It can also sync via path (i.e. without being spawned by a
MultiplayerSpawner if both peers has it in tree, but will not send the
spawn state in that case, only the sync one.
2022-02-04 14:56:30 +01:00
bruvzg
244db37508
Cleanup and move char functions to the char_utils.h header. 2022-02-04 11:35:01 +02:00
reduz
fbd9599b04 Add a signal to notify when children nodes enter or exit tree
-Allows more fine grained notifications (hence better performance) than using the global scene tree signals (node added and removed).
-Required for #55950
2022-02-02 11:28:11 +01:00
Rémi Verschelde
d681d99e12
Merge pull request #52134 from RandomShaper/fix_naming 2022-01-20 22:01:37 +01:00
Pedro J. Estébanez
7b0ed2aa5e Rename Variant::is_ref() to is_ref_counted() 2022-01-20 18:46:25 +01:00
Bartłomiej T. Listwon
e2792cc71c Rework Node::get_node to omit is_absolute() check in best case scenario 2022-01-19 21:38:18 +01:00
Haoyu Qiu
6aecf91e4f Replicate load-as-placeholder state on node duplication 2022-01-16 15:08:03 +08:00
Pedro J. Estébanez
2db9397fb9 Clear only owners that are no longer in the same tree 2022-01-05 14:00:49 +01:00
Rémi Verschelde
91b5c358fc
Merge pull request #55512 from RandomShaper/better_node_delete 2022-01-05 10:25:13 +01:00
Rémi Verschelde
23342ac23c
Merge pull request #54987 from KoBeWi/@@Node2D@@69@@420@@@ 2022-01-04 10:08:32 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Nathan Franke
49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Pedro J. Estébanez
0a0381dd0a Rationalize Node removals and deletions
- Regarding preservation of owner, `free()` and `remove_child()` now behave the same: owner is kept during `tree_exiting` signal and `null` during `tree_exited`.
- `tree_exited` is emitted in the same order as `tree_exiting`.
- Superfluous code to handle cancelation of ownership is removed.
2021-12-01 14:28:59 +01:00
Max Hilbrunner
a6a2e0feb9
Merge pull request #52387 from Calinou/node-rename-path-changed-notification
Rename Node's `NOTIFICATION_PATH_CHANGED` to `NOTIFICATION_PATH_RENAMED`
2021-11-25 17:47:44 +01:00
Lightning_A
e078f970db Rename remove() to remove_at() when removing by index 2021-11-23 18:58:57 -07:00
kobewi
58146a74f7 Fix nodes being renamed into garbage upon conflict 2021-11-15 02:05:44 +01:00
megalobyte
e3def40160 Update editor description property flag 2021-11-10 13:44:54 -05:00
Rémi Verschelde
665fa3d839
Merge pull request #52943 from RandomShaper/property_pin_control_natural 2021-11-08 18:53:08 +01:00
Pedro J. Estébanez
8d6f80d367 Add property value pinning 2021-11-08 17:42:30 +01:00
kobewi
313ef412f5 Fix preview sun and environment names 2021-11-07 00:40:15 +01:00
Hugo Locurcio
c012fbc8b2
Rename PROPERTY_USAGE_NOEDITOR to PROPERTY_USAGE_NO_EDITOR
This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
2021-11-03 23:06:17 +01:00
kobewi
de4f29f458 Remove node_hrcr hack 2021-10-28 01:43:34 +02:00
Fabio Alessandrelli
7c93931751 [Net] Add call_local argument to Node.rpc_config. 2021-10-08 12:49:20 +02:00
Rémi Verschelde
b85dfd990e
GDScript completion: Handle quote style ad-hoc to remove editor dependency
`core` and `scene` shouldn't depend on `editor`, so they can't query this style
setting in `get_argument_options`. But we can handle it after the fact in
GDScript's completion code.

Also cleans up a couple extra unused invalid includes in `core`.
2021-10-04 16:16:05 +02:00
Lightning_A
c63b18507d Use range iterators for Map 2021-09-30 15:09:12 -06:00
Hugo Locurcio
570cdc128f
Rename Node's filename property to scene_file_path for clarity 2021-09-30 16:50:25 +02:00
Rémi Verschelde
583eaa9869
Merge pull request #49819 from nekomatata/fix-process-mode-inherit 2021-09-17 19:16:19 +02:00
Max Hilbrunner
5b25457794 Multiplayer networking renames/simplification
Removes _networking_ prefix from some methods and members, now that multiplayer has been largely moved out of Node and SceneTree and is seperated into its own set of classes.
2021-09-08 12:05:54 +02:00
Max Hilbrunner
acc776f7b6
Merge pull request #52442 from Faless/mp/4.x_rpc_manager
[Net] Move multiplayer classes to own subfolder. Split RPC from MultiplayerAPI.
2021-09-07 18:44:39 +02:00
Fabio Alessandrelli
bf9aae09ba [Net] Move multiplayer to core subdir, split RPCManager.
Move multiplayer classes to "core/multiplayer" subdir.

Move the RPCConfig and enums (TransferMode, RPCMode) to a separate
file (multiplayer.h), and bind them to the global namespace.

Move the RPC handling code to its own class (RPCManager).

Renames "get_rpc_sender_id" to "get_remote_sender_id".
2021-09-07 11:14:30 +02:00
PouleyKetchoupp
226d6337e5 Fix process mode update when mode owner is set to Inherit
Prevent the root node to be set to PROCESS_MODE_INHERIT, since it causes
undefined behavior.

Fix a case where the process owner node is wrongly set to the direct
parent instead of the proper node.

Add errors for all unhandled cases.
2021-09-06 17:14:12 -07:00
Hennadii Chernyshchyk
2b78353e79
Remove extra get_script_instance check
Otherwise, `_ready()` will not be called on classes
that define this function and doesn't have a script attached.
2021-09-04 12:14:54 +03:00
Hugo Locurcio
879c37d658
Rename Node's NOTIFICATION_PATH_CHANGED to NOTIFICATION_PATH_RENAMED
The new name is less misleading, as the notification is only emitted
when the node name (or one of its parents' names) is changed.
2021-09-04 00:15:15 +02:00
Fabio Alessandrelli
64b9f30b92 [Net] Rename RPC "puppet" to "auth" (authority). Drop "master".
This commit completely removes the RPC_MODE_MASTER ("master" keyword),
and renames the RPC_MODE_PUPPET to RPC_MODE_AUTHORITY ("auth" keyword).

This commit also renames the "Node.[get|set]_network_master" methods to
"Node.[get|set]_network_authority".

This commit also renames the RPC_MODE_REMOTE constant to RPC_MODE_ANY.

RPC_MODE_MASTER in Godot 3.x meant that a given RPC would be callable by
any puppet peer on the master, while RPC_MODE_PUPPET meant that it would
be callable by the master on any puppet.

Beside proving to be very confusing to the user (referring to where it
could be called instead of who can call it) the RPC_MODE_MASTER is quite
useless. It is almost the same as RPC_MODE_REMOTE (anyone can call) with
the exception that the network master cannot. While this could be useful
to check in some case, in such a function you would anyway need to check
in code who is the caller via get_rpc_sender_id(), so adding the check
there for those rare cases does not warrants a dedicated mode.
2021-08-30 00:54:38 +02:00
kobewi
a913ae8d56 Add support for internal nodes 2021-08-28 02:07:23 +02:00
Camille Mohr-Daurat
adafc509f3
Merge pull request #52132 from nekomatata/fix-physics-process-delta
Fix delta passed in _physics_process
2021-08-26 11:27:38 -07:00
PouleyKetchoupp
cbce1550ff Fix delta passed in _physics_process
Regression due to typo in recent GDVIRTUAL_CALL change.
2021-08-26 10:49:12 -07:00
Haoyu Qiu
eba7265a1c Fix misspelled "overriden"
In recent GDVIRTUAL PR and SkeletonModification3DJiggle doc.
2021-08-26 01:44:01 +08:00
Juan Linietsky
6609ce1944
Merge pull request #52000 from lyuma/set_editable_instance
Make Node editable_instance methods available to GDScript
2021-08-24 08:31:34 -03:00
Lyuma
7eb6ae2798 Make Node editable_instance methods available to GDScript 2021-08-23 21:45:18 -07:00
reduz
5cecdfa8af Entirely removes BIND_VMETHOD in favor of GDVIRTUAL
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.

Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-23 08:10:13 -03:00
reduz
3682978aee Replace BIND_VMETHOD by new GDVIRTUAL syntax
* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.

Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.

Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
2021-08-22 08:23:58 -03:00
Juan Linietsky
1990721d1b
Revert "Add Node processing and physics processing cumulative (as opposed to delta) time" 2021-08-22 08:21:34 -03:00
Mohammad Khashashneh
0c027ef0f1 Add Node processing and physics processing cumulative (as opposed to delta) time. 2021-08-17 21:34:50 +03:00
Rémi Verschelde
81512a3732
Style: Cleanup code using text_editor/completion/use_single_quotes 2021-08-13 21:27:57 +02:00
Aaron Franke
84f720966c
Use doubles for time in many other places 2021-08-09 14:05:42 -05:00
Fabio Alessandrelli
9fcf3b5a9c [Net] Basic extensible MultiplayerAPI spawn/despawn.
`PackedScene`s can be configured to be spawnable via a new
`MultiplayerAPI.spawnable_config` method.
They can be configured either to be spawned automatically when coming
from the server or to always require verification.
Another method, `MultiplayerAPI.send_spawn` lets you request a spawn on
the remote peers.
When a peer receive a spawn request:
- If it comes from the server and the scene is configured as
  `SPAWN_MODE_SERVER`:
  - Spawn the scene (instantiate it, add it to tree).
  - Emit signal `network_spawn`.
- Else:
  - Emit signal `network_spawn_request`.

In a similar way, `despawn`s are handled automatically in
`SPAWN_MODE_SERVER`.

In `SPAWN_MODE_SERVER`, when a new client connects it will also receive,
from the server all the spawned (and not yet despawned) instances.
2021-08-09 16:34:40 +02:00
Rémi Verschelde
ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00