Path: blob/master/modules/multiplayer/multiplayer_synchronizer.cpp
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/**************************************************************************/1/* multiplayer_synchronizer.cpp */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#include "multiplayer_synchronizer.h"3132#include "core/config/engine.h"33#include "scene/main/multiplayer_api.h"3435Object *MultiplayerSynchronizer::_get_prop_target(Object *p_obj, const NodePath &p_path) {36if (p_path.get_name_count() == 0) {37return p_obj;38}39Node *node = Object::cast_to<Node>(p_obj);40ERR_FAIL_COND_V_MSG(!node || !node->has_node(p_path), nullptr, vformat("Node '%s' not found.", p_path));41return node->get_node(p_path);42}4344void MultiplayerSynchronizer::_stop() {45#ifdef TOOLS_ENABLED46if (Engine::get_singleton()->is_editor_hint()) {47return;48}49#endif50root_node_cache = ObjectID();51Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;52if (node) {53get_multiplayer()->object_configuration_remove(node, this);54}55reset();56}5758void MultiplayerSynchronizer::_start() {59#ifdef TOOLS_ENABLED60if (Engine::get_singleton()->is_editor_hint()) {61return;62}63#endif64root_node_cache = ObjectID();65reset();66Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;67if (node) {68root_node_cache = node->get_instance_id();69get_multiplayer()->object_configuration_add(node, this);70_update_process();71}72}7374void MultiplayerSynchronizer::_update_process() {75#ifdef TOOLS_ENABLED76if (Engine::get_singleton()->is_editor_hint()) {77return;78}79#endif80Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;81if (!node) {82return;83}84set_process_internal(false);85set_physics_process_internal(false);86if (!visibility_filters.size()) {87return;88}89switch (visibility_update_mode) {90case VISIBILITY_PROCESS_IDLE:91set_process_internal(true);92break;93case VISIBILITY_PROCESS_PHYSICS:94set_physics_process_internal(true);95break;96case VISIBILITY_PROCESS_NONE:97break;98}99}100101Node *MultiplayerSynchronizer::get_root_node() {102return root_node_cache.is_valid() ? ObjectDB::get_instance<Node>(root_node_cache) : nullptr;103}104105void MultiplayerSynchronizer::reset() {106net_id = 0;107last_sync_usec = 0;108last_inbound_sync = 0;109last_watch_usec = 0;110sync_started = false;111watchers.clear();112}113114uint32_t MultiplayerSynchronizer::get_net_id() const {115return net_id;116}117118void MultiplayerSynchronizer::set_net_id(uint32_t p_net_id) {119net_id = p_net_id;120}121122bool MultiplayerSynchronizer::update_outbound_sync_time(uint64_t p_usec) {123if (last_sync_usec == p_usec) {124// last_sync_usec has been updated in this frame.125return true;126}127if (p_usec < last_sync_usec + sync_interval_usec) {128// Too soon, should skip this synchronization frame.129return false;130}131last_sync_usec = p_usec;132return true;133}134135bool MultiplayerSynchronizer::update_inbound_sync_time(uint16_t p_network_time) {136if (!sync_started) {137sync_started = true;138} else if (p_network_time <= last_inbound_sync && last_inbound_sync - p_network_time < 32767) {139return false;140}141last_inbound_sync = p_network_time;142return true;143}144145PackedStringArray MultiplayerSynchronizer::get_configuration_warnings() const {146PackedStringArray warnings = Node::get_configuration_warnings();147148if (root_path.is_empty() || !has_node(root_path)) {149warnings.push_back(RTR("A valid NodePath must be set in the \"Root Path\" property in order for MultiplayerSynchronizer to be able to synchronize properties."));150}151152return warnings;153}154155Error MultiplayerSynchronizer::get_state(const List<NodePath> &p_properties, Object *p_obj, Vector<Variant> &r_variant, Vector<const Variant *> &r_variant_ptrs) {156ERR_FAIL_NULL_V(p_obj, ERR_INVALID_PARAMETER);157r_variant.resize(p_properties.size());158r_variant_ptrs.resize(r_variant.size());159int i = 0;160for (const NodePath &prop : p_properties) {161bool valid = false;162const Object *obj = _get_prop_target(p_obj, prop);163ERR_FAIL_NULL_V(obj, FAILED);164r_variant.write[i] = obj->get_indexed(prop.get_subnames(), &valid);165r_variant_ptrs.write[i] = &r_variant[i];166ERR_FAIL_COND_V_MSG(!valid, ERR_INVALID_DATA, vformat("Property '%s' not found.", prop));167i++;168}169return OK;170}171172Error MultiplayerSynchronizer::set_state(const List<NodePath> &p_properties, Object *p_obj, const Vector<Variant> &p_state) {173ERR_FAIL_NULL_V(p_obj, ERR_INVALID_PARAMETER);174int i = 0;175for (const NodePath &prop : p_properties) {176Object *obj = _get_prop_target(p_obj, prop);177ERR_FAIL_NULL_V(obj, FAILED);178obj->set_indexed(prop.get_subnames(), p_state[i]);179i += 1;180}181return OK;182}183184bool MultiplayerSynchronizer::is_visibility_public() const {185return peer_visibility.has(0);186}187188void MultiplayerSynchronizer::set_visibility_public(bool p_visible) {189set_visibility_for(0, p_visible);190}191192bool MultiplayerSynchronizer::is_visible_to(int p_peer) {193if (visibility_filters.size()) {194Variant arg = p_peer;195const Variant *argv[1] = { &arg };196for (Callable filter : visibility_filters) {197Variant ret;198Callable::CallError err;199filter.callp(argv, 1, ret, err);200ERR_FAIL_COND_V(err.error != Callable::CallError::CALL_OK || ret.get_type() != Variant::BOOL, false);201if (!ret.operator bool()) {202return false;203}204}205}206return peer_visibility.has(0) || peer_visibility.has(p_peer);207}208209void MultiplayerSynchronizer::add_visibility_filter(Callable p_callback) {210visibility_filters.insert(p_callback);211_update_process();212}213214void MultiplayerSynchronizer::remove_visibility_filter(Callable p_callback) {215visibility_filters.erase(p_callback);216_update_process();217}218219void MultiplayerSynchronizer::set_visibility_for(int p_peer, bool p_visible) {220if (peer_visibility.has(p_peer) == p_visible) {221return;222}223if (p_visible) {224peer_visibility.insert(p_peer);225} else {226peer_visibility.erase(p_peer);227}228update_visibility(p_peer);229}230231bool MultiplayerSynchronizer::get_visibility_for(int p_peer) const {232return peer_visibility.has(p_peer);233}234235void MultiplayerSynchronizer::set_visibility_update_mode(VisibilityUpdateMode p_mode) {236visibility_update_mode = p_mode;237_update_process();238}239240MultiplayerSynchronizer::VisibilityUpdateMode MultiplayerSynchronizer::get_visibility_update_mode() const {241return visibility_update_mode;242}243244void MultiplayerSynchronizer::_bind_methods() {245ClassDB::bind_method(D_METHOD("set_root_path", "path"), &MultiplayerSynchronizer::set_root_path);246ClassDB::bind_method(D_METHOD("get_root_path"), &MultiplayerSynchronizer::get_root_path);247248ClassDB::bind_method(D_METHOD("set_replication_interval", "milliseconds"), &MultiplayerSynchronizer::set_replication_interval);249ClassDB::bind_method(D_METHOD("get_replication_interval"), &MultiplayerSynchronizer::get_replication_interval);250251ClassDB::bind_method(D_METHOD("set_delta_interval", "milliseconds"), &MultiplayerSynchronizer::set_delta_interval);252ClassDB::bind_method(D_METHOD("get_delta_interval"), &MultiplayerSynchronizer::get_delta_interval);253254ClassDB::bind_method(D_METHOD("set_replication_config", "config"), &MultiplayerSynchronizer::set_replication_config);255ClassDB::bind_method(D_METHOD("get_replication_config"), &MultiplayerSynchronizer::get_replication_config);256257ClassDB::bind_method(D_METHOD("set_visibility_update_mode", "mode"), &MultiplayerSynchronizer::set_visibility_update_mode);258ClassDB::bind_method(D_METHOD("get_visibility_update_mode"), &MultiplayerSynchronizer::get_visibility_update_mode);259ClassDB::bind_method(D_METHOD("update_visibility", "for_peer"), &MultiplayerSynchronizer::update_visibility, DEFVAL(0));260261ClassDB::bind_method(D_METHOD("set_visibility_public", "visible"), &MultiplayerSynchronizer::set_visibility_public);262ClassDB::bind_method(D_METHOD("is_visibility_public"), &MultiplayerSynchronizer::is_visibility_public);263264ClassDB::bind_method(D_METHOD("add_visibility_filter", "filter"), &MultiplayerSynchronizer::add_visibility_filter);265ClassDB::bind_method(D_METHOD("remove_visibility_filter", "filter"), &MultiplayerSynchronizer::remove_visibility_filter);266ClassDB::bind_method(D_METHOD("set_visibility_for", "peer", "visible"), &MultiplayerSynchronizer::set_visibility_for);267ClassDB::bind_method(D_METHOD("get_visibility_for", "peer"), &MultiplayerSynchronizer::get_visibility_for);268269ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_path"), "set_root_path", "get_root_path");270ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "replication_interval", PROPERTY_HINT_RANGE, "0,5,0.001,suffix:s"), "set_replication_interval", "get_replication_interval");271ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "delta_interval", PROPERTY_HINT_RANGE, "0,5,0.001,suffix:s"), "set_delta_interval", "get_delta_interval");272ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "replication_config", PROPERTY_HINT_RESOURCE_TYPE, "SceneReplicationConfig", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT), "set_replication_config", "get_replication_config");273ADD_PROPERTY(PropertyInfo(Variant::INT, "visibility_update_mode", PROPERTY_HINT_ENUM, "Idle,Physics,None"), "set_visibility_update_mode", "get_visibility_update_mode");274ADD_PROPERTY(PropertyInfo(Variant::BOOL, "public_visibility"), "set_visibility_public", "is_visibility_public");275276BIND_ENUM_CONSTANT(VISIBILITY_PROCESS_IDLE);277BIND_ENUM_CONSTANT(VISIBILITY_PROCESS_PHYSICS);278BIND_ENUM_CONSTANT(VISIBILITY_PROCESS_NONE);279280ADD_SIGNAL(MethodInfo("synchronized"));281ADD_SIGNAL(MethodInfo("delta_synchronized"));282ADD_SIGNAL(MethodInfo("visibility_changed", PropertyInfo(Variant::INT, "for_peer")));283}284285void MultiplayerSynchronizer::_notification(int p_what) {286#ifdef TOOLS_ENABLED287if (Engine::get_singleton()->is_editor_hint()) {288return;289}290#endif291if (root_path.is_empty()) {292return;293}294295switch (p_what) {296case NOTIFICATION_ENTER_TREE: {297_start();298} break;299300case NOTIFICATION_EXIT_TREE: {301_stop();302} break;303304case NOTIFICATION_INTERNAL_PROCESS:305case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {306update_visibility(0);307} break;308}309}310311void MultiplayerSynchronizer::set_replication_interval(double p_interval) {312ERR_FAIL_COND_MSG(p_interval < 0, "Interval must be greater or equal to 0 (where 0 means default)");313sync_interval_usec = uint64_t(p_interval * 1000 * 1000);314}315316double MultiplayerSynchronizer::get_replication_interval() const {317return double(sync_interval_usec) / 1000.0 / 1000.0;318}319320void MultiplayerSynchronizer::set_delta_interval(double p_interval) {321ERR_FAIL_COND_MSG(p_interval < 0, "Interval must be greater or equal to 0 (where 0 means default)");322delta_interval_usec = uint64_t(p_interval * 1000 * 1000);323}324325double MultiplayerSynchronizer::get_delta_interval() const {326return double(delta_interval_usec) / 1000.0 / 1000.0;327}328329void MultiplayerSynchronizer::set_replication_config(Ref<SceneReplicationConfig> p_config) {330replication_config = p_config;331}332333Ref<SceneReplicationConfig> MultiplayerSynchronizer::get_replication_config() {334return replication_config;335}336337void MultiplayerSynchronizer::update_visibility(int p_for_peer) {338#ifdef TOOLS_ENABLED339if (Engine::get_singleton()->is_editor_hint()) {340return;341}342#endif343Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;344if (node && get_multiplayer()->has_multiplayer_peer() && is_multiplayer_authority()) {345emit_signal(SceneStringName(visibility_changed), p_for_peer);346}347}348349void MultiplayerSynchronizer::set_root_path(const NodePath &p_path) {350if (p_path == root_path) {351return;352}353_stop();354root_path = p_path;355_start();356update_configuration_warnings();357}358359NodePath MultiplayerSynchronizer::get_root_path() const {360return root_path;361}362363void MultiplayerSynchronizer::set_multiplayer_authority(int p_peer_id, bool p_recursive) {364if (get_multiplayer_authority() == p_peer_id) {365return;366}367_stop();368Node::set_multiplayer_authority(p_peer_id, p_recursive);369_start();370}371372Error MultiplayerSynchronizer::_watch_changes(uint64_t p_usec) {373ERR_FAIL_COND_V(replication_config.is_null(), FAILED);374const List<NodePath> props = replication_config->get_watch_properties();375if (props.size() != watchers.size()) {376watchers.resize(props.size());377}378if (props.is_empty()) {379return OK;380}381Node *node = get_root_node();382ERR_FAIL_NULL_V(node, FAILED);383int idx = -1;384Watcher *ptr = watchers.ptrw();385for (const NodePath &prop : props) {386idx++;387bool valid = false;388const Object *obj = _get_prop_target(node, prop);389ERR_CONTINUE_MSG(!obj, vformat("Node not found for property '%s'.", prop));390Variant v = obj->get_indexed(prop.get_subnames(), &valid);391ERR_CONTINUE_MSG(!valid, vformat("Property '%s' not found.", prop));392Watcher &w = ptr[idx];393if (w.prop != prop) {394w.prop = prop;395w.value = v.duplicate(true);396w.last_change_usec = p_usec;397} else if (!w.value.hash_compare(v)) {398w.value = v.duplicate(true);399w.last_change_usec = p_usec;400}401}402return OK;403}404405List<Variant> MultiplayerSynchronizer::get_delta_state(uint64_t p_cur_usec, uint64_t p_last_usec, uint64_t &r_indexes) {406r_indexes = 0;407List<Variant> out;408409if (last_watch_usec == p_cur_usec) {410// We already watched for changes in this frame.411412} else if (p_cur_usec < p_last_usec + delta_interval_usec) {413// Too soon skip delta synchronization.414return out;415416} else {417// Watch for changes.418Error err = _watch_changes(p_cur_usec);419ERR_FAIL_COND_V(err != OK, out);420last_watch_usec = p_cur_usec;421}422423const Watcher *ptr = watchers.size() ? watchers.ptr() : nullptr;424for (int i = 0; i < watchers.size(); i++) {425const Watcher &w = ptr[i];426if (w.last_change_usec <= p_last_usec) {427continue;428}429out.push_back(w.value);430r_indexes |= 1ULL << i;431}432return out;433}434435List<NodePath> MultiplayerSynchronizer::get_delta_properties(uint64_t p_indexes) {436List<NodePath> out;437ERR_FAIL_COND_V(replication_config.is_null(), out);438const List<NodePath> watch_props = replication_config->get_watch_properties();439int idx = 0;440for (const NodePath &prop : watch_props) {441if ((p_indexes & (1ULL << idx++)) == 0) {442continue;443}444out.push_back(prop);445}446return out;447}448449SceneReplicationConfig *MultiplayerSynchronizer::get_replication_config_ptr() const {450return replication_config.ptr();451}452453MultiplayerSynchronizer::MultiplayerSynchronizer() {454// Publicly visible by default.455peer_visibility.insert(0);456}457458459