mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-27 14:17:37 +01:00
Relintai
a14b058dc4
* Adding and removing child nodes is now constant time, speed up should be huge.
* Searching for node paths as in ("path/to/node") should be far faster too.
This changes the children management and makes it a hashmap, optimizing most StringName based operations.
Most operations should be severe speed up without breaking compatibility.
This should fix many issues regarding to node access performance, and may also speed up editor start/end, but benchmarks are needed. So if you want to test, please make some benchmarks!
- reduz
ab5fc22f67
603 lines
20 KiB
C++
603 lines
20 KiB
C++
#ifndef NODE_H
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#define NODE_H
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/*************************************************************************/
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/* node.h */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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 "core/object/object.h"
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#include "core/containers/hash_map.h"
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#include "core/containers/rb_map.h"
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#include "core/string/node_path.h"
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#include "scene/main/scene_tree.h"
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class Viewport;
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class World;
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class SceneState;
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class SceneTreeTween;
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class Node : public Object {
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GDCLASS(Node, Object);
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OBJ_CATEGORY("Nodes");
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public:
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enum PauseMode {
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PAUSE_MODE_INHERIT = 0,
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PAUSE_MODE_STOP = 1,
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PAUSE_MODE_PROCESS = 2
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};
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enum PhysicsInterpolationMode {
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PHYSICS_INTERPOLATION_MODE_INHERIT = 0,
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PHYSICS_INTERPOLATION_MODE_OFF = 1,
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PHYSICS_INTERPOLATION_MODE_ON = 2
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};
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enum DuplicateFlags {
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DUPLICATE_SIGNALS = 1,
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DUPLICATE_GROUPS = 2,
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DUPLICATE_SCRIPTS = 4,
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DUPLICATE_USE_INSTANCING = 8,
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#ifdef TOOLS_ENABLED
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DUPLICATE_FROM_EDITOR = 16,
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#endif
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};
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enum NameCasing {
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NAME_CASING_PASCAL_CASE,
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NAME_CASING_CAMEL_CASE,
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NAME_CASING_SNAKE_CASE
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};
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struct Comparator {
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bool operator()(const Node *p_a, const Node *p_b) const { return p_b->is_greater_than(p_a); }
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};
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struct ComparatorWithPriority {
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bool operator()(const Node *p_a, const Node *p_b) const { return p_b->data.process_priority == p_a->data.process_priority ? p_b->is_greater_than(p_a) : p_b->data.process_priority > p_a->data.process_priority; }
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};
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static int orphan_node_count;
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private:
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struct GroupData {
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bool persistent;
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SceneTree::Group *group;
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GroupData() { persistent = false; }
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};
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struct ComparatorByIndex {
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bool operator()(const Node *p_left, const Node *p_right) const {
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return p_left->data.pos < p_right->data.pos;
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}
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};
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struct Data {
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String filename;
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Ref<SceneState> instance_state;
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Ref<SceneState> inherited_state;
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Node *parent;
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Node *owner;
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HashMap<StringName, Node *> children;
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mutable bool children_cache_dirty = true;
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mutable LocalVector<Node *> children_cache;
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HashMap<StringName, Node *> owned_unique_nodes;
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bool unique_name_in_owner = false;
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int pos;
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int depth;
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int blocked; // safeguard that throws an error when attempting to modify the tree in a harmful way while being traversed.
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StringName name;
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SceneTree *tree;
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#ifdef TOOLS_ENABLED
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NodePath import_path; //path used when imported, used by scene editors to keep tracking
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#endif
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Viewport *viewport;
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World *world;
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RBMap<StringName, GroupData> grouped;
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List<Node *>::Element *OW; // owned element
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List<Node *> owned;
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Node *pause_owner;
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// Networking
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int network_master;
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RBMap<StringName, MultiplayerAPI::RPCMode> rpc_methods;
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//Used by vrpc
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Vector<Node *> _sees;
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Vector<Node *> _seen_by;
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int process_priority;
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// Keep bitpacked values together to get better packing
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PauseMode pause_mode : 2;
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PhysicsInterpolationMode physics_interpolation_mode : 2;
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// variables used to properly sort the node when processing, ignored otherwise
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//should move all the stuff below to bits
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bool physics_process : 1;
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bool idle_process : 1;
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bool physics_process_internal : 1;
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bool idle_process_internal : 1;
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bool input : 1;
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bool unhandled_input : 1;
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bool unhandled_key_input : 1;
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// Physics interpolation can be turned on and off on a per node basis.
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// This only takes effect when the SceneTree (or project setting) physics interpolation
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// is switched on.
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bool physics_interpolated : 1;
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// We can auto-reset physics interpolation when e.g. adding a node for the first time
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bool physics_interpolation_reset_requested : 1;
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// Most nodes need not be interpolated in the scene tree, physics interpolation
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// is normally only needed in the RenderingServer. However if we need to read the
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// interpolated transform of a node in the SceneTree, it is necessary to duplicate
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// the interpolation logic client side, in order to prevent stalling the RenderingServer
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// by reading back.
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bool physics_interpolated_client_side : 1;
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// For certain nodes (e.g. CPU Particles in global mode)
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// It can be useful to not send the instance transform to the
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// RenderingServer, and specify the mesh in world space.
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bool use_identity_transform : 1;
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bool parent_owned : 1;
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bool in_constructor : 1;
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bool use_placeholder : 1;
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bool display_folded : 1;
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bool editable_instance : 1;
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bool inside_tree : 1;
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bool ready_notified : 1; //this is a small hack, so if a node is added during _ready() to the tree, it correctly gets the _ready() notification
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bool ready_first : 1;
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mutable NodePath *path_cache;
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} data;
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Ref<MultiplayerAPI> multiplayer;
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void _print_tree_pretty(const String &prefix, const bool last);
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void _print_tree(const Node *p_node);
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Node *_get_child_by_name(const StringName &p_name) const;
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void _replace_connections_target(Node *p_new_target);
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void _validate_child_name(Node *p_child, bool p_force_human_readable = false);
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void _generate_serial_child_name(const Node *p_child, StringName &name) const;
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void _propagate_reverse_notification(int p_notification);
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void _propagate_deferred_notification(int p_notification, bool p_reverse);
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void _propagate_enter_tree();
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void _propagate_ready();
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void _propagate_exit_tree();
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void _propagate_after_exit_branch(bool p_exiting_tree);
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void _propagate_physics_interpolated(bool p_interpolated);
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void _propagate_physics_interpolation_reset_requested();
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void _print_stray_nodes();
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void _propagate_pause_owner(Node *p_owner);
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void _propagate_groups_dirty();
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Array _get_node_and_resource(const NodePath &p_path);
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void _duplicate_signals(const Node *p_original, Node *p_copy) const;
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void _duplicate_and_reown(Node *p_new_parent, const RBMap<Node *, Node *> &p_reown_map) const;
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Node *_duplicate(int p_flags, RBMap<const Node *, Node *> *r_duplimap = nullptr) const;
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Array _get_children() const;
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Array _get_groups() const;
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Variant _rpc_bind(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
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Variant _rpc_unreliable_bind(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
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Variant _rpc_id_bind(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
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Variant _rpc_unreliable_id_bind(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
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Variant _vrpc_bind(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
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Variant _vrpc_unreliable_bind(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
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friend class SceneTree;
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void _set_tree(SceneTree *p_tree);
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void _release_unique_name_in_owner();
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void _acquire_unique_name_in_owner();
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_FORCE_INLINE_ void _update_children_cache() const {
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if (unlikely(data.children_cache_dirty)) {
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_update_children_cache_impl();
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}
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}
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void _update_children_cache_impl() const;
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protected:
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void _block() {
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data.blocked++;
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}
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void _unblock() {
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data.blocked--;
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}
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void _notification(int p_notification);
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virtual void add_child_notify(Node *p_child);
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virtual void remove_child_notify(Node *p_child);
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virtual void move_child_notify(Node *p_child);
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virtual void owner_changed_notify();
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virtual void _physics_interpolated_changed();
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void _propagate_replace_owner(Node *p_owner, Node *p_by_owner);
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static void _bind_methods();
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static String _get_name_num_separator();
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friend class SceneState;
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void _add_child_nocheck(Node *p_child, const StringName &p_name);
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void _set_owner_nocheck(Node *p_owner);
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void _set_name_nocheck(const StringName &p_name);
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void set_physics_interpolation_mode(PhysicsInterpolationMode p_mode);
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PhysicsInterpolationMode get_physics_interpolation_mode() const {
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return data.physics_interpolation_mode;
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}
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void _set_physics_interpolated_client_side(bool p_enable);
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bool _is_physics_interpolated_client_side() const {
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return data.physics_interpolated_client_side;
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}
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void _set_physics_interpolation_reset_requested(bool p_enable);
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bool _is_physics_interpolation_reset_requested() const {
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return data.physics_interpolation_reset_requested;
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}
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void _set_use_identity_transform(bool p_enable);
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bool _is_using_identity_transform() const {
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return data.use_identity_transform;
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}
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public:
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enum {
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// you can make your own, but don't use the same numbers as other notifications in other nodes
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NOTIFICATION_ENTER_TREE = 10,
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NOTIFICATION_EXIT_TREE = 11,
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NOTIFICATION_CHILD_ORDER_CHANGED = 12,
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NOTIFICATION_READY = 13,
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NOTIFICATION_PAUSED = 14,
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NOTIFICATION_UNPAUSED = 15,
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NOTIFICATION_PHYSICS_PROCESS = 16,
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NOTIFICATION_PROCESS = 17,
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NOTIFICATION_PARENTED = 18,
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NOTIFICATION_UNPARENTED = 19,
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NOTIFICATION_INSTANCED = 20,
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NOTIFICATION_DRAG_BEGIN = 21,
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NOTIFICATION_DRAG_END = 22,
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NOTIFICATION_PATH_CHANGED = 23,
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//NOTIFICATION_TRANSLATION_CHANGED = 24, moved below
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NOTIFICATION_INTERNAL_PROCESS = 25,
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NOTIFICATION_INTERNAL_PHYSICS_PROCESS = 26,
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NOTIFICATION_POST_ENTER_TREE = 27,
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NOTIFICATION_RESET_PHYSICS_INTERPOLATION = 28,
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//keep these linked to node
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NOTIFICATION_WM_MOUSE_ENTER = MainLoop::NOTIFICATION_WM_MOUSE_ENTER,
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NOTIFICATION_WM_MOUSE_EXIT = MainLoop::NOTIFICATION_WM_MOUSE_EXIT,
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NOTIFICATION_WM_FOCUS_IN = MainLoop::NOTIFICATION_WM_FOCUS_IN,
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NOTIFICATION_WM_FOCUS_OUT = MainLoop::NOTIFICATION_WM_FOCUS_OUT,
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NOTIFICATION_WM_QUIT_REQUEST = MainLoop::NOTIFICATION_WM_QUIT_REQUEST,
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NOTIFICATION_WM_GO_BACK_REQUEST = MainLoop::NOTIFICATION_WM_GO_BACK_REQUEST,
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NOTIFICATION_WM_UNFOCUS_REQUEST = MainLoop::NOTIFICATION_WM_UNFOCUS_REQUEST,
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NOTIFICATION_OS_MEMORY_WARNING = MainLoop::NOTIFICATION_OS_MEMORY_WARNING,
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NOTIFICATION_TRANSLATION_CHANGED = MainLoop::NOTIFICATION_TRANSLATION_CHANGED,
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NOTIFICATION_WM_ABOUT = MainLoop::NOTIFICATION_WM_ABOUT,
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NOTIFICATION_CRASH = MainLoop::NOTIFICATION_CRASH,
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NOTIFICATION_OS_IME_UPDATE = MainLoop::NOTIFICATION_OS_IME_UPDATE,
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NOTIFICATION_APP_RESUMED = MainLoop::NOTIFICATION_APP_RESUMED,
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NOTIFICATION_APP_PAUSED = MainLoop::NOTIFICATION_APP_PAUSED,
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// Editor specific node notifications
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NOTIFICATION_EDITOR_PRE_SAVE = 9001,
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NOTIFICATION_EDITOR_POST_SAVE = 9002,
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};
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/* NODE/TREE */
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StringName get_name() const;
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void set_name(const String &p_name);
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void add_child(Node *p_child, bool p_force_readable_name = false);
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void add_child_below_node(Node *p_node, Node *p_child, bool p_force_readable_name = false);
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void remove_child(Node *p_child);
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int get_child_count() const;
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Node *get_child(int p_index) const;
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bool has_node(const NodePath &p_path) const;
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Node *get_node(const NodePath &p_path) const;
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Node *get_node_or_null(const NodePath &p_path) const;
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Node *find_node(const String &p_mask, bool p_recursive = true, bool p_owned = true) const;
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bool has_node_and_resource(const NodePath &p_path) const;
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Node *get_node_and_resource(const NodePath &p_path, RES &r_res, Vector<StringName> &r_leftover_subpath, bool p_last_is_property = true) const;
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Node *get_parent() const;
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Node *find_parent(const String &p_mask) const;
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_FORCE_INLINE_ SceneTree *get_tree() const {
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ERR_FAIL_COND_V(!data.tree, nullptr);
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return data.tree;
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}
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_FORCE_INLINE_ bool is_inside_tree() const {
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return data.inside_tree;
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}
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bool is_a_parent_of(const Node *p_node) const;
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bool is_greater_than(const Node *p_node) const;
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NodePath get_path() const;
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NodePath get_path_to(const Node *p_node) const;
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Node *find_common_parent_with(const Node *p_node) const;
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void add_to_group(const StringName &p_identifier, bool p_persistent = false);
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void remove_from_group(const StringName &p_identifier);
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bool is_in_group(const StringName &p_identifier) const;
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struct GroupInfo {
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StringName name;
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bool persistent;
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};
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void get_groups(List<GroupInfo> *p_groups) const;
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int get_persistent_group_count() const;
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void move_child(Node *p_child, int p_pos);
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void raise();
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void set_owner(Node *p_owner);
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Node *get_owner() const;
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void get_owned_by(Node *p_by, List<Node *> *p_owned);
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void set_unique_name_in_owner(bool p_enabled);
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bool is_unique_name_in_owner() const;
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void remove_and_skip();
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//int get_index() const;
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//int Node::get_index() const {/
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// return data.pos;
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//}
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_FORCE_INLINE_ int get_index() const {
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if (!data.parent) {
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return data.pos;
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}
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data.parent->_update_children_cache();
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return data.pos;
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}
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Ref<SceneTreeTween> create_tween();
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void print_tree();
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void print_tree_pretty();
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void set_filename(const String &p_filename);
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String get_filename() const;
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void set_editor_description(const String &p_editor_description);
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String get_editor_description() const;
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void set_editable_instance(Node *p_node, bool p_editable);
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bool is_editable_instance(const Node *p_node) const;
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Node *get_deepest_editable_node(Node *start_node) const;
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#ifdef TOOLS_ENABLED
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void set_property_pinned(const StringName &p_property, bool p_pinned);
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bool is_property_pinned(const StringName &p_property) const;
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virtual StringName get_property_store_alias(const StringName &p_property) const;
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#endif
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void get_storable_properties(RBSet<StringName> &r_storable_properties) const;
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virtual String to_string();
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/* NOTIFICATIONS */
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void propagate_notification(int p_notification);
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void propagate_call(const StringName &p_method, const Array &p_args = Array(), const bool p_parent_first = false);
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/* PROCESSING */
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void set_physics_process(bool p_process);
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float get_physics_process_delta_time() const;
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bool is_physics_processing() const;
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void set_process(bool p_idle_process);
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float get_process_delta_time() const;
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bool is_processing() const;
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void set_physics_process_internal(bool p_process_internal);
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bool is_physics_processing_internal() const;
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void set_process_internal(bool p_idle_process_internal);
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bool is_processing_internal() const;
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void set_process_priority(int p_priority);
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int get_process_priority() const;
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void set_process_input(bool p_enable);
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bool is_processing_input() const;
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void set_process_unhandled_input(bool p_enable);
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bool is_processing_unhandled_input() const;
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void set_process_unhandled_key_input(bool p_enable);
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bool is_processing_unhandled_key_input() const;
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int get_position_in_parent() const;
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Node *duplicate(int p_flags = DUPLICATE_GROUPS | DUPLICATE_SIGNALS | DUPLICATE_SCRIPTS) const;
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Node *duplicate_and_reown(const RBMap<Node *, Node *> &p_reown_map) const;
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#ifdef TOOLS_ENABLED
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Node *duplicate_from_editor(RBMap<const Node *, Node *> &r_duplimap) const;
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Node *duplicate_from_editor(RBMap<const Node *, Node *> &r_duplimap, const RBMap<RES, RES> &p_resource_remap) const;
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void remap_node_resources(Node *p_node, const RBMap<RES, RES> &p_resource_remap) const;
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void remap_nested_resources(RES p_resource, const RBMap<RES, RES> &p_resource_remap) const;
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#endif
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// used by editors, to save what has changed only
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void set_scene_instance_state(const Ref<SceneState> &p_state);
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Ref<SceneState> get_scene_instance_state() const;
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void set_scene_inherited_state(const Ref<SceneState> &p_state);
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Ref<SceneState> get_scene_inherited_state() const;
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void set_scene_instance_load_placeholder(bool p_enable);
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bool get_scene_instance_load_placeholder() const;
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static Vector<Variant> make_binds(VARIANT_ARG_LIST);
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void replace_by(Node *p_node, bool p_keep_data = false);
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void set_pause_mode(PauseMode p_mode);
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PauseMode get_pause_mode() const;
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bool can_process() const;
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bool can_process_notification(int p_what) const;
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void set_physics_interpolated(bool p_interpolated);
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_FORCE_INLINE_ bool is_physics_interpolated() const {
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return data.physics_interpolated;
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}
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_FORCE_INLINE_ bool is_physics_interpolated_and_enabled() const {
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return is_inside_tree() && get_tree()->is_physics_interpolation_enabled() && is_physics_interpolated();
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}
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void reset_physics_interpolation();
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void request_ready();
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static void print_stray_nodes();
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#ifdef TOOLS_ENABLED
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String validate_child_name(Node *p_child);
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#endif
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void queue_delete();
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//hacks for speed
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static void set_human_readable_collision_renaming(bool p_enabled);
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static void init_node_hrcr();
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void force_parent_owned() {
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data.parent_owned = true;
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} //hack to avoid duplicate nodes
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void set_import_path(const NodePath &p_import_path); //path used when imported, used by scene editors to keep tracking
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NodePath get_import_path() const;
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bool is_owned_by_parent() const;
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void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const;
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void clear_internal_tree_resource_paths();
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_FORCE_INLINE_ Viewport *get_viewport() const {
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return data.viewport;
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}
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_FORCE_INLINE_ World *get_world() const {
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return data.world;
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}
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virtual String get_configuration_warning() const;
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void update_configuration_warning();
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void set_display_folded(bool p_folded);
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bool is_displayed_folded() const;
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/* NETWORK */
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_FORCE_INLINE_ bool has_network_peer() {
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return is_inside_tree() && get_tree()->has_network_peer();
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}
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_FORCE_INLINE_ bool is_network_server() {
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return is_inside_tree() && get_tree()->has_network_peer() && get_tree()->is_network_server();
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}
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_FORCE_INLINE_ bool is_network_client() {
|
|
return is_inside_tree() && get_tree()->has_network_peer() && !get_tree()->is_network_server();
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|
}
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|
|
|
Node *sees_get(int p_index);
|
|
void sees_remove_index(int p_index);
|
|
void sees_remove(Node *p_node);
|
|
void sees_add(Node *p_node);
|
|
int sees_get_count();
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|
|
|
Node *seen_by_get(int p_index);
|
|
void seen_by_remove_index(int p_index);
|
|
void seen_by_remove(Node *p_node);
|
|
void seen_by_add(Node *p_node);
|
|
int seen_by_get_count();
|
|
|
|
void set_network_master(int p_peer_id, bool p_recursive = true);
|
|
int get_network_master() const;
|
|
bool is_network_master() const;
|
|
|
|
void rpc_config(const StringName &p_method, MultiplayerAPI::RPCMode p_mode); // config a local method for RPC
|
|
|
|
void rpc(const StringName &p_method, VARIANT_ARG_LIST); //rpc call, honors RPCMode
|
|
void rpc_unreliable(const StringName &p_method, VARIANT_ARG_LIST); //rpc call, honors RPCMode
|
|
void rpc_id(int p_peer_id, const StringName &p_method, VARIANT_ARG_LIST); //rpc call, honors RPCMode
|
|
void rpc_unreliable_id(int p_peer_id, const StringName &p_method, VARIANT_ARG_LIST); //rpc call, honors RPCMode
|
|
void vrpc(const StringName &p_method, VARIANT_ARG_LIST); //visibility rpc. Useful for implementing fog of war
|
|
void vrpc_unreliable(const StringName &p_method, VARIANT_ARG_LIST);
|
|
|
|
void rpcp(int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount);
|
|
|
|
Ref<MultiplayerAPI> get_multiplayer() const;
|
|
Ref<MultiplayerAPI> get_custom_multiplayer() const;
|
|
void set_custom_multiplayer(Ref<MultiplayerAPI> p_multiplayer);
|
|
const RBMap<StringName, MultiplayerAPI::RPCMode>::Element *get_node_rpc_mode(const StringName &p_method);
|
|
|
|
Node();
|
|
~Node();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(Node::DuplicateFlags);
|
|
|
|
typedef RBSet<Node *, Node::Comparator> NodeSet;
|
|
|
|
#endif
|