1 | /**************************************************************************/ |
2 | /* multiplayer_synchronizer.cpp */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
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16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
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18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
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28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #include "multiplayer_synchronizer.h" |
32 | |
33 | #include "core/config/engine.h" |
34 | #include "scene/main/multiplayer_api.h" |
35 | |
36 | Object *MultiplayerSynchronizer::_get_prop_target(Object *p_obj, const NodePath &p_path) { |
37 | if (p_path.get_name_count() == 0) { |
38 | return p_obj; |
39 | } |
40 | Node *node = Object::cast_to<Node>(p_obj); |
41 | ERR_FAIL_COND_V_MSG(!node || !node->has_node(p_path), nullptr, vformat("Node '%s' not found." , p_path)); |
42 | return node->get_node(p_path); |
43 | } |
44 | |
45 | void MultiplayerSynchronizer::_stop() { |
46 | #ifdef TOOLS_ENABLED |
47 | if (Engine::get_singleton()->is_editor_hint()) { |
48 | return; |
49 | } |
50 | #endif |
51 | root_node_cache = ObjectID(); |
52 | reset(); |
53 | Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr; |
54 | if (node) { |
55 | get_multiplayer()->object_configuration_remove(node, this); |
56 | } |
57 | } |
58 | |
59 | void MultiplayerSynchronizer::_start() { |
60 | #ifdef TOOLS_ENABLED |
61 | if (Engine::get_singleton()->is_editor_hint()) { |
62 | return; |
63 | } |
64 | #endif |
65 | root_node_cache = ObjectID(); |
66 | reset(); |
67 | Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr; |
68 | if (node) { |
69 | root_node_cache = node->get_instance_id(); |
70 | get_multiplayer()->object_configuration_add(node, this); |
71 | _update_process(); |
72 | } |
73 | } |
74 | |
75 | void MultiplayerSynchronizer::_update_process() { |
76 | #ifdef TOOLS_ENABLED |
77 | if (Engine::get_singleton()->is_editor_hint()) { |
78 | return; |
79 | } |
80 | #endif |
81 | Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr; |
82 | if (!node) { |
83 | return; |
84 | } |
85 | set_process_internal(false); |
86 | set_physics_process_internal(false); |
87 | if (!visibility_filters.size()) { |
88 | return; |
89 | } |
90 | switch (visibility_update_mode) { |
91 | case VISIBILITY_PROCESS_IDLE: |
92 | set_process_internal(true); |
93 | break; |
94 | case VISIBILITY_PROCESS_PHYSICS: |
95 | set_physics_process_internal(true); |
96 | break; |
97 | case VISIBILITY_PROCESS_NONE: |
98 | break; |
99 | } |
100 | } |
101 | |
102 | Node *MultiplayerSynchronizer::get_root_node() { |
103 | return root_node_cache.is_valid() ? Object::cast_to<Node>(ObjectDB::get_instance(root_node_cache)) : nullptr; |
104 | } |
105 | |
106 | void MultiplayerSynchronizer::reset() { |
107 | net_id = 0; |
108 | last_sync_usec = 0; |
109 | last_inbound_sync = 0; |
110 | } |
111 | |
112 | uint32_t MultiplayerSynchronizer::get_net_id() const { |
113 | return net_id; |
114 | } |
115 | |
116 | void MultiplayerSynchronizer::set_net_id(uint32_t p_net_id) { |
117 | net_id = p_net_id; |
118 | } |
119 | |
120 | bool MultiplayerSynchronizer::update_outbound_sync_time(uint64_t p_usec) { |
121 | if (last_sync_usec == p_usec) { |
122 | // last_sync_usec has been updated in this frame. |
123 | return true; |
124 | } |
125 | if (p_usec < last_sync_usec + sync_interval_usec) { |
126 | // Too soon, should skip this synchronization frame. |
127 | return false; |
128 | } |
129 | last_sync_usec = p_usec; |
130 | return true; |
131 | } |
132 | |
133 | bool MultiplayerSynchronizer::update_inbound_sync_time(uint16_t p_network_time) { |
134 | if (p_network_time <= last_inbound_sync && last_inbound_sync - p_network_time < 32767) { |
135 | return false; |
136 | } |
137 | last_inbound_sync = p_network_time; |
138 | return true; |
139 | } |
140 | |
141 | PackedStringArray MultiplayerSynchronizer::get_configuration_warnings() const { |
142 | PackedStringArray warnings = Node::get_configuration_warnings(); |
143 | |
144 | if (root_path.is_empty() || !has_node(root_path)) { |
145 | warnings.push_back(RTR("A valid NodePath must be set in the \"Root Path\" property in order for MultiplayerSynchronizer to be able to synchronize properties." )); |
146 | } |
147 | |
148 | return warnings; |
149 | } |
150 | |
151 | Error MultiplayerSynchronizer::get_state(const List<NodePath> &p_properties, Object *p_obj, Vector<Variant> &r_variant, Vector<const Variant *> &r_variant_ptrs) { |
152 | ERR_FAIL_COND_V(!p_obj, ERR_INVALID_PARAMETER); |
153 | r_variant.resize(p_properties.size()); |
154 | r_variant_ptrs.resize(r_variant.size()); |
155 | int i = 0; |
156 | for (const NodePath &prop : p_properties) { |
157 | bool valid = false; |
158 | const Object *obj = _get_prop_target(p_obj, prop); |
159 | ERR_FAIL_COND_V(!obj, FAILED); |
160 | r_variant.write[i] = obj->get_indexed(prop.get_subnames(), &valid); |
161 | r_variant_ptrs.write[i] = &r_variant[i]; |
162 | ERR_FAIL_COND_V_MSG(!valid, ERR_INVALID_DATA, vformat("Property '%s' not found." , prop)); |
163 | i++; |
164 | } |
165 | return OK; |
166 | } |
167 | |
168 | Error MultiplayerSynchronizer::set_state(const List<NodePath> &p_properties, Object *p_obj, const Vector<Variant> &p_state) { |
169 | ERR_FAIL_COND_V(!p_obj, ERR_INVALID_PARAMETER); |
170 | int i = 0; |
171 | for (const NodePath &prop : p_properties) { |
172 | Object *obj = _get_prop_target(p_obj, prop); |
173 | ERR_FAIL_COND_V(!obj, FAILED); |
174 | obj->set_indexed(prop.get_subnames(), p_state[i]); |
175 | i += 1; |
176 | } |
177 | return OK; |
178 | } |
179 | |
180 | bool MultiplayerSynchronizer::is_visibility_public() const { |
181 | return peer_visibility.has(0); |
182 | } |
183 | |
184 | void MultiplayerSynchronizer::set_visibility_public(bool p_visible) { |
185 | set_visibility_for(0, p_visible); |
186 | } |
187 | |
188 | bool MultiplayerSynchronizer::is_visible_to(int p_peer) { |
189 | if (visibility_filters.size()) { |
190 | Variant arg = p_peer; |
191 | const Variant *argv[1] = { &arg }; |
192 | for (Callable filter : visibility_filters) { |
193 | Variant ret; |
194 | Callable::CallError err; |
195 | filter.callp(argv, 1, ret, err); |
196 | ERR_FAIL_COND_V(err.error != Callable::CallError::CALL_OK || ret.get_type() != Variant::BOOL, false); |
197 | if (!ret.operator bool()) { |
198 | return false; |
199 | } |
200 | } |
201 | } |
202 | return peer_visibility.has(0) || peer_visibility.has(p_peer); |
203 | } |
204 | |
205 | void MultiplayerSynchronizer::add_visibility_filter(Callable p_callback) { |
206 | visibility_filters.insert(p_callback); |
207 | _update_process(); |
208 | } |
209 | |
210 | void MultiplayerSynchronizer::remove_visibility_filter(Callable p_callback) { |
211 | visibility_filters.erase(p_callback); |
212 | _update_process(); |
213 | } |
214 | |
215 | void MultiplayerSynchronizer::set_visibility_for(int p_peer, bool p_visible) { |
216 | if (peer_visibility.has(p_peer) == p_visible) { |
217 | return; |
218 | } |
219 | if (p_visible) { |
220 | peer_visibility.insert(p_peer); |
221 | } else { |
222 | peer_visibility.erase(p_peer); |
223 | } |
224 | update_visibility(p_peer); |
225 | } |
226 | |
227 | bool MultiplayerSynchronizer::get_visibility_for(int p_peer) const { |
228 | return peer_visibility.has(p_peer); |
229 | } |
230 | |
231 | void MultiplayerSynchronizer::set_visibility_update_mode(VisibilityUpdateMode p_mode) { |
232 | visibility_update_mode = p_mode; |
233 | _update_process(); |
234 | } |
235 | |
236 | MultiplayerSynchronizer::VisibilityUpdateMode MultiplayerSynchronizer::get_visibility_update_mode() const { |
237 | return visibility_update_mode; |
238 | } |
239 | |
240 | void MultiplayerSynchronizer::_bind_methods() { |
241 | ClassDB::bind_method(D_METHOD("set_root_path" , "path" ), &MultiplayerSynchronizer::set_root_path); |
242 | ClassDB::bind_method(D_METHOD("get_root_path" ), &MultiplayerSynchronizer::get_root_path); |
243 | |
244 | ClassDB::bind_method(D_METHOD("set_replication_interval" , "milliseconds" ), &MultiplayerSynchronizer::set_replication_interval); |
245 | ClassDB::bind_method(D_METHOD("get_replication_interval" ), &MultiplayerSynchronizer::get_replication_interval); |
246 | |
247 | ClassDB::bind_method(D_METHOD("set_delta_interval" , "milliseconds" ), &MultiplayerSynchronizer::set_delta_interval); |
248 | ClassDB::bind_method(D_METHOD("get_delta_interval" ), &MultiplayerSynchronizer::get_delta_interval); |
249 | |
250 | ClassDB::bind_method(D_METHOD("set_replication_config" , "config" ), &MultiplayerSynchronizer::set_replication_config); |
251 | ClassDB::bind_method(D_METHOD("get_replication_config" ), &MultiplayerSynchronizer::get_replication_config); |
252 | |
253 | ClassDB::bind_method(D_METHOD("set_visibility_update_mode" , "mode" ), &MultiplayerSynchronizer::set_visibility_update_mode); |
254 | ClassDB::bind_method(D_METHOD("get_visibility_update_mode" ), &MultiplayerSynchronizer::get_visibility_update_mode); |
255 | ClassDB::bind_method(D_METHOD("update_visibility" , "for_peer" ), &MultiplayerSynchronizer::update_visibility, DEFVAL(0)); |
256 | |
257 | ClassDB::bind_method(D_METHOD("set_visibility_public" , "visible" ), &MultiplayerSynchronizer::set_visibility_public); |
258 | ClassDB::bind_method(D_METHOD("is_visibility_public" ), &MultiplayerSynchronizer::is_visibility_public); |
259 | |
260 | ClassDB::bind_method(D_METHOD("add_visibility_filter" , "filter" ), &MultiplayerSynchronizer::add_visibility_filter); |
261 | ClassDB::bind_method(D_METHOD("remove_visibility_filter" , "filter" ), &MultiplayerSynchronizer::remove_visibility_filter); |
262 | ClassDB::bind_method(D_METHOD("set_visibility_for" , "peer" , "visible" ), &MultiplayerSynchronizer::set_visibility_for); |
263 | ClassDB::bind_method(D_METHOD("get_visibility_for" , "peer" ), &MultiplayerSynchronizer::get_visibility_for); |
264 | |
265 | ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_path" ), "set_root_path" , "get_root_path" ); |
266 | ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "replication_interval" , PROPERTY_HINT_RANGE, "0,5,0.001,suffix:s" ), "set_replication_interval" , "get_replication_interval" ); |
267 | ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "delta_interval" , PROPERTY_HINT_RANGE, "0,5,0.001,suffix:s" ), "set_delta_interval" , "get_delta_interval" ); |
268 | ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "replication_config" , PROPERTY_HINT_RESOURCE_TYPE, "SceneReplicationConfig" , PROPERTY_USAGE_NO_EDITOR), "set_replication_config" , "get_replication_config" ); |
269 | ADD_PROPERTY(PropertyInfo(Variant::INT, "visibility_update_mode" , PROPERTY_HINT_ENUM, "Idle,Physics,None" ), "set_visibility_update_mode" , "get_visibility_update_mode" ); |
270 | ADD_PROPERTY(PropertyInfo(Variant::BOOL, "public_visibility" ), "set_visibility_public" , "is_visibility_public" ); |
271 | |
272 | BIND_ENUM_CONSTANT(VISIBILITY_PROCESS_IDLE); |
273 | BIND_ENUM_CONSTANT(VISIBILITY_PROCESS_PHYSICS); |
274 | BIND_ENUM_CONSTANT(VISIBILITY_PROCESS_NONE); |
275 | |
276 | ADD_SIGNAL(MethodInfo("synchronized" )); |
277 | ADD_SIGNAL(MethodInfo("delta_synchronized" )); |
278 | ADD_SIGNAL(MethodInfo("visibility_changed" , PropertyInfo(Variant::INT, "for_peer" ))); |
279 | } |
280 | |
281 | void MultiplayerSynchronizer::_notification(int p_what) { |
282 | #ifdef TOOLS_ENABLED |
283 | if (Engine::get_singleton()->is_editor_hint()) { |
284 | return; |
285 | } |
286 | #endif |
287 | if (root_path.is_empty()) { |
288 | return; |
289 | } |
290 | |
291 | switch (p_what) { |
292 | case NOTIFICATION_ENTER_TREE: { |
293 | _start(); |
294 | } break; |
295 | |
296 | case NOTIFICATION_EXIT_TREE: { |
297 | _stop(); |
298 | } break; |
299 | |
300 | case NOTIFICATION_INTERNAL_PROCESS: |
301 | case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { |
302 | update_visibility(0); |
303 | } break; |
304 | } |
305 | } |
306 | |
307 | void MultiplayerSynchronizer::set_replication_interval(double p_interval) { |
308 | ERR_FAIL_COND_MSG(p_interval < 0, "Interval must be greater or equal to 0 (where 0 means default)" ); |
309 | sync_interval_usec = uint64_t(p_interval * 1000 * 1000); |
310 | } |
311 | |
312 | double MultiplayerSynchronizer::get_replication_interval() const { |
313 | return double(sync_interval_usec) / 1000.0 / 1000.0; |
314 | } |
315 | |
316 | void MultiplayerSynchronizer::set_delta_interval(double p_interval) { |
317 | ERR_FAIL_COND_MSG(p_interval < 0, "Interval must be greater or equal to 0 (where 0 means default)" ); |
318 | delta_interval_usec = uint64_t(p_interval * 1000 * 1000); |
319 | } |
320 | |
321 | double MultiplayerSynchronizer::get_delta_interval() const { |
322 | return double(delta_interval_usec) / 1000.0 / 1000.0; |
323 | } |
324 | |
325 | void MultiplayerSynchronizer::set_replication_config(Ref<SceneReplicationConfig> p_config) { |
326 | replication_config = p_config; |
327 | } |
328 | |
329 | Ref<SceneReplicationConfig> MultiplayerSynchronizer::get_replication_config() { |
330 | return replication_config; |
331 | } |
332 | |
333 | void MultiplayerSynchronizer::update_visibility(int p_for_peer) { |
334 | #ifdef TOOLS_ENABLED |
335 | if (Engine::get_singleton()->is_editor_hint()) { |
336 | return; |
337 | } |
338 | #endif |
339 | Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr; |
340 | if (node && get_multiplayer()->has_multiplayer_peer() && is_multiplayer_authority()) { |
341 | emit_signal(SNAME("visibility_changed" ), p_for_peer); |
342 | } |
343 | } |
344 | |
345 | void MultiplayerSynchronizer::set_root_path(const NodePath &p_path) { |
346 | _stop(); |
347 | root_path = p_path; |
348 | _start(); |
349 | } |
350 | |
351 | NodePath MultiplayerSynchronizer::get_root_path() const { |
352 | return root_path; |
353 | } |
354 | |
355 | void MultiplayerSynchronizer::set_multiplayer_authority(int p_peer_id, bool p_recursive) { |
356 | Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr; |
357 | if (!node || get_multiplayer_authority() == p_peer_id) { |
358 | Node::set_multiplayer_authority(p_peer_id, p_recursive); |
359 | return; |
360 | } |
361 | |
362 | get_multiplayer()->object_configuration_remove(node, this); |
363 | Node::set_multiplayer_authority(p_peer_id, p_recursive); |
364 | get_multiplayer()->object_configuration_add(node, this); |
365 | } |
366 | |
367 | Error MultiplayerSynchronizer::_watch_changes(uint64_t p_usec) { |
368 | ERR_FAIL_COND_V(replication_config.is_null(), FAILED); |
369 | const List<NodePath> props = replication_config->get_watch_properties(); |
370 | if (props.size() != watchers.size()) { |
371 | watchers.resize(props.size()); |
372 | } |
373 | if (props.size() == 0) { |
374 | return OK; |
375 | } |
376 | Node *node = get_root_node(); |
377 | ERR_FAIL_COND_V(!node, FAILED); |
378 | int idx = -1; |
379 | Watcher *ptr = watchers.ptrw(); |
380 | for (const NodePath &prop : props) { |
381 | idx++; |
382 | bool valid = false; |
383 | const Object *obj = _get_prop_target(node, prop); |
384 | ERR_CONTINUE_MSG(!obj, vformat("Node not found for property '%s'." , prop)); |
385 | Variant v = obj->get(prop.get_concatenated_subnames(), &valid); |
386 | ERR_CONTINUE_MSG(!valid, vformat("Property '%s' not found." , prop)); |
387 | Watcher &w = ptr[idx]; |
388 | if (w.prop != prop) { |
389 | w.prop = prop; |
390 | w.value = v.duplicate(true); |
391 | w.last_change_usec = p_usec; |
392 | } else if (!w.value.hash_compare(v)) { |
393 | w.value = v.duplicate(true); |
394 | w.last_change_usec = p_usec; |
395 | } |
396 | } |
397 | return OK; |
398 | } |
399 | |
400 | List<Variant> MultiplayerSynchronizer::get_delta_state(uint64_t p_cur_usec, uint64_t p_last_usec, uint64_t &r_indexes) { |
401 | r_indexes = 0; |
402 | List<Variant> out; |
403 | |
404 | if (last_watch_usec == p_cur_usec) { |
405 | // We already watched for changes in this frame. |
406 | |
407 | } else if (p_cur_usec < p_last_usec + delta_interval_usec) { |
408 | // Too soon skip delta synchronization. |
409 | return out; |
410 | |
411 | } else { |
412 | // Watch for changes. |
413 | Error err = _watch_changes(p_cur_usec); |
414 | ERR_FAIL_COND_V(err != OK, out); |
415 | last_watch_usec = p_cur_usec; |
416 | } |
417 | |
418 | const Watcher *ptr = watchers.size() ? watchers.ptr() : nullptr; |
419 | for (int i = 0; i < watchers.size(); i++) { |
420 | const Watcher &w = ptr[i]; |
421 | if (w.last_change_usec <= p_last_usec) { |
422 | continue; |
423 | } |
424 | out.push_back(w.value); |
425 | r_indexes |= 1ULL << i; |
426 | } |
427 | return out; |
428 | } |
429 | |
430 | List<NodePath> MultiplayerSynchronizer::get_delta_properties(uint64_t p_indexes) { |
431 | List<NodePath> out; |
432 | ERR_FAIL_COND_V(replication_config.is_null(), out); |
433 | const List<NodePath> watch_props = replication_config->get_watch_properties(); |
434 | int idx = 0; |
435 | for (const NodePath &prop : watch_props) { |
436 | if ((p_indexes & (1ULL << idx++)) == 0) { |
437 | continue; |
438 | } |
439 | out.push_back(prop); |
440 | } |
441 | return out; |
442 | } |
443 | |
444 | MultiplayerSynchronizer::MultiplayerSynchronizer() { |
445 | // Publicly visible by default. |
446 | peer_visibility.insert(0); |
447 | } |
448 | |