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 | |