godot/modules/multiplayer/scene_replication_config.cpp
Fabio Alessandrelli 45e8fa10c1 [MP] Fix replication config reload error
Override the `reset_state` method to properly handle reloading the
resource from disk.
2024-03-03 11:13:00 +01:00

294 lines
11 KiB
C++

/**************************************************************************/
/* scene_replication_config.cpp */
/**************************************************************************/
/* 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 */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* 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 */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "scene_replication_config.h"
#include "scene/main/multiplayer_api.h"
#include "scene/main/node.h"
bool SceneReplicationConfig::_set(const StringName &p_name, const Variant &p_value) {
String prop_name = p_name;
if (prop_name.begins_with("properties/")) {
int idx = prop_name.get_slicec('/', 1).to_int();
String what = prop_name.get_slicec('/', 2);
if (properties.size() == idx && what == "path") {
ERR_FAIL_COND_V(p_value.get_type() != Variant::NODE_PATH, false);
NodePath path = p_value;
ERR_FAIL_COND_V(path.is_empty() || path.get_subname_count() == 0, false);
add_property(path);
return true;
}
ERR_FAIL_INDEX_V(idx, properties.size(), false);
ReplicationProperty &prop = properties[idx];
if (what == "replication_mode") {
ERR_FAIL_COND_V(p_value.get_type() != Variant::INT, false);
ReplicationMode mode = (ReplicationMode)p_value.operator int();
ERR_FAIL_COND_V(mode < REPLICATION_MODE_NEVER || mode > REPLICATION_MODE_ON_CHANGE, false);
property_set_replication_mode(prop.name, mode);
return true;
}
ERR_FAIL_COND_V(p_value.get_type() != Variant::BOOL, false);
if (what == "spawn") {
property_set_spawn(prop.name, p_value);
return true;
} else if (what == "sync") {
// Deprecated.
property_set_sync(prop.name, p_value);
return true;
} else if (what == "watch") {
// Deprecated.
property_set_watch(prop.name, p_value);
return true;
}
}
return false;
}
bool SceneReplicationConfig::_get(const StringName &p_name, Variant &r_ret) const {
String prop_name = p_name;
if (prop_name.begins_with("properties/")) {
int idx = prop_name.get_slicec('/', 1).to_int();
String what = prop_name.get_slicec('/', 2);
ERR_FAIL_INDEX_V(idx, properties.size(), false);
const ReplicationProperty &prop = properties[idx];
if (what == "path") {
r_ret = prop.name;
return true;
} else if (what == "spawn") {
r_ret = prop.spawn;
return true;
} else if (what == "replication_mode") {
r_ret = prop.mode;
return true;
}
}
return false;
}
void SceneReplicationConfig::_get_property_list(List<PropertyInfo> *p_list) const {
for (int i = 0; i < properties.size(); i++) {
p_list->push_back(PropertyInfo(Variant::STRING, "properties/" + itos(i) + "/path", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
p_list->push_back(PropertyInfo(Variant::STRING, "properties/" + itos(i) + "/spawn", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
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));
}
}
void SceneReplicationConfig::reset_state() {
dirty = false;
properties.clear();
sync_props.clear();
spawn_props.clear();
watch_props.clear();
}
TypedArray<NodePath> SceneReplicationConfig::get_properties() const {
TypedArray<NodePath> paths;
for (const ReplicationProperty &prop : properties) {
paths.push_back(prop.name);
}
return paths;
}
void SceneReplicationConfig::add_property(const NodePath &p_path, int p_index) {
ERR_FAIL_COND(properties.find(p_path));
ERR_FAIL_COND(p_path == NodePath());
if (p_index < 0 || p_index == properties.size()) {
properties.push_back(ReplicationProperty(p_path));
dirty = true;
return;
}
ERR_FAIL_INDEX(p_index, properties.size());
List<ReplicationProperty>::Element *I = properties.front();
int c = 0;
while (c < p_index) {
I = I->next();
c++;
}
properties.insert_before(I, ReplicationProperty(p_path));
dirty = true;
}
void SceneReplicationConfig::remove_property(const NodePath &p_path) {
properties.erase(p_path);
dirty = true;
}
bool SceneReplicationConfig::has_property(const NodePath &p_path) const {
for (int i = 0; i < properties.size(); i++) {
if (properties[i].name == p_path) {
return true;
}
}
return false;
}
int SceneReplicationConfig::property_get_index(const NodePath &p_path) const {
for (int i = 0; i < properties.size(); i++) {
if (properties[i].name == p_path) {
return i;
}
}
ERR_FAIL_V(-1);
}
bool SceneReplicationConfig::property_get_spawn(const NodePath &p_path) {
List<ReplicationProperty>::Element *E = properties.find(p_path);
ERR_FAIL_COND_V(!E, false);
return E->get().spawn;
}
void SceneReplicationConfig::property_set_spawn(const NodePath &p_path, bool p_enabled) {
List<ReplicationProperty>::Element *E = properties.find(p_path);
ERR_FAIL_COND(!E);
if (E->get().spawn == p_enabled) {
return;
}
E->get().spawn = p_enabled;
dirty = true;
}
bool SceneReplicationConfig::property_get_sync(const NodePath &p_path) {
List<ReplicationProperty>::Element *E = properties.find(p_path);
ERR_FAIL_COND_V(!E, false);
return E->get().mode == REPLICATION_MODE_ALWAYS;
}
void SceneReplicationConfig::property_set_sync(const NodePath &p_path, bool p_enabled) {
if (p_enabled) {
property_set_replication_mode(p_path, REPLICATION_MODE_ALWAYS);
} else if (property_get_replication_mode(p_path) == REPLICATION_MODE_ALWAYS) {
property_set_replication_mode(p_path, REPLICATION_MODE_NEVER);
}
}
bool SceneReplicationConfig::property_get_watch(const NodePath &p_path) {
List<ReplicationProperty>::Element *E = properties.find(p_path);
ERR_FAIL_COND_V(!E, false);
return E->get().mode == REPLICATION_MODE_ON_CHANGE;
}
void SceneReplicationConfig::property_set_watch(const NodePath &p_path, bool p_enabled) {
if (p_enabled) {
property_set_replication_mode(p_path, REPLICATION_MODE_ON_CHANGE);
} else if (property_get_replication_mode(p_path) == REPLICATION_MODE_ON_CHANGE) {
property_set_replication_mode(p_path, REPLICATION_MODE_NEVER);
}
}
SceneReplicationConfig::ReplicationMode SceneReplicationConfig::property_get_replication_mode(const NodePath &p_path) {
List<ReplicationProperty>::Element *E = properties.find(p_path);
ERR_FAIL_COND_V(!E, REPLICATION_MODE_NEVER);
return E->get().mode;
}
void SceneReplicationConfig::property_set_replication_mode(const NodePath &p_path, ReplicationMode p_mode) {
List<ReplicationProperty>::Element *E = properties.find(p_path);
ERR_FAIL_COND(!E);
if (E->get().mode == p_mode) {
return;
}
E->get().mode = p_mode;
dirty = true;
}
void SceneReplicationConfig::_update() {
if (!dirty) {
return;
}
dirty = false;
sync_props.clear();
spawn_props.clear();
watch_props.clear();
for (const ReplicationProperty &prop : properties) {
if (prop.spawn) {
spawn_props.push_back(prop.name);
}
switch (prop.mode) {
case REPLICATION_MODE_ALWAYS:
sync_props.push_back(prop.name);
break;
case REPLICATION_MODE_ON_CHANGE:
watch_props.push_back(prop.name);
break;
default:
break;
}
}
}
const List<NodePath> &SceneReplicationConfig::get_spawn_properties() {
if (dirty) {
_update();
}
return spawn_props;
}
const List<NodePath> &SceneReplicationConfig::get_sync_properties() {
if (dirty) {
_update();
}
return sync_props;
}
const List<NodePath> &SceneReplicationConfig::get_watch_properties() {
if (dirty) {
_update();
}
return watch_props;
}
void SceneReplicationConfig::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_properties"), &SceneReplicationConfig::get_properties);
ClassDB::bind_method(D_METHOD("add_property", "path", "index"), &SceneReplicationConfig::add_property, DEFVAL(-1));
ClassDB::bind_method(D_METHOD("has_property", "path"), &SceneReplicationConfig::has_property);
ClassDB::bind_method(D_METHOD("remove_property", "path"), &SceneReplicationConfig::remove_property);
ClassDB::bind_method(D_METHOD("property_get_index", "path"), &SceneReplicationConfig::property_get_index);
ClassDB::bind_method(D_METHOD("property_get_spawn", "path"), &SceneReplicationConfig::property_get_spawn);
ClassDB::bind_method(D_METHOD("property_set_spawn", "path", "enabled"), &SceneReplicationConfig::property_set_spawn);
ClassDB::bind_method(D_METHOD("property_get_replication_mode", "path"), &SceneReplicationConfig::property_get_replication_mode);
ClassDB::bind_method(D_METHOD("property_set_replication_mode", "path", "mode"), &SceneReplicationConfig::property_set_replication_mode);
BIND_ENUM_CONSTANT(REPLICATION_MODE_NEVER);
BIND_ENUM_CONSTANT(REPLICATION_MODE_ALWAYS);
BIND_ENUM_CONSTANT(REPLICATION_MODE_ON_CHANGE);
// Deprecated.
ClassDB::bind_method(D_METHOD("property_get_sync", "path"), &SceneReplicationConfig::property_get_sync);
ClassDB::bind_method(D_METHOD("property_set_sync", "path", "enabled"), &SceneReplicationConfig::property_set_sync);
ClassDB::bind_method(D_METHOD("property_get_watch", "path"), &SceneReplicationConfig::property_get_watch);
ClassDB::bind_method(D_METHOD("property_set_watch", "path", "enabled"), &SceneReplicationConfig::property_set_watch);
}