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955d5affa8
Random-access access to `List` when iterating is `O(n^2)` (`O(n)` when accessing a single element) * Removed subscript operator, in favor of a more explicit `get` * Added conversion from `Iterator` to `ConstIterator` * Remade existing operations into other solutions when applicable
295 lines
11 KiB
C++
295 lines
11 KiB
C++
/**************************************************************************/
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/* scene_replication_config.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 "scene_replication_config.h"
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#include "scene/main/multiplayer_api.h"
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#include "scene/main/node.h"
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bool SceneReplicationConfig::_set(const StringName &p_name, const Variant &p_value) {
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String prop_name = p_name;
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if (prop_name.begins_with("properties/")) {
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int idx = prop_name.get_slicec('/', 1).to_int();
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String what = prop_name.get_slicec('/', 2);
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if (properties.size() == idx && what == "path") {
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ERR_FAIL_COND_V(p_value.get_type() != Variant::NODE_PATH, false);
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NodePath path = p_value;
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ERR_FAIL_COND_V(path.is_empty() || path.get_subname_count() == 0, false);
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add_property(path);
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return true;
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}
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ERR_FAIL_INDEX_V(idx, properties.size(), false);
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const ReplicationProperty &prop = properties.get(idx);
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if (what == "replication_mode") {
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ERR_FAIL_COND_V(p_value.get_type() != Variant::INT, false);
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ReplicationMode mode = (ReplicationMode)p_value.operator int();
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ERR_FAIL_COND_V(mode < REPLICATION_MODE_NEVER || mode > REPLICATION_MODE_ON_CHANGE, false);
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property_set_replication_mode(prop.name, mode);
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return true;
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}
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ERR_FAIL_COND_V(p_value.get_type() != Variant::BOOL, false);
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if (what == "spawn") {
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property_set_spawn(prop.name, p_value);
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return true;
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} else if (what == "sync") {
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// Deprecated.
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property_set_sync(prop.name, p_value);
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return true;
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} else if (what == "watch") {
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// Deprecated.
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property_set_watch(prop.name, p_value);
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return true;
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}
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}
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return false;
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}
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bool SceneReplicationConfig::_get(const StringName &p_name, Variant &r_ret) const {
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String prop_name = p_name;
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if (prop_name.begins_with("properties/")) {
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int idx = prop_name.get_slicec('/', 1).to_int();
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String what = prop_name.get_slicec('/', 2);
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ERR_FAIL_INDEX_V(idx, properties.size(), false);
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const ReplicationProperty &prop = properties.get(idx);
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if (what == "path") {
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r_ret = prop.name;
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return true;
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} else if (what == "spawn") {
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r_ret = prop.spawn;
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return true;
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} else if (what == "replication_mode") {
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r_ret = prop.mode;
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return true;
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}
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}
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return false;
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}
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void SceneReplicationConfig::_get_property_list(List<PropertyInfo> *p_list) const {
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for (int i = 0; i < properties.size(); i++) {
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p_list->push_back(PropertyInfo(Variant::STRING, "properties/" + itos(i) + "/path", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
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p_list->push_back(PropertyInfo(Variant::STRING, "properties/" + itos(i) + "/spawn", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
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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));
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}
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}
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void SceneReplicationConfig::reset_state() {
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dirty = false;
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properties.clear();
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sync_props.clear();
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spawn_props.clear();
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watch_props.clear();
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}
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TypedArray<NodePath> SceneReplicationConfig::get_properties() const {
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TypedArray<NodePath> paths;
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for (const ReplicationProperty &prop : properties) {
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paths.push_back(prop.name);
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}
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return paths;
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}
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void SceneReplicationConfig::add_property(const NodePath &p_path, int p_index) {
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ERR_FAIL_COND(properties.find(p_path));
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ERR_FAIL_COND(p_path == NodePath());
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if (p_index < 0 || p_index == properties.size()) {
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properties.push_back(ReplicationProperty(p_path));
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dirty = true;
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return;
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}
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ERR_FAIL_INDEX(p_index, properties.size());
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List<ReplicationProperty>::Element *I = properties.front();
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int c = 0;
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while (c < p_index) {
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I = I->next();
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c++;
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}
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properties.insert_before(I, ReplicationProperty(p_path));
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dirty = true;
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}
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void SceneReplicationConfig::remove_property(const NodePath &p_path) {
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properties.erase(p_path);
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dirty = true;
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}
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bool SceneReplicationConfig::has_property(const NodePath &p_path) const {
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for (const ReplicationProperty &property : properties) {
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if (property.name == p_path) {
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return true;
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}
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}
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return false;
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}
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int SceneReplicationConfig::property_get_index(const NodePath &p_path) const {
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int i = 0;
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for (List<ReplicationProperty>::ConstIterator itr = properties.begin(); itr != properties.end(); ++itr, ++i) {
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if (itr->name == p_path) {
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return i;
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}
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}
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ERR_FAIL_V(-1);
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}
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bool SceneReplicationConfig::property_get_spawn(const NodePath &p_path) {
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List<ReplicationProperty>::Element *E = properties.find(p_path);
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ERR_FAIL_COND_V(!E, false);
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return E->get().spawn;
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}
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void SceneReplicationConfig::property_set_spawn(const NodePath &p_path, bool p_enabled) {
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List<ReplicationProperty>::Element *E = properties.find(p_path);
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ERR_FAIL_COND(!E);
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if (E->get().spawn == p_enabled) {
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return;
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}
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E->get().spawn = p_enabled;
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dirty = true;
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}
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bool SceneReplicationConfig::property_get_sync(const NodePath &p_path) {
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List<ReplicationProperty>::Element *E = properties.find(p_path);
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ERR_FAIL_COND_V(!E, false);
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return E->get().mode == REPLICATION_MODE_ALWAYS;
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}
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void SceneReplicationConfig::property_set_sync(const NodePath &p_path, bool p_enabled) {
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if (p_enabled) {
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property_set_replication_mode(p_path, REPLICATION_MODE_ALWAYS);
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} else if (property_get_replication_mode(p_path) == REPLICATION_MODE_ALWAYS) {
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property_set_replication_mode(p_path, REPLICATION_MODE_NEVER);
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}
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}
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bool SceneReplicationConfig::property_get_watch(const NodePath &p_path) {
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List<ReplicationProperty>::Element *E = properties.find(p_path);
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ERR_FAIL_COND_V(!E, false);
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return E->get().mode == REPLICATION_MODE_ON_CHANGE;
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}
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void SceneReplicationConfig::property_set_watch(const NodePath &p_path, bool p_enabled) {
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if (p_enabled) {
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property_set_replication_mode(p_path, REPLICATION_MODE_ON_CHANGE);
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} else if (property_get_replication_mode(p_path) == REPLICATION_MODE_ON_CHANGE) {
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property_set_replication_mode(p_path, REPLICATION_MODE_NEVER);
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}
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}
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SceneReplicationConfig::ReplicationMode SceneReplicationConfig::property_get_replication_mode(const NodePath &p_path) {
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List<ReplicationProperty>::Element *E = properties.find(p_path);
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ERR_FAIL_COND_V(!E, REPLICATION_MODE_NEVER);
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return E->get().mode;
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}
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void SceneReplicationConfig::property_set_replication_mode(const NodePath &p_path, ReplicationMode p_mode) {
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List<ReplicationProperty>::Element *E = properties.find(p_path);
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ERR_FAIL_COND(!E);
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if (E->get().mode == p_mode) {
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return;
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}
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E->get().mode = p_mode;
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dirty = true;
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}
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void SceneReplicationConfig::_update() {
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if (!dirty) {
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return;
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}
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dirty = false;
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sync_props.clear();
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spawn_props.clear();
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watch_props.clear();
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for (const ReplicationProperty &prop : properties) {
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if (prop.spawn) {
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spawn_props.push_back(prop.name);
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}
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switch (prop.mode) {
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case REPLICATION_MODE_ALWAYS:
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sync_props.push_back(prop.name);
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break;
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case REPLICATION_MODE_ON_CHANGE:
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watch_props.push_back(prop.name);
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break;
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default:
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break;
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}
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}
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}
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const List<NodePath> &SceneReplicationConfig::get_spawn_properties() {
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if (dirty) {
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_update();
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}
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return spawn_props;
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}
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const List<NodePath> &SceneReplicationConfig::get_sync_properties() {
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if (dirty) {
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_update();
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}
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return sync_props;
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}
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const List<NodePath> &SceneReplicationConfig::get_watch_properties() {
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if (dirty) {
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_update();
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}
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return watch_props;
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}
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void SceneReplicationConfig::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_properties"), &SceneReplicationConfig::get_properties);
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ClassDB::bind_method(D_METHOD("add_property", "path", "index"), &SceneReplicationConfig::add_property, DEFVAL(-1));
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ClassDB::bind_method(D_METHOD("has_property", "path"), &SceneReplicationConfig::has_property);
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ClassDB::bind_method(D_METHOD("remove_property", "path"), &SceneReplicationConfig::remove_property);
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ClassDB::bind_method(D_METHOD("property_get_index", "path"), &SceneReplicationConfig::property_get_index);
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ClassDB::bind_method(D_METHOD("property_get_spawn", "path"), &SceneReplicationConfig::property_get_spawn);
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ClassDB::bind_method(D_METHOD("property_set_spawn", "path", "enabled"), &SceneReplicationConfig::property_set_spawn);
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ClassDB::bind_method(D_METHOD("property_get_replication_mode", "path"), &SceneReplicationConfig::property_get_replication_mode);
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ClassDB::bind_method(D_METHOD("property_set_replication_mode", "path", "mode"), &SceneReplicationConfig::property_set_replication_mode);
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BIND_ENUM_CONSTANT(REPLICATION_MODE_NEVER);
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BIND_ENUM_CONSTANT(REPLICATION_MODE_ALWAYS);
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BIND_ENUM_CONSTANT(REPLICATION_MODE_ON_CHANGE);
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// Deprecated.
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ClassDB::bind_method(D_METHOD("property_get_sync", "path"), &SceneReplicationConfig::property_get_sync);
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ClassDB::bind_method(D_METHOD("property_set_sync", "path", "enabled"), &SceneReplicationConfig::property_set_sync);
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ClassDB::bind_method(D_METHOD("property_get_watch", "path"), &SceneReplicationConfig::property_get_watch);
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ClassDB::bind_method(D_METHOD("property_set_watch", "path", "enabled"), &SceneReplicationConfig::property_set_watch);
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}
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