1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332
|
/**************************************************************************/
/* multiplayer_spawner.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "multiplayer_spawner.h"
#include "scene/main/multiplayer_api.h"
#ifdef TOOLS_ENABLED
/* This is editor only */
bool MultiplayerSpawner::_set(const StringName &p_name, const Variant &p_value) {
if (p_name == "_spawnable_scene_count") {
spawnable_scenes.resize(p_value);
notify_property_list_changed();
return true;
} else {
String ns = p_name;
if (ns.begins_with("scenes/")) {
uint32_t index = ns.get_slicec('/', 1).to_int();
ERR_FAIL_UNSIGNED_INDEX_V(index, spawnable_scenes.size(), false);
spawnable_scenes[index].path = ResourceUID::ensure_path(p_value);
return true;
}
}
return false;
}
bool MultiplayerSpawner::_get(const StringName &p_name, Variant &r_ret) const {
if (p_name == "_spawnable_scene_count") {
r_ret = spawnable_scenes.size();
return true;
} else {
String ns = p_name;
if (ns.begins_with("scenes/")) {
uint32_t index = ns.get_slicec('/', 1).to_int();
ERR_FAIL_UNSIGNED_INDEX_V(index, spawnable_scenes.size(), false);
r_ret = ResourceUID::path_to_uid(spawnable_scenes[index].path);
return true;
}
}
return false;
}
void MultiplayerSpawner::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->push_back(PropertyInfo(Variant::INT, "_spawnable_scene_count", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_ARRAY, "Auto Spawn List,scenes/"));
List<String> exts;
ResourceLoader::get_recognized_extensions_for_type("PackedScene", &exts);
String ext_hint;
for (const String &E : exts) {
if (!ext_hint.is_empty()) {
ext_hint += ",";
}
ext_hint += "*." + E;
}
for (uint32_t i = 0; i < spawnable_scenes.size(); i++) {
p_list->push_back(PropertyInfo(Variant::STRING, "scenes/" + itos(i), PROPERTY_HINT_FILE, ext_hint, PROPERTY_USAGE_EDITOR));
}
}
#endif
PackedStringArray MultiplayerSpawner::get_configuration_warnings() const {
PackedStringArray warnings = Node::get_configuration_warnings();
if (spawn_path.is_empty() || !has_node(spawn_path)) {
warnings.push_back(RTR("A valid NodePath must be set in the \"Spawn Path\" property in order for MultiplayerSpawner to be able to spawn Nodes."));
}
return warnings;
}
void MultiplayerSpawner::add_spawnable_scene(const String &p_path) {
SpawnableScene sc;
sc.path = ResourceUID::ensure_path(p_path);
if (Engine::get_singleton()->is_editor_hint()) {
ERR_FAIL_COND(!ResourceLoader::exists(sc.path));
}
spawnable_scenes.push_back(sc);
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
#endif
Node *node = get_spawn_node();
if (spawnable_scenes.size() == 1 && node && !node->is_connected("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added))) {
node->connect("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added));
}
}
int MultiplayerSpawner::get_spawnable_scene_count() const {
return spawnable_scenes.size();
}
String MultiplayerSpawner::get_spawnable_scene(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, (int)spawnable_scenes.size(), "");
return spawnable_scenes[p_idx].path;
}
void MultiplayerSpawner::clear_spawnable_scenes() {
spawnable_scenes.clear();
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
#endif
Node *node = get_spawn_node();
if (node && node->is_connected("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added))) {
node->disconnect("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added));
}
}
Vector<String> MultiplayerSpawner::_get_spawnable_scenes() const {
Vector<String> ss;
ss.resize(spawnable_scenes.size());
for (int i = 0; i < ss.size(); i++) {
ss.write[i] = ResourceUID::path_to_uid(spawnable_scenes[i].path);
}
return ss;
}
void MultiplayerSpawner::_set_spawnable_scenes(const Vector<String> &p_scenes) {
clear_spawnable_scenes();
for (int i = 0; i < p_scenes.size(); i++) {
add_spawnable_scene(p_scenes[i]);
}
}
void MultiplayerSpawner::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_spawnable_scene", "path"), &MultiplayerSpawner::add_spawnable_scene);
ClassDB::bind_method(D_METHOD("get_spawnable_scene_count"), &MultiplayerSpawner::get_spawnable_scene_count);
ClassDB::bind_method(D_METHOD("get_spawnable_scene", "index"), &MultiplayerSpawner::get_spawnable_scene);
ClassDB::bind_method(D_METHOD("clear_spawnable_scenes"), &MultiplayerSpawner::clear_spawnable_scenes);
ClassDB::bind_method(D_METHOD("_get_spawnable_scenes"), &MultiplayerSpawner::_get_spawnable_scenes);
ClassDB::bind_method(D_METHOD("_set_spawnable_scenes", "scenes"), &MultiplayerSpawner::_set_spawnable_scenes);
ADD_PROPERTY(PropertyInfo(Variant::PACKED_STRING_ARRAY, "_spawnable_scenes", PROPERTY_HINT_NONE, "", (PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL)), "_set_spawnable_scenes", "_get_spawnable_scenes");
ClassDB::bind_method(D_METHOD("spawn", "data"), &MultiplayerSpawner::spawn, DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("get_spawn_path"), &MultiplayerSpawner::get_spawn_path);
ClassDB::bind_method(D_METHOD("set_spawn_path", "path"), &MultiplayerSpawner::set_spawn_path);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "spawn_path", PROPERTY_HINT_NONE, ""), "set_spawn_path", "get_spawn_path");
ClassDB::bind_method(D_METHOD("get_spawn_limit"), &MultiplayerSpawner::get_spawn_limit);
ClassDB::bind_method(D_METHOD("set_spawn_limit", "limit"), &MultiplayerSpawner::set_spawn_limit);
ADD_PROPERTY(PropertyInfo(Variant::INT, "spawn_limit", PROPERTY_HINT_RANGE, "0,1024,1,or_greater"), "set_spawn_limit", "get_spawn_limit");
ClassDB::bind_method(D_METHOD("get_spawn_function"), &MultiplayerSpawner::get_spawn_function);
ClassDB::bind_method(D_METHOD("set_spawn_function", "spawn_function"), &MultiplayerSpawner::set_spawn_function);
ADD_PROPERTY(PropertyInfo(Variant::CALLABLE, "spawn_function", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_spawn_function", "get_spawn_function");
ADD_SIGNAL(MethodInfo("despawned", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("spawned", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
}
void MultiplayerSpawner::_update_spawn_node() {
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
#endif
if (spawn_node.is_valid()) {
Node *node = Object::cast_to<Node>(ObjectDB::get_instance(spawn_node));
if (node && node->is_connected("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added))) {
node->disconnect("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added));
}
}
Node *node = spawn_path.is_empty() && is_inside_tree() ? nullptr : get_node_or_null(spawn_path);
if (node) {
spawn_node = node->get_instance_id();
if (get_spawnable_scene_count()) {
node->connect("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added));
}
} else {
spawn_node = ObjectID();
}
}
void MultiplayerSpawner::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_POST_ENTER_TREE: {
_update_spawn_node();
} break;
case NOTIFICATION_EXIT_TREE: {
_update_spawn_node();
for (const KeyValue<ObjectID, SpawnInfo> &E : tracked_nodes) {
Node *node = Object::cast_to<Node>(ObjectDB::get_instance(E.key));
ERR_CONTINUE(!node);
node->disconnect(SceneStringName(tree_exiting), callable_mp(this, &MultiplayerSpawner::_node_exit));
get_multiplayer()->object_configuration_remove(node, this);
}
tracked_nodes.clear();
} break;
}
}
void MultiplayerSpawner::_node_added(Node *p_node) {
if (!get_multiplayer()->has_multiplayer_peer() || !is_multiplayer_authority()) {
return;
}
if (tracked_nodes.has(p_node->get_instance_id())) {
return;
}
const Node *parent = get_spawn_node();
if (!parent || p_node->get_parent() != parent) {
return;
}
int id = find_spawnable_scene_index_from_path(p_node->get_scene_file_path());
if (id == INVALID_ID) {
return;
}
const String name = p_node->get_name();
ERR_FAIL_COND_MSG(name.validate_node_name() != name, vformat("Unable to auto-spawn node with reserved name: %s. Make sure to add your replicated scenes via 'add_child(node, true)' to produce valid names.", name));
_track(p_node, Variant(), id);
}
NodePath MultiplayerSpawner::get_spawn_path() const {
return spawn_path;
}
void MultiplayerSpawner::set_spawn_path(const NodePath &p_path) {
spawn_path = p_path;
_update_spawn_node();
update_configuration_warnings();
}
void MultiplayerSpawner::_track(Node *p_node, const Variant &p_argument, int p_scene_id) {
ObjectID oid = p_node->get_instance_id();
if (!tracked_nodes.has(oid)) {
tracked_nodes[oid] = SpawnInfo(p_argument.duplicate(true), p_scene_id);
p_node->connect(SceneStringName(tree_exiting), callable_mp(this, &MultiplayerSpawner::_node_exit).bind(p_node->get_instance_id()), CONNECT_ONE_SHOT);
_spawn_notify(p_node->get_instance_id());
}
}
void MultiplayerSpawner::_spawn_notify(ObjectID p_id) {
get_multiplayer()->object_configuration_add(ObjectDB::get_instance(p_id), this);
}
void MultiplayerSpawner::_node_exit(ObjectID p_id) {
Node *node = Object::cast_to<Node>(ObjectDB::get_instance(p_id));
ERR_FAIL_NULL(node);
if (tracked_nodes.has(p_id)) {
tracked_nodes.erase(p_id);
get_multiplayer()->object_configuration_remove(node, this);
}
}
int MultiplayerSpawner::find_spawnable_scene_index_from_path(const String &p_scene) const {
for (uint32_t i = 0; i < spawnable_scenes.size(); i++) {
if (spawnable_scenes[i].path == p_scene) {
return i;
}
}
return INVALID_ID;
}
int MultiplayerSpawner::find_spawnable_scene_index_from_object(const ObjectID &p_id) const {
const SpawnInfo *info = tracked_nodes.getptr(p_id);
return info ? info->id : INVALID_ID;
}
const Variant MultiplayerSpawner::get_spawn_argument(const ObjectID &p_id) const {
const SpawnInfo *info = tracked_nodes.getptr(p_id);
return info ? info->args : Variant();
}
Node *MultiplayerSpawner::instantiate_scene(int p_id) {
ERR_FAIL_COND_V_MSG(spawn_limit && spawn_limit <= tracked_nodes.size(), nullptr, "Spawn limit reached!");
ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_id, spawnable_scenes.size(), nullptr);
SpawnableScene &sc = spawnable_scenes[p_id];
if (sc.cache.is_null()) {
sc.cache = ResourceLoader::load(sc.path);
}
ERR_FAIL_COND_V_MSG(sc.cache.is_null(), nullptr, "Invalid spawnable scene: " + sc.path);
return sc.cache->instantiate();
}
Node *MultiplayerSpawner::instantiate_custom(const Variant &p_data) {
ERR_FAIL_COND_V_MSG(spawn_limit && spawn_limit <= tracked_nodes.size(), nullptr, "Spawn limit reached!");
ERR_FAIL_COND_V_MSG(!spawn_function.is_valid(), nullptr, "Custom spawn requires a valid 'spawn_function'.");
const Variant *argv[1] = { &p_data };
Variant ret;
Callable::CallError ce;
spawn_function.callp(argv, 1, ret, ce);
ERR_FAIL_COND_V_MSG(ce.error != Callable::CallError::CALL_OK, nullptr, "Failed to call spawn function.");
ERR_FAIL_COND_V_MSG(ret.get_type() != Variant::OBJECT, nullptr, "The spawn function must return a Node.");
return Object::cast_to<Node>(ret.operator Object *());
}
Node *MultiplayerSpawner::spawn(const Variant &p_data) {
ERR_FAIL_COND_V(!is_inside_tree() || !get_multiplayer()->has_multiplayer_peer() || !is_multiplayer_authority(), nullptr);
ERR_FAIL_COND_V_MSG(spawn_limit && spawn_limit <= tracked_nodes.size(), nullptr, "Spawn limit reached!");
ERR_FAIL_COND_V_MSG(!spawn_function.is_valid(), nullptr, "Custom spawn requires the 'spawn_function' property to be a valid callable.");
Node *parent = get_spawn_node();
ERR_FAIL_NULL_V_MSG(parent, nullptr, "Cannot find spawn node.");
Node *node = instantiate_custom(p_data);
ERR_FAIL_NULL_V_MSG(node, nullptr, "The 'spawn_function' callable must return a valid node.");
_track(node, p_data);
parent->add_child(node, true);
return node;
}
|