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d219547c96
Initial implementation of the MultiplayerReplicationInterface and its default implementation (SceneReplicationInterface). New MultiplayerSpawner node helps dealing with instantiation of scenes on remote peers (e.g. clients). It supports both custom spawns via a `_spawn_custom` virtual function, and optional auto-spawn of known scenes via a TypedArray<PackedScenes> property. New MultiplayerSynchornizer helps synchronizing states between the local and remote peers, supports both sync and spawn properties and is configured via a `SceneReplicationConfig` resource. It can also sync via path (i.e. without being spawned by a MultiplayerSpawner if both peers has it in tree, but will not send the spawn state in that case, only the sync one.
493 lines
17 KiB
C++
493 lines
17 KiB
C++
/*************************************************************************/
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/* node.h */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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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#ifndef NODE_H
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#define NODE_H
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#include "core/config/project_settings.h"
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#include "core/object/class_db.h"
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#include "core/object/script_language.h"
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#include "core/string/node_path.h"
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#include "core/templates/map.h"
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#include "core/variant/typed_array.h"
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#include "scene/main/scene_tree.h"
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class Viewport;
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class SceneState;
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class Tween;
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class PropertyTweener;
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class Node : public Object {
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GDCLASS(Node, Object);
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OBJ_CATEGORY("Nodes");
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public:
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enum ProcessMode {
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PROCESS_MODE_INHERIT, // same as parent node
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PROCESS_MODE_PAUSABLE, // process only if not paused
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PROCESS_MODE_WHEN_PAUSED, // process only if paused
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PROCESS_MODE_ALWAYS, // process always
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PROCESS_MODE_DISABLED, // never process
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};
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enum DuplicateFlags {
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DUPLICATE_SIGNALS = 1,
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DUPLICATE_GROUPS = 2,
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DUPLICATE_SCRIPTS = 4,
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DUPLICATE_USE_INSTANCING = 8,
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#ifdef TOOLS_ENABLED
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DUPLICATE_FROM_EDITOR = 16,
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#endif
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};
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enum NameCasing {
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NAME_CASING_PASCAL_CASE,
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NAME_CASING_CAMEL_CASE,
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NAME_CASING_SNAKE_CASE
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};
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enum InternalMode {
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INTERNAL_MODE_DISABLED,
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INTERNAL_MODE_FRONT,
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INTERNAL_MODE_BACK,
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};
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struct Comparator {
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bool operator()(const Node *p_a, const Node *p_b) const { return p_b->is_greater_than(p_a); }
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};
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struct ComparatorWithPriority {
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bool operator()(const Node *p_a, const Node *p_b) const { return p_b->data.process_priority == p_a->data.process_priority ? p_b->is_greater_than(p_a) : p_b->data.process_priority > p_a->data.process_priority; }
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};
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static int orphan_node_count;
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private:
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struct GroupData {
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bool persistent = false;
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SceneTree::Group *group = nullptr;
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};
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struct Data {
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String scene_file_path;
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Ref<SceneState> instance_state;
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Ref<SceneState> inherited_state;
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Node *parent = nullptr;
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Node *owner = nullptr;
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Vector<Node *> children;
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int internal_children_front = 0;
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int internal_children_back = 0;
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int pos = -1;
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int depth = -1;
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int blocked = 0; // Safeguard that throws an error when attempting to modify the tree in a harmful way while being traversed.
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StringName name;
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SceneTree *tree = nullptr;
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bool inside_tree = false;
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bool ready_notified = false; // This is a small hack, so if a node is added during _ready() to the tree, it correctly gets the _ready() notification.
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bool ready_first = true;
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#ifdef TOOLS_ENABLED
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NodePath import_path; // Path used when imported, used by scene editors to keep tracking.
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#endif
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String editor_description;
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Viewport *viewport = nullptr;
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Map<StringName, GroupData> grouped;
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List<Node *>::Element *OW = nullptr; // Owned element.
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List<Node *> owned;
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ProcessMode process_mode = PROCESS_MODE_INHERIT;
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Node *process_owner = nullptr;
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int multiplayer_authority = 1; // Server by default.
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Vector<Multiplayer::RPCConfig> rpc_methods;
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// Variables used to properly sort the node when processing, ignored otherwise.
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// TODO: Should move all the stuff below to bits.
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bool physics_process = false;
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bool process = false;
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int process_priority = 0;
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bool physics_process_internal = false;
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bool process_internal = false;
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bool input = false;
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bool unhandled_input = false;
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bool unhandled_key_input = false;
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bool parent_owned = false;
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bool in_constructor = true;
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bool use_placeholder = false;
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bool display_folded = false;
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bool editable_instance = false;
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mutable NodePath *path_cache = nullptr;
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} data;
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Ref<MultiplayerAPI> multiplayer;
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void _print_tree_pretty(const String &prefix, const bool last);
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void _print_tree(const Node *p_node);
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Node *_get_child_by_name(const StringName &p_name) const;
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void _replace_connections_target(Node *p_new_target);
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void _validate_child_name(Node *p_child, bool p_force_human_readable = false);
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void _generate_serial_child_name(const Node *p_child, StringName &name) const;
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void _propagate_reverse_notification(int p_notification);
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void _propagate_deferred_notification(int p_notification, bool p_reverse);
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void _propagate_enter_tree();
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void _propagate_ready();
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void _propagate_exit_tree();
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void _propagate_after_exit_tree();
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void _print_stray_nodes();
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void _propagate_process_owner(Node *p_owner, int p_pause_notification, int p_enabled_notification);
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Array _get_node_and_resource(const NodePath &p_path);
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void _duplicate_signals(const Node *p_original, Node *p_copy) const;
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Node *_duplicate(int p_flags, Map<const Node *, Node *> *r_duplimap = nullptr) const;
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TypedArray<Node> _get_children(bool p_include_internal = true) const;
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Array _get_groups() const;
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Variant _rpc_bind(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
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Variant _rpc_id_bind(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
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_FORCE_INLINE_ bool _is_internal_front() const { return data.parent && data.pos < data.parent->data.internal_children_front; }
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_FORCE_INLINE_ bool _is_internal_back() const { return data.parent && data.pos >= data.parent->data.children.size() - data.parent->data.internal_children_back; }
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friend class SceneTree;
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void _set_tree(SceneTree *p_tree);
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void _propagate_pause_notification(bool p_enable);
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_FORCE_INLINE_ bool _can_process(bool p_paused) const;
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_FORCE_INLINE_ bool _is_enabled() const;
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protected:
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void _block() { data.blocked++; }
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void _unblock() { data.blocked--; }
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void _notification(int p_notification);
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virtual void add_child_notify(Node *p_child);
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virtual void remove_child_notify(Node *p_child);
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virtual void move_child_notify(Node *p_child);
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void _propagate_replace_owner(Node *p_owner, Node *p_by_owner);
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static void _bind_methods();
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static String _get_name_num_separator();
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friend class SceneState;
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void _add_child_nocheck(Node *p_child, const StringName &p_name);
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void _set_owner_nocheck(Node *p_owner);
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void _set_name_nocheck(const StringName &p_name);
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//call from SceneTree
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void _call_input(const Ref<InputEvent> &p_event);
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void _call_unhandled_input(const Ref<InputEvent> &p_event);
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void _call_unhandled_key_input(const Ref<InputEvent> &p_event);
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protected:
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virtual void input(const Ref<InputEvent> &p_event);
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virtual void unhandled_input(const Ref<InputEvent> &p_event);
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virtual void unhandled_key_input(const Ref<InputEvent> &p_key_event);
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GDVIRTUAL1(_process, double)
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GDVIRTUAL1(_physics_process, double)
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GDVIRTUAL0(_enter_tree)
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GDVIRTUAL0(_exit_tree)
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GDVIRTUAL0(_ready)
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GDVIRTUAL0RC(Vector<String>, _get_configuration_warnings)
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GDVIRTUAL1(_input, Ref<InputEvent>)
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GDVIRTUAL1(_unhandled_input, Ref<InputEvent>)
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GDVIRTUAL1(_unhandled_key_input, Ref<InputEvent>)
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public:
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enum {
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// you can make your own, but don't use the same numbers as other notifications in other nodes
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NOTIFICATION_ENTER_TREE = 10,
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NOTIFICATION_EXIT_TREE = 11,
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NOTIFICATION_MOVED_IN_PARENT = 12,
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NOTIFICATION_READY = 13,
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NOTIFICATION_PAUSED = 14,
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NOTIFICATION_UNPAUSED = 15,
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NOTIFICATION_PHYSICS_PROCESS = 16,
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NOTIFICATION_PROCESS = 17,
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NOTIFICATION_PARENTED = 18,
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NOTIFICATION_UNPARENTED = 19,
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NOTIFICATION_INSTANCED = 20,
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NOTIFICATION_DRAG_BEGIN = 21,
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NOTIFICATION_DRAG_END = 22,
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NOTIFICATION_PATH_RENAMED = 23,
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//NOTIFICATION_TRANSLATION_CHANGED = 24, moved below
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NOTIFICATION_INTERNAL_PROCESS = 25,
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NOTIFICATION_INTERNAL_PHYSICS_PROCESS = 26,
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NOTIFICATION_POST_ENTER_TREE = 27,
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NOTIFICATION_DISABLED = 28,
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NOTIFICATION_ENABLED = 29,
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//keep these linked to node
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NOTIFICATION_WM_MOUSE_ENTER = 1002,
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NOTIFICATION_WM_MOUSE_EXIT = 1003,
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NOTIFICATION_WM_WINDOW_FOCUS_IN = 1004,
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NOTIFICATION_WM_WINDOW_FOCUS_OUT = 1005,
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NOTIFICATION_WM_CLOSE_REQUEST = 1006,
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NOTIFICATION_WM_GO_BACK_REQUEST = 1007,
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NOTIFICATION_WM_SIZE_CHANGED = 1008,
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NOTIFICATION_WM_DPI_CHANGE = 1009,
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NOTIFICATION_OS_MEMORY_WARNING = MainLoop::NOTIFICATION_OS_MEMORY_WARNING,
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NOTIFICATION_TRANSLATION_CHANGED = MainLoop::NOTIFICATION_TRANSLATION_CHANGED,
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NOTIFICATION_WM_ABOUT = MainLoop::NOTIFICATION_WM_ABOUT,
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NOTIFICATION_CRASH = MainLoop::NOTIFICATION_CRASH,
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NOTIFICATION_OS_IME_UPDATE = MainLoop::NOTIFICATION_OS_IME_UPDATE,
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NOTIFICATION_APPLICATION_RESUMED = MainLoop::NOTIFICATION_APPLICATION_RESUMED,
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NOTIFICATION_APPLICATION_PAUSED = MainLoop::NOTIFICATION_APPLICATION_PAUSED,
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NOTIFICATION_APPLICATION_FOCUS_IN = MainLoop::NOTIFICATION_APPLICATION_FOCUS_IN,
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NOTIFICATION_APPLICATION_FOCUS_OUT = MainLoop::NOTIFICATION_APPLICATION_FOCUS_OUT,
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NOTIFICATION_TEXT_SERVER_CHANGED = MainLoop::NOTIFICATION_TEXT_SERVER_CHANGED,
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// Editor specific node notifications
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NOTIFICATION_EDITOR_PRE_SAVE = 9001,
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NOTIFICATION_EDITOR_POST_SAVE = 9002,
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};
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/* NODE/TREE */
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StringName get_name() const;
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void set_name(const String &p_name);
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void add_child(Node *p_child, bool p_legible_unique_name = false, InternalMode p_internal = INTERNAL_MODE_DISABLED);
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void add_sibling(Node *p_sibling, bool p_legible_unique_name = false);
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void remove_child(Node *p_child);
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int get_child_count(bool p_include_internal = true) const;
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Node *get_child(int p_index, bool p_include_internal = true) const;
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bool has_node(const NodePath &p_path) const;
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Node *get_node(const NodePath &p_path) const;
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Node *get_node_or_null(const NodePath &p_path) const;
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Node *find_node(const String &p_mask, bool p_recursive = true, bool p_owned = true) const;
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bool has_node_and_resource(const NodePath &p_path) const;
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Node *get_node_and_resource(const NodePath &p_path, RES &r_res, Vector<StringName> &r_leftover_subpath, bool p_last_is_property = true) const;
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Node *get_parent() const;
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Node *find_parent(const String &p_mask) const;
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_FORCE_INLINE_ SceneTree *get_tree() const {
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ERR_FAIL_COND_V(!data.tree, nullptr);
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return data.tree;
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}
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_FORCE_INLINE_ bool is_inside_tree() const { return data.inside_tree; }
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bool is_ancestor_of(const Node *p_node) const;
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bool is_greater_than(const Node *p_node) const;
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NodePath get_path() const;
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NodePath get_path_to(const Node *p_node) const;
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Node *find_common_parent_with(const Node *p_node) const;
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void add_to_group(const StringName &p_identifier, bool p_persistent = false);
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void remove_from_group(const StringName &p_identifier);
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bool is_in_group(const StringName &p_identifier) const;
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struct GroupInfo {
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StringName name;
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bool persistent = false;
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};
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void get_groups(List<GroupInfo> *p_groups) const;
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int get_persistent_group_count() const;
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void move_child(Node *p_child, int p_pos);
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void _move_child(Node *p_child, int p_pos, bool p_ignore_end = false);
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void raise();
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void set_owner(Node *p_owner);
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Node *get_owner() const;
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void get_owned_by(Node *p_by, List<Node *> *p_owned);
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void remove_and_skip();
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int get_index(bool p_include_internal = true) const;
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Ref<Tween> create_tween();
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void print_tree();
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void print_tree_pretty();
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void set_scene_file_path(const String &p_scene_file_path);
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String get_scene_file_path() const;
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void set_editor_description(const String &p_editor_description);
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String get_editor_description() const;
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void set_editable_instance(Node *p_node, bool p_editable);
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bool is_editable_instance(const Node *p_node) const;
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Node *get_deepest_editable_node(Node *p_start_node) const;
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#ifdef TOOLS_ENABLED
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void set_property_pinned(const String &p_property, bool p_pinned);
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bool is_property_pinned(const StringName &p_property) const;
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virtual StringName get_property_store_alias(const StringName &p_property) const;
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#endif
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void get_storable_properties(Set<StringName> &r_storable_properties) const;
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virtual String to_string() override;
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/* NOTIFICATIONS */
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void propagate_notification(int p_notification);
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void propagate_call(const StringName &p_method, const Array &p_args = Array(), const bool p_parent_first = false);
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/* PROCESSING */
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void set_physics_process(bool p_process);
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double get_physics_process_delta_time() const;
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bool is_physics_processing() const;
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void set_process(bool p_process);
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double get_process_delta_time() const;
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bool is_processing() const;
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void set_physics_process_internal(bool p_process_internal);
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bool is_physics_processing_internal() const;
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void set_process_internal(bool p_process_internal);
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bool is_processing_internal() const;
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void set_process_priority(int p_priority);
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int get_process_priority() const;
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void set_process_input(bool p_enable);
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bool is_processing_input() const;
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void set_process_unhandled_input(bool p_enable);
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bool is_processing_unhandled_input() const;
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void set_process_unhandled_key_input(bool p_enable);
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bool is_processing_unhandled_key_input() const;
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Node *duplicate(int p_flags = DUPLICATE_GROUPS | DUPLICATE_SIGNALS | DUPLICATE_SCRIPTS) const;
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#ifdef TOOLS_ENABLED
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Node *duplicate_from_editor(Map<const Node *, Node *> &r_duplimap) const;
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Node *duplicate_from_editor(Map<const Node *, Node *> &r_duplimap, const Map<RES, RES> &p_resource_remap) const;
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void remap_node_resources(Node *p_node, const Map<RES, RES> &p_resource_remap) const;
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void remap_nested_resources(RES p_resource, const Map<RES, RES> &p_resource_remap) const;
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#endif
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// used by editors, to save what has changed only
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void set_scene_instance_state(const Ref<SceneState> &p_state);
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Ref<SceneState> get_scene_instance_state() const;
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void set_scene_inherited_state(const Ref<SceneState> &p_state);
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Ref<SceneState> get_scene_inherited_state() const;
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void set_scene_instance_load_placeholder(bool p_enable);
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bool get_scene_instance_load_placeholder() const;
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static Vector<Variant> make_binds(VARIANT_ARG_LIST);
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void replace_by(Node *p_node, bool p_keep_data = false);
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void set_process_mode(ProcessMode p_mode);
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ProcessMode get_process_mode() const;
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bool can_process() const;
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bool can_process_notification(int p_what) const;
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bool is_enabled() const;
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void request_ready();
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static void print_stray_nodes();
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#ifdef TOOLS_ENABLED
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String validate_child_name(Node *p_child);
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#endif
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void queue_delete();
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//hacks for speed
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static void init_node_hrcr();
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void force_parent_owned() { data.parent_owned = true; } //hack to avoid duplicate nodes
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void set_import_path(const NodePath &p_import_path); //path used when imported, used by scene editors to keep tracking
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NodePath get_import_path() const;
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bool is_owned_by_parent() const;
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void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override;
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void clear_internal_tree_resource_paths();
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_FORCE_INLINE_ Viewport *get_viewport() const { return data.viewport; }
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virtual TypedArray<String> get_configuration_warnings() const;
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String get_configuration_warnings_as_string() const;
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void update_configuration_warnings();
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void set_display_folded(bool p_folded);
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bool is_displayed_folded() const;
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/* NETWORK */
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virtual void set_multiplayer_authority(int p_peer_id, bool p_recursive = true);
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int get_multiplayer_authority() const;
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bool is_multiplayer_authority() const;
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uint16_t rpc_config(const StringName &p_method, Multiplayer::RPCMode p_rpc_mode, bool p_call_local = false, Multiplayer::TransferMode p_transfer_mode = Multiplayer::TRANSFER_MODE_RELIABLE, int p_channel = 0); // config a local method for RPC
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Vector<Multiplayer::RPCConfig> get_node_rpc_methods() const;
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void rpc(const StringName &p_method, VARIANT_ARG_LIST); // RPC, honors RPCMode, TransferMode, channel
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void rpc_id(int p_peer_id, const StringName &p_method, VARIANT_ARG_LIST); // RPC to specific peer(s), honors RPCMode, TransferMode, channel
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void rpcp(int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount);
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Ref<MultiplayerAPI> get_multiplayer() const;
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Ref<MultiplayerAPI> get_custom_multiplayer() const;
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void set_custom_multiplayer(Ref<MultiplayerAPI> p_multiplayer);
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Node();
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~Node();
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};
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VARIANT_ENUM_CAST(Node::DuplicateFlags);
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typedef Set<Node *, Node::Comparator> NodeSet;
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#endif
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