godot/modules/multiplayer/scene_replication_config.h
Fabio Alessandrelli f1e0d50841 [MP] Implement "watched" properties.
Checked at "delta_interval" (default = every frame), synchronized
(reliably) if changes are detected.
2023-05-24 05:21:41 +02:00

98 lines
4.0 KiB
C++

/**************************************************************************/
/* scene_replication_config.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
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/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
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/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/**************************************************************************/
#ifndef SCENE_REPLICATION_CONFIG_H
#define SCENE_REPLICATION_CONFIG_H
#include "core/io/resource.h"
#include "core/variant/typed_array.h"
class SceneReplicationConfig : public Resource {
GDCLASS(SceneReplicationConfig, Resource);
OBJ_SAVE_TYPE(SceneReplicationConfig);
RES_BASE_EXTENSION("repl");
private:
struct ReplicationProperty {
NodePath name;
bool spawn = true;
bool sync = true;
bool watch = false;
bool operator==(const ReplicationProperty &p_to) {
return name == p_to.name;
}
ReplicationProperty() {}
ReplicationProperty(const NodePath &p_name) {
name = p_name;
}
};
List<ReplicationProperty> properties;
List<NodePath> spawn_props;
List<NodePath> sync_props;
List<NodePath> watch_props;
protected:
static void _bind_methods();
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
TypedArray<NodePath> get_properties() const;
void add_property(const NodePath &p_path, int p_index = -1);
void remove_property(const NodePath &p_path);
bool has_property(const NodePath &p_path) const;
int property_get_index(const NodePath &p_path) const;
bool property_get_spawn(const NodePath &p_path);
void property_set_spawn(const NodePath &p_path, bool p_enabled);
bool property_get_sync(const NodePath &p_path);
void property_set_sync(const NodePath &p_path, bool p_enabled);
bool property_get_watch(const NodePath &p_path);
void property_set_watch(const NodePath &p_path, bool p_enabled);
const List<NodePath> &get_spawn_properties() { return spawn_props; }
const List<NodePath> &get_sync_properties() { return sync_props; }
const List<NodePath> &get_watch_properties() { return watch_props; }
SceneReplicationConfig() {}
};
#endif // SCENE_REPLICATION_CONFIG_H