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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
205 lines
7.8 KiB
C++
205 lines
7.8 KiB
C++
/**************************************************************************/
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/* scene_replication_config.cpp */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#include "scene_replication_config.h"
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#include "scene/main/multiplayer_api.h"
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#include "scene/main/node.h"
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bool SceneReplicationConfig::_set(const StringName &p_name, const Variant &p_value) {
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String prop_name = p_name;
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if (prop_name.begins_with("properties/")) {
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int idx = prop_name.get_slicec('/', 1).to_int();
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String what = prop_name.get_slicec('/', 2);
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if (properties.size() == idx && what == "path") {
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ERR_FAIL_COND_V(p_value.get_type() != Variant::NODE_PATH, false);
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NodePath path = p_value;
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ERR_FAIL_COND_V(path.is_empty() || path.get_subname_count() == 0, false);
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add_property(path);
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return true;
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}
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ERR_FAIL_COND_V(p_value.get_type() != Variant::BOOL, false);
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ERR_FAIL_INDEX_V(idx, properties.size(), false);
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ReplicationProperty &prop = properties[idx];
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if (what == "sync") {
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prop.sync = p_value;
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if (prop.sync) {
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sync_props.push_back(prop.name);
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} else {
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sync_props.erase(prop.name);
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}
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return true;
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} else if (what == "spawn") {
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prop.spawn = p_value;
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if (prop.spawn) {
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spawn_props.push_back(prop.name);
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} else {
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spawn_props.erase(prop.name);
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}
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return true;
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}
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}
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return false;
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}
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bool SceneReplicationConfig::_get(const StringName &p_name, Variant &r_ret) const {
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String prop_name = p_name;
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if (prop_name.begins_with("properties/")) {
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int idx = prop_name.get_slicec('/', 1).to_int();
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String what = prop_name.get_slicec('/', 2);
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ERR_FAIL_INDEX_V(idx, properties.size(), false);
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const ReplicationProperty &prop = properties[idx];
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if (what == "path") {
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r_ret = prop.name;
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return true;
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} else if (what == "sync") {
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r_ret = prop.sync;
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return true;
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} else if (what == "spawn") {
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r_ret = prop.spawn;
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return true;
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}
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}
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return false;
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}
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void SceneReplicationConfig::_get_property_list(List<PropertyInfo> *p_list) const {
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for (int i = 0; i < properties.size(); i++) {
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p_list->push_back(PropertyInfo(Variant::STRING, "properties/" + itos(i) + "/path", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
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p_list->push_back(PropertyInfo(Variant::STRING, "properties/" + itos(i) + "/spawn", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
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p_list->push_back(PropertyInfo(Variant::STRING, "properties/" + itos(i) + "/sync", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
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}
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}
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TypedArray<NodePath> SceneReplicationConfig::get_properties() const {
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TypedArray<NodePath> paths;
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for (const ReplicationProperty &prop : properties) {
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paths.push_back(prop.name);
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}
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return paths;
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}
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void SceneReplicationConfig::add_property(const NodePath &p_path, int p_index) {
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ERR_FAIL_COND(properties.find(p_path));
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if (p_index < 0 || p_index == properties.size()) {
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properties.push_back(ReplicationProperty(p_path));
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return;
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}
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ERR_FAIL_INDEX(p_index, properties.size());
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List<ReplicationProperty>::Element *I = properties.front();
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int c = 0;
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while (c < p_index) {
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I = I->next();
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c++;
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}
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properties.insert_before(I, ReplicationProperty(p_path));
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}
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void SceneReplicationConfig::remove_property(const NodePath &p_path) {
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properties.erase(p_path);
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}
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bool SceneReplicationConfig::has_property(const NodePath &p_path) const {
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for (int i = 0; i < properties.size(); i++) {
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if (properties[i].name == p_path) {
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return true;
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}
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}
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return false;
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}
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int SceneReplicationConfig::property_get_index(const NodePath &p_path) const {
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for (int i = 0; i < properties.size(); i++) {
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if (properties[i].name == p_path) {
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return i;
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}
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}
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ERR_FAIL_V(-1);
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}
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bool SceneReplicationConfig::property_get_spawn(const NodePath &p_path) {
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List<ReplicationProperty>::Element *E = properties.find(p_path);
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ERR_FAIL_COND_V(!E, false);
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return E->get().spawn;
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}
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void SceneReplicationConfig::property_set_spawn(const NodePath &p_path, bool p_enabled) {
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List<ReplicationProperty>::Element *E = properties.find(p_path);
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ERR_FAIL_COND(!E);
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if (E->get().spawn == p_enabled) {
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return;
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}
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E->get().spawn = p_enabled;
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spawn_props.clear();
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for (const ReplicationProperty &prop : properties) {
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if (prop.spawn) {
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spawn_props.push_back(p_path);
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}
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}
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}
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bool SceneReplicationConfig::property_get_sync(const NodePath &p_path) {
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List<ReplicationProperty>::Element *E = properties.find(p_path);
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ERR_FAIL_COND_V(!E, false);
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return E->get().sync;
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}
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void SceneReplicationConfig::property_set_sync(const NodePath &p_path, bool p_enabled) {
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List<ReplicationProperty>::Element *E = properties.find(p_path);
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ERR_FAIL_COND(!E);
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if (E->get().sync == p_enabled) {
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return;
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}
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E->get().sync = p_enabled;
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sync_props.clear();
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for (const ReplicationProperty &prop : properties) {
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if (prop.sync) {
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sync_props.push_back(p_path);
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}
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}
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}
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void SceneReplicationConfig::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_properties"), &SceneReplicationConfig::get_properties);
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ClassDB::bind_method(D_METHOD("add_property", "path", "index"), &SceneReplicationConfig::add_property, DEFVAL(-1));
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ClassDB::bind_method(D_METHOD("has_property", "path"), &SceneReplicationConfig::has_property);
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ClassDB::bind_method(D_METHOD("remove_property", "path"), &SceneReplicationConfig::remove_property);
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ClassDB::bind_method(D_METHOD("property_get_index", "path"), &SceneReplicationConfig::property_get_index);
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ClassDB::bind_method(D_METHOD("property_get_spawn", "path"), &SceneReplicationConfig::property_get_spawn);
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ClassDB::bind_method(D_METHOD("property_set_spawn", "path", "enabled"), &SceneReplicationConfig::property_set_spawn);
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ClassDB::bind_method(D_METHOD("property_get_sync", "path"), &SceneReplicationConfig::property_get_sync);
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ClassDB::bind_method(D_METHOD("property_set_sync", "path", "enabled"), &SceneReplicationConfig::property_set_sync);
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}
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