12474fd87a
* 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.
163 lines
6.7 KiB
C++
163 lines
6.7 KiB
C++
/*************************************************************************/
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/* multiplayer_synchronizer.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "multiplayer_synchronizer.h"
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#include "core/config/engine.h"
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#include "core/multiplayer/multiplayer_api.h"
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Object *MultiplayerSynchronizer::_get_prop_target(Object *p_obj, const NodePath &p_path) {
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if (p_path.get_name_count() == 0) {
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return p_obj;
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}
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Node *node = Object::cast_to<Node>(p_obj);
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ERR_FAIL_COND_V_MSG(!node || !node->has_node(p_path), nullptr, vformat("Node '%s' not found.", p_path));
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return node->get_node(p_path);
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}
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void MultiplayerSynchronizer::_stop() {
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Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
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if (node) {
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get_multiplayer()->replication_stop(node, this);
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}
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}
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void MultiplayerSynchronizer::_start() {
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Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
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if (node) {
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get_multiplayer()->replication_start(node, this);
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}
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}
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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) {
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ERR_FAIL_COND_V(!p_obj, ERR_INVALID_PARAMETER);
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r_variant.resize(p_properties.size());
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r_variant_ptrs.resize(r_variant.size());
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int i = 0;
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for (const NodePath &prop : p_properties) {
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bool valid = false;
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const Object *obj = _get_prop_target(p_obj, prop);
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ERR_FAIL_COND_V(!obj, FAILED);
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r_variant.write[i] = obj->get(prop.get_concatenated_subnames(), &valid);
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r_variant_ptrs.write[i] = &r_variant[i];
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ERR_FAIL_COND_V_MSG(!valid, ERR_INVALID_DATA, vformat("Property '%s' not found.", prop));
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i++;
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}
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return OK;
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}
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Error MultiplayerSynchronizer::set_state(const List<NodePath> &p_properties, Object *p_obj, const Vector<Variant> &p_state) {
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ERR_FAIL_COND_V(!p_obj, ERR_INVALID_PARAMETER);
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int i = 0;
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for (const NodePath &prop : p_properties) {
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Object *obj = _get_prop_target(p_obj, prop);
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ERR_FAIL_COND_V(!obj, FAILED);
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obj->set(prop.get_concatenated_subnames(), p_state[i]);
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i += 1;
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}
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return OK;
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}
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void MultiplayerSynchronizer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_root_path", "path"), &MultiplayerSynchronizer::set_root_path);
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ClassDB::bind_method(D_METHOD("get_root_path"), &MultiplayerSynchronizer::get_root_path);
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_path"), "set_root_path", "get_root_path");
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ClassDB::bind_method(D_METHOD("set_replication_interval", "milliseconds"), &MultiplayerSynchronizer::set_replication_interval);
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ClassDB::bind_method(D_METHOD("get_replication_interval"), &MultiplayerSynchronizer::get_replication_interval);
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "replication_interval", PROPERTY_HINT_RANGE, "0,5,0.001"), "set_replication_interval", "get_replication_interval");
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ClassDB::bind_method(D_METHOD("set_replication_config", "config"), &MultiplayerSynchronizer::set_replication_config);
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ClassDB::bind_method(D_METHOD("get_replication_config"), &MultiplayerSynchronizer::get_replication_config);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "congiruation", PROPERTY_HINT_RESOURCE_TYPE, "SceneReplicationConfig"), "set_replication_config", "get_replication_config");
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}
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void MultiplayerSynchronizer::_notification(int p_what) {
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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#endif
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if (root_path.is_empty()) {
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return;
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}
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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_start();
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} break;
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case NOTIFICATION_EXIT_TREE: {
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_stop();
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} break;
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}
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}
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void MultiplayerSynchronizer::set_replication_interval(double p_interval) {
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ERR_FAIL_COND_MSG(p_interval < 0, "Interval must be greater or equal to 0 (where 0 means default)");
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interval_msec = uint64_t(p_interval * 1000);
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}
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double MultiplayerSynchronizer::get_replication_interval() const {
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return double(interval_msec) / 1000.0;
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}
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uint64_t MultiplayerSynchronizer::get_replication_interval_msec() const {
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return interval_msec;
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}
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void MultiplayerSynchronizer::set_replication_config(Ref<SceneReplicationConfig> p_config) {
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replication_config = p_config;
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}
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Ref<SceneReplicationConfig> MultiplayerSynchronizer::get_replication_config() {
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return replication_config;
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}
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void MultiplayerSynchronizer::set_root_path(const NodePath &p_path) {
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_stop();
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root_path = p_path;
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_start();
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}
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NodePath MultiplayerSynchronizer::get_root_path() const {
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return root_path;
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}
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void MultiplayerSynchronizer::set_multiplayer_authority(int p_peer_id, bool p_recursive) {
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Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
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if (!node) {
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Node::set_multiplayer_authority(p_peer_id, p_recursive);
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return;
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}
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get_multiplayer()->replication_stop(node, this);
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Node::set_multiplayer_authority(p_peer_id, p_recursive);
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get_multiplayer()->replication_start(node, this);
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}
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