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112 | /**************************************************************************/
/* scene_replication_config.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef SCENE_REPLICATION_CONFIG_H
#define SCENE_REPLICATION_CONFIG_H
#include "core/io/resource.h"
#include "core/variant/typed_array.h"
class SceneReplicationConfig : public Resource {
GDCLASS(SceneReplicationConfig, Resource);
OBJ_SAVE_TYPE(SceneReplicationConfig);
RES_BASE_EXTENSION("repl");
public:
enum ReplicationMode {
REPLICATION_MODE_NEVER,
REPLICATION_MODE_ALWAYS,
REPLICATION_MODE_ON_CHANGE,
};
private:
struct ReplicationProperty {
NodePath name;
bool spawn = true;
ReplicationMode mode = REPLICATION_MODE_ALWAYS;
bool operator==(const ReplicationProperty &p_to) {
return name == p_to.name;
}
ReplicationProperty() {}
ReplicationProperty(const NodePath &p_name) {<--- Struct 'ReplicationProperty' has a constructor with 1 argument that is not explicit. [+]Struct 'ReplicationProperty' has a constructor with 1 argument that is not explicit. Such constructors should in general be explicit for type safety reasons. Using the explicit keyword in the constructor means some mistakes when using the class can be avoided.
name = p_name;<--- Variable 'name' is assigned in constructor body. Consider performing initialization in initialization list. [+]When an object of a class is created, the constructors of all member variables are called consecutively in the order the variables are declared, even if you don't explicitly write them to the initialization list. You could avoid assigning 'name' a value by passing the value to the constructor in the initialization list.
}
};
List<ReplicationProperty> properties;
List<NodePath> spawn_props;
List<NodePath> sync_props;
List<NodePath> watch_props;
bool dirty = false;
void _update();
protected:
static void _bind_methods();
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
virtual void reset_state() override; // Required since we use variable amount of properties.
TypedArray<NodePath> get_properties() const;
void add_property(const NodePath &p_path, int p_index = -1);
void remove_property(const NodePath &p_path);
bool has_property(const NodePath &p_path) const;
int property_get_index(const NodePath &p_path) const;
bool property_get_spawn(const NodePath &p_path);
void property_set_spawn(const NodePath &p_path, bool p_enabled);
bool property_get_sync(const NodePath &p_path);
void property_set_sync(const NodePath &p_path, bool p_enabled);
bool property_get_watch(const NodePath &p_path);
void property_set_watch(const NodePath &p_path, bool p_enabled);
ReplicationMode property_get_replication_mode(const NodePath &p_path);
void property_set_replication_mode(const NodePath &p_path, ReplicationMode p_mode);
const List<NodePath> &get_spawn_properties();
const List<NodePath> &get_sync_properties();
const List<NodePath> &get_watch_properties();
SceneReplicationConfig() {}
};
VARIANT_ENUM_CAST(SceneReplicationConfig::ReplicationMode);
#endif // SCENE_REPLICATION_CONFIG_H
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