virtualx-engine/scene/multiplayer/multiplayer_synchronizer.cpp
reduz 12474fd87a Improve MultiplayerSynchronizer editor usability
* Add a button to add properties (which lets you select node and property)
* Add ability to drag properties and drop them to the editor.
* Made the editor transient (not always visible on the bottom) since its not needed most of the time.
* Added the ability to pin the editor, in case dragging properties from other nodes is desired.
2022-05-23 13:14:59 +02:00

163 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 */
/* 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 "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, "congiruation", 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;
}
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
_start();
} break;
case NOTIFICATION_EXIT_TREE: {
_stop();
} 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)");
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);
}