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[MP] Make replication mode an enum + optimizations

REPLICATION_MODE_ALWAYS (sync) and REPLICATION_MODE_ON_CHANGE (watch)
are now mutually exclusive.

Prevent invalid NodePath from being added to the config.

Optimize the replication config loading by composing the lists on
demand.
This commit is contained in:
Fabio Alessandrelli
2023-08-27 11:35:56 +02:00
parent bc88dca176
commit 711e96edc4
3 changed files with 149 additions and 81 deletions

View File

@@ -37,6 +37,13 @@
Finds the index of the given [param path]. Finds the index of the given [param path].
</description> </description>
</method> </method>
<method name="property_get_replication_mode">
<return type="int" enum="SceneReplicationConfig.ReplicationMode" />
<param index="0" name="path" type="NodePath" />
<description>
Returns the replication mode for the property identified by the given [param path]. See [enum ReplicationMode].
</description>
</method>
<method name="property_get_spawn"> <method name="property_get_spawn">
<return type="bool" /> <return type="bool" />
<param index="0" name="path" type="NodePath" /> <param index="0" name="path" type="NodePath" />
@@ -44,18 +51,28 @@
Returns whether the property identified by the given [param path] is configured to be synchronized on spawn. Returns whether the property identified by the given [param path] is configured to be synchronized on spawn.
</description> </description>
</method> </method>
<method name="property_get_sync"> <method name="property_get_sync" is_deprecated="true">
<return type="bool" /> <return type="bool" />
<param index="0" name="path" type="NodePath" /> <param index="0" name="path" type="NodePath" />
<description> <description>
Returns whether the property identified by the given [param path] is configured to be synchronized on process. Returns whether the property identified by the given [param path] is configured to be synchronized on process.
[i]Deprecated.[/i] Use [method property_get_replication_mode] instead.
</description> </description>
</method> </method>
<method name="property_get_watch"> <method name="property_get_watch" is_deprecated="true">
<return type="bool" /> <return type="bool" />
<param index="0" name="path" type="NodePath" /> <param index="0" name="path" type="NodePath" />
<description> <description>
Returns whether the property identified by the given [param path] is configured to be reliably synchronized when changes are detected on process. Returns whether the property identified by the given [param path] is configured to be reliably synchronized when changes are detected on process.
[i]Deprecated.[/i] Use [method property_get_replication_mode] instead.
</description>
</method>
<method name="property_set_replication_mode">
<return type="void" />
<param index="0" name="path" type="NodePath" />
<param index="1" name="mode" type="int" enum="SceneReplicationConfig.ReplicationMode" />
<description>
Sets the synchronization mode for the property identified by the given [param path]. See [enum ReplicationMode].
</description> </description>
</method> </method>
<method name="property_set_spawn"> <method name="property_set_spawn">
@@ -66,20 +83,22 @@
Sets whether the property identified by the given [param path] is configured to be synchronized on spawn. Sets whether the property identified by the given [param path] is configured to be synchronized on spawn.
</description> </description>
</method> </method>
<method name="property_set_sync"> <method name="property_set_sync" is_deprecated="true">
<return type="void" /> <return type="void" />
<param index="0" name="path" type="NodePath" /> <param index="0" name="path" type="NodePath" />
<param index="1" name="enabled" type="bool" /> <param index="1" name="enabled" type="bool" />
<description> <description>
Sets whether the property identified by the given [param path] is configured to be synchronized on process. Sets whether the property identified by the given [param path] is configured to be synchronized on process.
[i]Deprecated.[/i] Use [method property_set_replication_mode] with [constant REPLICATION_MODE_ALWAYS] instead.
</description> </description>
</method> </method>
<method name="property_set_watch"> <method name="property_set_watch" is_deprecated="true">
<return type="void" /> <return type="void" />
<param index="0" name="path" type="NodePath" /> <param index="0" name="path" type="NodePath" />
<param index="1" name="enabled" type="bool" /> <param index="1" name="enabled" type="bool" />
<description> <description>
Sets whether the property identified by the given [param path] is configured to be reliably synchronized when changes are detected on process. Sets whether the property identified by the given [param path] is configured to be reliably synchronized when changes are detected on process.
[i]Deprecated.[/i] Use [method property_set_replication_mode] with [constant REPLICATION_MODE_ON_CHANGE] instead.
</description> </description>
</method> </method>
<method name="remove_property"> <method name="remove_property">
@@ -90,4 +109,15 @@
</description> </description>
</method> </method>
</methods> </methods>
<constants>
<constant name="REPLICATION_MODE_NEVER" value="0" enum="ReplicationMode">
Do not keep the given property synchronized.
</constant>
<constant name="REPLICATION_MODE_ALWAYS" value="1" enum="ReplicationMode">
Replicate the given property on process by constantly sending updates using unreliable transfer mode.
</constant>
<constant name="REPLICATION_MODE_ON_CHANGE" value="2" enum="ReplicationMode">
Replicate the given property on process by sending updates using reliable transfer mode when its value changes.
</constant>
</constants>
</class> </class>

View File

@@ -47,38 +47,26 @@ bool SceneReplicationConfig::_set(const StringName &p_name, const Variant &p_val
add_property(path); add_property(path);
return true; return true;
} }
ERR_FAIL_COND_V(p_value.get_type() != Variant::BOOL, false);
ERR_FAIL_INDEX_V(idx, properties.size(), false); ERR_FAIL_INDEX_V(idx, properties.size(), false);
ReplicationProperty &prop = properties[idx]; ReplicationProperty &prop = properties[idx];
if (what == "sync") { if (what == "replication_mode") {
if ((bool)p_value == prop.sync) { ERR_FAIL_COND_V(p_value.get_type() != Variant::INT, false);
return true; ReplicationMode mode = (ReplicationMode)p_value.operator int();
} ERR_FAIL_COND_V(mode < REPLICATION_MODE_NEVER || mode > REPLICATION_MODE_ON_CHANGE, false);
prop.sync = p_value; property_set_replication_mode(prop.name, mode);
if (prop.sync) {
sync_props.push_back(prop.name);
} else {
sync_props.erase(prop.name);
}
return true; return true;
} else if (what == "spawn") { }
if ((bool)p_value == prop.spawn) { ERR_FAIL_COND_V(p_value.get_type() != Variant::BOOL, false);
return true; if (what == "spawn") {
} property_set_spawn(prop.name, p_value);
prop.spawn = p_value; return true;
if (prop.spawn) { } else if (what == "sync") {
spawn_props.push_back(prop.name); // Deprecated.
} else { property_set_sync(prop.name, p_value);
spawn_props.erase(prop.name);
}
return true; return true;
} else if (what == "watch") { } else if (what == "watch") {
prop.watch = p_value; // Deprecated.
if (prop.watch) { property_set_watch(prop.name, p_value);
watch_props.push_back(prop.name);
} else {
watch_props.erase(prop.name);
}
return true; return true;
} }
} }
@@ -96,14 +84,11 @@ bool SceneReplicationConfig::_get(const StringName &p_name, Variant &r_ret) cons
if (what == "path") { if (what == "path") {
r_ret = prop.name; r_ret = prop.name;
return true; return true;
} else if (what == "sync") {
r_ret = prop.sync;
return true;
} else if (what == "spawn") { } else if (what == "spawn") {
r_ret = prop.spawn; r_ret = prop.spawn;
return true; return true;
} else if (what == "watch") { } else if (what == "replication_mode") {
r_ret = prop.watch; r_ret = prop.mode;
return true; return true;
} }
} }
@@ -114,8 +99,7 @@ void SceneReplicationConfig::_get_property_list(List<PropertyInfo> *p_list) cons
for (int i = 0; i < properties.size(); i++) { 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) + "/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::STRING, "properties/" + itos(i) + "/spawn", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
p_list->push_back(PropertyInfo(Variant::STRING, "properties/" + itos(i) + "/sync", 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));
p_list->push_back(PropertyInfo(Variant::STRING, "properties/" + itos(i) + "/watch", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
} }
} }
@@ -129,11 +113,11 @@ TypedArray<NodePath> SceneReplicationConfig::get_properties() const {
void SceneReplicationConfig::add_property(const NodePath &p_path, int p_index) { void SceneReplicationConfig::add_property(const NodePath &p_path, int p_index) {
ERR_FAIL_COND(properties.find(p_path)); ERR_FAIL_COND(properties.find(p_path));
ERR_FAIL_COND(p_path == NodePath());
if (p_index < 0 || p_index == properties.size()) { if (p_index < 0 || p_index == properties.size()) {
properties.push_back(ReplicationProperty(p_path)); properties.push_back(ReplicationProperty(p_path));
sync_props.push_back(p_path); dirty = true;
spawn_props.push_back(p_path);
return; return;
} }
@@ -146,23 +130,12 @@ void SceneReplicationConfig::add_property(const NodePath &p_path, int p_index) {
c++; c++;
} }
properties.insert_before(I, ReplicationProperty(p_path)); properties.insert_before(I, ReplicationProperty(p_path));
sync_props.clear(); dirty = true;
spawn_props.clear();
for (const ReplicationProperty &prop : properties) {
if (prop.sync) {
sync_props.push_back(prop.name);
}
if (prop.spawn) {
spawn_props.push_back(prop.name);
}
}
} }
void SceneReplicationConfig::remove_property(const NodePath &p_path) { void SceneReplicationConfig::remove_property(const NodePath &p_path) {
properties.erase(p_path); properties.erase(p_path);
sync_props.erase(p_path); dirty = true;
spawn_props.erase(p_path);
watch_props.clear();
} }
bool SceneReplicationConfig::has_property(const NodePath &p_path) const { bool SceneReplicationConfig::has_property(const NodePath &p_path) const {
@@ -196,56 +169,99 @@ void SceneReplicationConfig::property_set_spawn(const NodePath &p_path, bool p_e
return; return;
} }
E->get().spawn = p_enabled; E->get().spawn = p_enabled;
spawn_props.clear(); dirty = true;
for (const ReplicationProperty &prop : properties) {
if (prop.spawn) {
spawn_props.push_back(prop.name);
}
}
} }
bool SceneReplicationConfig::property_get_sync(const NodePath &p_path) { bool SceneReplicationConfig::property_get_sync(const NodePath &p_path) {
List<ReplicationProperty>::Element *E = properties.find(p_path); List<ReplicationProperty>::Element *E = properties.find(p_path);
ERR_FAIL_COND_V(!E, false); ERR_FAIL_COND_V(!E, false);
return E->get().sync; return E->get().mode == REPLICATION_MODE_ALWAYS;
} }
void SceneReplicationConfig::property_set_sync(const NodePath &p_path, bool p_enabled) { void SceneReplicationConfig::property_set_sync(const NodePath &p_path, bool p_enabled) {
List<ReplicationProperty>::Element *E = properties.find(p_path); if (p_enabled) {
ERR_FAIL_COND(!E); property_set_replication_mode(p_path, REPLICATION_MODE_ALWAYS);
if (E->get().sync == p_enabled) { } else if (property_get_replication_mode(p_path) == REPLICATION_MODE_ALWAYS) {
return; property_set_replication_mode(p_path, REPLICATION_MODE_NEVER);
}
E->get().sync = p_enabled;
sync_props.clear();
for (const ReplicationProperty &prop : properties) {
if (prop.sync) {
sync_props.push_back(prop.name);
}
} }
} }
bool SceneReplicationConfig::property_get_watch(const NodePath &p_path) { bool SceneReplicationConfig::property_get_watch(const NodePath &p_path) {
List<ReplicationProperty>::Element *E = properties.find(p_path); List<ReplicationProperty>::Element *E = properties.find(p_path);
ERR_FAIL_COND_V(!E, false); ERR_FAIL_COND_V(!E, false);
return E->get().watch; return E->get().mode == REPLICATION_MODE_ON_CHANGE;
} }
void SceneReplicationConfig::property_set_watch(const NodePath &p_path, bool p_enabled) { 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); List<ReplicationProperty>::Element *E = properties.find(p_path);
ERR_FAIL_COND(!E); ERR_FAIL_COND(!E);
if (E->get().watch == p_enabled) { if (E->get().mode == p_mode) {
return; return;
} }
E->get().watch = p_enabled; E->get().mode = p_mode;
dirty = true;
}
void SceneReplicationConfig::_update() {
if (!dirty) {
return;
}
dirty = false;
sync_props.clear();
spawn_props.clear();
watch_props.clear(); watch_props.clear();
for (const ReplicationProperty &prop : properties) { for (const ReplicationProperty &prop : properties) {
if (prop.watch) { if (prop.spawn) {
watch_props.push_back(p_path); 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() { void SceneReplicationConfig::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_properties"), &SceneReplicationConfig::get_properties); 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("add_property", "path", "index"), &SceneReplicationConfig::add_property, DEFVAL(-1));
@@ -254,6 +270,14 @@ void SceneReplicationConfig::_bind_methods() {
ClassDB::bind_method(D_METHOD("property_get_index", "path"), &SceneReplicationConfig::property_get_index); 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_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_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_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_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_get_watch", "path"), &SceneReplicationConfig::property_get_watch);

View File

@@ -39,12 +39,18 @@ class SceneReplicationConfig : public Resource {
OBJ_SAVE_TYPE(SceneReplicationConfig); OBJ_SAVE_TYPE(SceneReplicationConfig);
RES_BASE_EXTENSION("repl"); RES_BASE_EXTENSION("repl");
public:
enum ReplicationMode {
REPLICATION_MODE_NEVER,
REPLICATION_MODE_ALWAYS,
REPLICATION_MODE_ON_CHANGE,
};
private: private:
struct ReplicationProperty { struct ReplicationProperty {
NodePath name; NodePath name;
bool spawn = true; bool spawn = true;
bool sync = true; ReplicationMode mode = REPLICATION_MODE_ALWAYS;
bool watch = false;
bool operator==(const ReplicationProperty &p_to) { bool operator==(const ReplicationProperty &p_to) {
return name == p_to.name; return name == p_to.name;
@@ -61,6 +67,9 @@ private:
List<NodePath> spawn_props; List<NodePath> spawn_props;
List<NodePath> sync_props; List<NodePath> sync_props;
List<NodePath> watch_props; List<NodePath> watch_props;
bool dirty = false;
void _update();
protected: protected:
static void _bind_methods(); static void _bind_methods();
@@ -86,11 +95,16 @@ public:
bool property_get_watch(const NodePath &p_path); bool property_get_watch(const NodePath &p_path);
void property_set_watch(const NodePath &p_path, bool p_enabled); void property_set_watch(const NodePath &p_path, bool p_enabled);
const List<NodePath> &get_spawn_properties() { return spawn_props; } ReplicationMode property_get_replication_mode(const NodePath &p_path);
const List<NodePath> &get_sync_properties() { return sync_props; } void property_set_replication_mode(const NodePath &p_path, ReplicationMode p_mode);
const List<NodePath> &get_watch_properties() { return watch_props; }
const List<NodePath> &get_spawn_properties();
const List<NodePath> &get_sync_properties();
const List<NodePath> &get_watch_properties();
SceneReplicationConfig() {} SceneReplicationConfig() {}
}; };
VARIANT_ENUM_CAST(SceneReplicationConfig::ReplicationMode);
#endif // SCENE_REPLICATION_CONFIG_H #endif // SCENE_REPLICATION_CONFIG_H