| 1 | /**************************************************************************/ |
| 2 | /* scene_replication_config.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 */ |
| 13 | /* "Software"), to deal in the Software without restriction, including */ |
| 14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
| 16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
| 17 | /* the following conditions: */ |
| 18 | /* */ |
| 19 | /* The above copyright notice and this permission notice shall be */ |
| 20 | /* included in all copies or substantial portions of the Software. */ |
| 21 | /* */ |
| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
| 29 | /**************************************************************************/ |
| 30 | |
| 31 | #include "scene_replication_config.h" |
| 32 | |
| 33 | #include "scene/main/multiplayer_api.h" |
| 34 | #include "scene/main/node.h" |
| 35 | |
| 36 | bool SceneReplicationConfig::_set(const StringName &p_name, const Variant &p_value) { |
| 37 | String prop_name = p_name; |
| 38 | |
| 39 | if (prop_name.begins_with("properties/" )) { |
| 40 | int idx = prop_name.get_slicec('/', 1).to_int(); |
| 41 | String what = prop_name.get_slicec('/', 2); |
| 42 | |
| 43 | if (properties.size() == idx && what == "path" ) { |
| 44 | ERR_FAIL_COND_V(p_value.get_type() != Variant::NODE_PATH, false); |
| 45 | NodePath path = p_value; |
| 46 | ERR_FAIL_COND_V(path.is_empty() || path.get_subname_count() == 0, false); |
| 47 | add_property(path); |
| 48 | return true; |
| 49 | } |
| 50 | ERR_FAIL_INDEX_V(idx, properties.size(), false); |
| 51 | ReplicationProperty &prop = properties[idx]; |
| 52 | if (what == "replication_mode" ) { |
| 53 | ERR_FAIL_COND_V(p_value.get_type() != Variant::INT, false); |
| 54 | ReplicationMode mode = (ReplicationMode)p_value.operator int(); |
| 55 | ERR_FAIL_COND_V(mode < REPLICATION_MODE_NEVER || mode > REPLICATION_MODE_ON_CHANGE, false); |
| 56 | property_set_replication_mode(prop.name, mode); |
| 57 | return true; |
| 58 | } |
| 59 | ERR_FAIL_COND_V(p_value.get_type() != Variant::BOOL, false); |
| 60 | if (what == "spawn" ) { |
| 61 | property_set_spawn(prop.name, p_value); |
| 62 | return true; |
| 63 | } else if (what == "sync" ) { |
| 64 | // Deprecated. |
| 65 | property_set_sync(prop.name, p_value); |
| 66 | return true; |
| 67 | } else if (what == "watch" ) { |
| 68 | // Deprecated. |
| 69 | property_set_watch(prop.name, p_value); |
| 70 | return true; |
| 71 | } |
| 72 | } |
| 73 | return false; |
| 74 | } |
| 75 | |
| 76 | bool SceneReplicationConfig::_get(const StringName &p_name, Variant &r_ret) const { |
| 77 | String prop_name = p_name; |
| 78 | |
| 79 | if (prop_name.begins_with("properties/" )) { |
| 80 | int idx = prop_name.get_slicec('/', 1).to_int(); |
| 81 | String what = prop_name.get_slicec('/', 2); |
| 82 | ERR_FAIL_INDEX_V(idx, properties.size(), false); |
| 83 | const ReplicationProperty &prop = properties[idx]; |
| 84 | if (what == "path" ) { |
| 85 | r_ret = prop.name; |
| 86 | return true; |
| 87 | } else if (what == "spawn" ) { |
| 88 | r_ret = prop.spawn; |
| 89 | return true; |
| 90 | } else if (what == "replication_mode" ) { |
| 91 | r_ret = prop.mode; |
| 92 | return true; |
| 93 | } |
| 94 | } |
| 95 | return false; |
| 96 | } |
| 97 | |
| 98 | void SceneReplicationConfig::_get_property_list(List<PropertyInfo> *p_list) const { |
| 99 | for (int i = 0; i < properties.size(); i++) { |
| 100 | p_list->push_back(PropertyInfo(Variant::STRING, "properties/" + itos(i) + "/path" , PROPERTY_HINT_NONE, "" , PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL)); |
| 101 | p_list->push_back(PropertyInfo(Variant::STRING, "properties/" + itos(i) + "/spawn" , PROPERTY_HINT_NONE, "" , PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL)); |
| 102 | p_list->push_back(PropertyInfo(Variant::INT, "properties/" + itos(i) + "/replication_mode" , PROPERTY_HINT_ENUM, "Never,Always,On Change" , PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL)); |
| 103 | } |
| 104 | } |
| 105 | |
| 106 | TypedArray<NodePath> SceneReplicationConfig::get_properties() const { |
| 107 | TypedArray<NodePath> paths; |
| 108 | for (const ReplicationProperty &prop : properties) { |
| 109 | paths.push_back(prop.name); |
| 110 | } |
| 111 | return paths; |
| 112 | } |
| 113 | |
| 114 | void SceneReplicationConfig::add_property(const NodePath &p_path, int p_index) { |
| 115 | ERR_FAIL_COND(properties.find(p_path)); |
| 116 | ERR_FAIL_COND(p_path == NodePath()); |
| 117 | |
| 118 | if (p_index < 0 || p_index == properties.size()) { |
| 119 | properties.push_back(ReplicationProperty(p_path)); |
| 120 | dirty = true; |
| 121 | return; |
| 122 | } |
| 123 | |
| 124 | ERR_FAIL_INDEX(p_index, properties.size()); |
| 125 | |
| 126 | List<ReplicationProperty>::Element *I = properties.front(); |
| 127 | int c = 0; |
| 128 | while (c < p_index) { |
| 129 | I = I->next(); |
| 130 | c++; |
| 131 | } |
| 132 | properties.insert_before(I, ReplicationProperty(p_path)); |
| 133 | dirty = true; |
| 134 | } |
| 135 | |
| 136 | void SceneReplicationConfig::remove_property(const NodePath &p_path) { |
| 137 | properties.erase(p_path); |
| 138 | dirty = true; |
| 139 | } |
| 140 | |
| 141 | bool SceneReplicationConfig::has_property(const NodePath &p_path) const { |
| 142 | for (int i = 0; i < properties.size(); i++) { |
| 143 | if (properties[i].name == p_path) { |
| 144 | return true; |
| 145 | } |
| 146 | } |
| 147 | return false; |
| 148 | } |
| 149 | |
| 150 | int SceneReplicationConfig::property_get_index(const NodePath &p_path) const { |
| 151 | for (int i = 0; i < properties.size(); i++) { |
| 152 | if (properties[i].name == p_path) { |
| 153 | return i; |
| 154 | } |
| 155 | } |
| 156 | ERR_FAIL_V(-1); |
| 157 | } |
| 158 | |
| 159 | bool SceneReplicationConfig::property_get_spawn(const NodePath &p_path) { |
| 160 | List<ReplicationProperty>::Element *E = properties.find(p_path); |
| 161 | ERR_FAIL_COND_V(!E, false); |
| 162 | return E->get().spawn; |
| 163 | } |
| 164 | |
| 165 | void SceneReplicationConfig::property_set_spawn(const NodePath &p_path, bool p_enabled) { |
| 166 | List<ReplicationProperty>::Element *E = properties.find(p_path); |
| 167 | ERR_FAIL_COND(!E); |
| 168 | if (E->get().spawn == p_enabled) { |
| 169 | return; |
| 170 | } |
| 171 | E->get().spawn = p_enabled; |
| 172 | dirty = true; |
| 173 | } |
| 174 | |
| 175 | bool SceneReplicationConfig::property_get_sync(const NodePath &p_path) { |
| 176 | List<ReplicationProperty>::Element *E = properties.find(p_path); |
| 177 | ERR_FAIL_COND_V(!E, false); |
| 178 | return E->get().mode == REPLICATION_MODE_ALWAYS; |
| 179 | } |
| 180 | |
| 181 | void SceneReplicationConfig::property_set_sync(const NodePath &p_path, bool p_enabled) { |
| 182 | if (p_enabled) { |
| 183 | property_set_replication_mode(p_path, REPLICATION_MODE_ALWAYS); |
| 184 | } else if (property_get_replication_mode(p_path) == REPLICATION_MODE_ALWAYS) { |
| 185 | property_set_replication_mode(p_path, REPLICATION_MODE_NEVER); |
| 186 | } |
| 187 | } |
| 188 | |
| 189 | bool SceneReplicationConfig::property_get_watch(const NodePath &p_path) { |
| 190 | List<ReplicationProperty>::Element *E = properties.find(p_path); |
| 191 | ERR_FAIL_COND_V(!E, false); |
| 192 | return E->get().mode == REPLICATION_MODE_ON_CHANGE; |
| 193 | } |
| 194 | |
| 195 | void SceneReplicationConfig::property_set_watch(const NodePath &p_path, bool p_enabled) { |
| 196 | if (p_enabled) { |
| 197 | property_set_replication_mode(p_path, REPLICATION_MODE_ON_CHANGE); |
| 198 | } else if (property_get_replication_mode(p_path) == REPLICATION_MODE_ON_CHANGE) { |
| 199 | property_set_replication_mode(p_path, REPLICATION_MODE_NEVER); |
| 200 | } |
| 201 | } |
| 202 | |
| 203 | SceneReplicationConfig::ReplicationMode SceneReplicationConfig::property_get_replication_mode(const NodePath &p_path) { |
| 204 | List<ReplicationProperty>::Element *E = properties.find(p_path); |
| 205 | ERR_FAIL_COND_V(!E, REPLICATION_MODE_NEVER); |
| 206 | return E->get().mode; |
| 207 | } |
| 208 | |
| 209 | void SceneReplicationConfig::property_set_replication_mode(const NodePath &p_path, ReplicationMode p_mode) { |
| 210 | List<ReplicationProperty>::Element *E = properties.find(p_path); |
| 211 | ERR_FAIL_COND(!E); |
| 212 | if (E->get().mode == p_mode) { |
| 213 | return; |
| 214 | } |
| 215 | E->get().mode = p_mode; |
| 216 | dirty = true; |
| 217 | } |
| 218 | |
| 219 | void SceneReplicationConfig::_update() { |
| 220 | if (!dirty) { |
| 221 | return; |
| 222 | } |
| 223 | dirty = false; |
| 224 | sync_props.clear(); |
| 225 | spawn_props.clear(); |
| 226 | watch_props.clear(); |
| 227 | for (const ReplicationProperty &prop : properties) { |
| 228 | if (prop.spawn) { |
| 229 | spawn_props.push_back(prop.name); |
| 230 | } |
| 231 | switch (prop.mode) { |
| 232 | case REPLICATION_MODE_ALWAYS: |
| 233 | sync_props.push_back(prop.name); |
| 234 | break; |
| 235 | case REPLICATION_MODE_ON_CHANGE: |
| 236 | watch_props.push_back(prop.name); |
| 237 | break; |
| 238 | default: |
| 239 | break; |
| 240 | } |
| 241 | } |
| 242 | } |
| 243 | |
| 244 | const List<NodePath> &SceneReplicationConfig::get_spawn_properties() { |
| 245 | if (dirty) { |
| 246 | _update(); |
| 247 | } |
| 248 | return spawn_props; |
| 249 | } |
| 250 | |
| 251 | const List<NodePath> &SceneReplicationConfig::get_sync_properties() { |
| 252 | if (dirty) { |
| 253 | _update(); |
| 254 | } |
| 255 | return sync_props; |
| 256 | } |
| 257 | |
| 258 | const List<NodePath> &SceneReplicationConfig::get_watch_properties() { |
| 259 | if (dirty) { |
| 260 | _update(); |
| 261 | } |
| 262 | return watch_props; |
| 263 | } |
| 264 | |
| 265 | void SceneReplicationConfig::_bind_methods() { |
| 266 | ClassDB::bind_method(D_METHOD("get_properties" ), &SceneReplicationConfig::get_properties); |
| 267 | ClassDB::bind_method(D_METHOD("add_property" , "path" , "index" ), &SceneReplicationConfig::add_property, DEFVAL(-1)); |
| 268 | ClassDB::bind_method(D_METHOD("has_property" , "path" ), &SceneReplicationConfig::has_property); |
| 269 | ClassDB::bind_method(D_METHOD("remove_property" , "path" ), &SceneReplicationConfig::remove_property); |
| 270 | ClassDB::bind_method(D_METHOD("property_get_index" , "path" ), &SceneReplicationConfig::property_get_index); |
| 271 | ClassDB::bind_method(D_METHOD("property_get_spawn" , "path" ), &SceneReplicationConfig::property_get_spawn); |
| 272 | ClassDB::bind_method(D_METHOD("property_set_spawn" , "path" , "enabled" ), &SceneReplicationConfig::property_set_spawn); |
| 273 | ClassDB::bind_method(D_METHOD("property_get_replication_mode" , "path" ), &SceneReplicationConfig::property_get_replication_mode); |
| 274 | ClassDB::bind_method(D_METHOD("property_set_replication_mode" , "path" , "mode" ), &SceneReplicationConfig::property_set_replication_mode); |
| 275 | |
| 276 | BIND_ENUM_CONSTANT(REPLICATION_MODE_NEVER); |
| 277 | BIND_ENUM_CONSTANT(REPLICATION_MODE_ALWAYS); |
| 278 | BIND_ENUM_CONSTANT(REPLICATION_MODE_ON_CHANGE); |
| 279 | |
| 280 | // Deprecated. |
| 281 | ClassDB::bind_method(D_METHOD("property_get_sync" , "path" ), &SceneReplicationConfig::property_get_sync); |
| 282 | ClassDB::bind_method(D_METHOD("property_set_sync" , "path" , "enabled" ), &SceneReplicationConfig::property_set_sync); |
| 283 | ClassDB::bind_method(D_METHOD("property_get_watch" , "path" ), &SceneReplicationConfig::property_get_watch); |
| 284 | ClassDB::bind_method(D_METHOD("property_set_watch" , "path" , "enabled" ), &SceneReplicationConfig::property_set_watch); |
| 285 | } |
| 286 | |