virtualx-engine/scene/multiplayer/multiplayer_synchronizer.cpp
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

158 lines
6.7 KiB
C++

/*************************************************************************/
/* 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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/*************************************************************************/
#include "multiplayer_synchronizer.h"
#include "core/config/engine.h"
#include "core/multiplayer/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() {
Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
if (node) {
get_multiplayer()->replication_stop(node, this);
}
}
void MultiplayerSynchronizer::_start() {
Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
if (node) {
get_multiplayer()->replication_start(node, this);
}
}
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;
}
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);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_path"), "set_root_path", "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);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "replication_interval", PROPERTY_HINT_RANGE, "0,5,0.001"), "set_replication_interval", "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);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "resource", PROPERTY_HINT_RESOURCE_TYPE, "SceneReplicationConfig"), "set_replication_config", "get_replication_config");
}
void MultiplayerSynchronizer::_notification(int p_what) {
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
#endif
if (root_path.is_empty()) {
return;
}
if (p_what == NOTIFICATION_ENTER_TREE) {
_start();
} else if (p_what == NOTIFICATION_EXIT_TREE) {
_stop();
}
}
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;
}
uint64_t MultiplayerSynchronizer::get_replication_interval_msec() const {
return interval_msec;
}
void MultiplayerSynchronizer::set_replication_config(Ref<SceneReplicationConfig> p_config) {
replication_config = p_config;
}
Ref<SceneReplicationConfig> MultiplayerSynchronizer::get_replication_config() {
return replication_config;
}
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;
if (!node) {
Node::set_multiplayer_authority(p_peer_id, p_recursive);
return;
}
get_multiplayer()->replication_stop(node, this);
Node::set_multiplayer_authority(p_peer_id, p_recursive);
get_multiplayer()->replication_start(node, this);
}