Path: blob/master/modules/multiplayer/scene_replication_config.h
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/**************************************************************************/1/* scene_replication_config.h */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#pragma once3132#include "core/io/resource.h"33#include "core/variant/typed_array.h"3435class SceneReplicationConfig : public Resource {36GDCLASS(SceneReplicationConfig, Resource);37OBJ_SAVE_TYPE(SceneReplicationConfig);38RES_BASE_EXTENSION("repl");3940public:41enum ReplicationMode {42REPLICATION_MODE_NEVER,43REPLICATION_MODE_ALWAYS,44REPLICATION_MODE_ON_CHANGE,45};4647private:48struct ReplicationProperty {49NodePath name;50bool spawn = true;51ReplicationMode mode = REPLICATION_MODE_ALWAYS;5253bool operator==(const ReplicationProperty &p_to) {54return name == p_to.name;55}5657ReplicationProperty() {}5859ReplicationProperty(const NodePath &p_name) {60name = p_name;61}62};6364List<ReplicationProperty> properties;65List<NodePath> spawn_props;66List<NodePath> sync_props;67List<NodePath> watch_props;68bool dirty = false;6970void _update();7172protected:73static void _bind_methods();7475bool _set(const StringName &p_name, const Variant &p_value);76bool _get(const StringName &p_name, Variant &r_ret) const;77void _get_property_list(List<PropertyInfo> *p_list) const;7879public:80virtual void reset_state() override; // Required since we use variable amount of properties.8182TypedArray<NodePath> get_properties() const;8384void add_property(const NodePath &p_path, int p_index = -1);85void remove_property(const NodePath &p_path);86bool has_property(const NodePath &p_path) const;8788int property_get_index(const NodePath &p_path) const;89bool property_get_spawn(const NodePath &p_path);90void property_set_spawn(const NodePath &p_path, bool p_enabled);9192bool property_get_sync(const NodePath &p_path);93void property_set_sync(const NodePath &p_path, bool p_enabled);9495bool property_get_watch(const NodePath &p_path);96void property_set_watch(const NodePath &p_path, bool p_enabled);9798ReplicationMode property_get_replication_mode(const NodePath &p_path);99void property_set_replication_mode(const NodePath &p_path, ReplicationMode p_mode);100101const List<NodePath> &get_spawn_properties();102const List<NodePath> &get_sync_properties();103const List<NodePath> &get_watch_properties();104105SceneReplicationConfig() {}106};107108VARIANT_ENUM_CAST(SceneReplicationConfig::ReplicationMode);109110111