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".
323 lines
14 KiB
C++
323 lines
14 KiB
C++
/**************************************************************************/
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/* multiplayer_spawner.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 "multiplayer_spawner.h"
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#include "core/io/marshalls.h"
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#include "scene/main/multiplayer_api.h"
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#include "scene/main/window.h"
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#include "scene/scene_string_names.h"
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#ifdef TOOLS_ENABLED
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/* This is editor only */
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bool MultiplayerSpawner::_set(const StringName &p_name, const Variant &p_value) {
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if (p_name == "_spawnable_scene_count") {
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spawnable_scenes.resize(p_value);
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notify_property_list_changed();
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return true;
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} else {
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String ns = p_name;
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if (ns.begins_with("scenes/")) {
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uint32_t index = ns.get_slicec('/', 1).to_int();
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ERR_FAIL_UNSIGNED_INDEX_V(index, spawnable_scenes.size(), false);
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spawnable_scenes[index].path = p_value;
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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 MultiplayerSpawner::_get(const StringName &p_name, Variant &r_ret) const {
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if (p_name == "_spawnable_scene_count") {
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r_ret = spawnable_scenes.size();
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return true;
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} else {
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String ns = p_name;
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if (ns.begins_with("scenes/")) {
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uint32_t index = ns.get_slicec('/', 1).to_int();
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ERR_FAIL_UNSIGNED_INDEX_V(index, spawnable_scenes.size(), false);
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r_ret = spawnable_scenes[index].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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void MultiplayerSpawner::_get_property_list(List<PropertyInfo> *p_list) const {
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p_list->push_back(PropertyInfo(Variant::INT, "_spawnable_scene_count", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_ARRAY, "Auto Spawn List,scenes/"));
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List<String> exts;
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ResourceLoader::get_recognized_extensions_for_type("PackedScene", &exts);
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String ext_hint;
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for (const String &E : exts) {
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if (!ext_hint.is_empty()) {
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ext_hint += ",";
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}
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ext_hint += "*." + E;
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}
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for (uint32_t i = 0; i < spawnable_scenes.size(); i++) {
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p_list->push_back(PropertyInfo(Variant::STRING, "scenes/" + itos(i), PROPERTY_HINT_FILE, ext_hint, PROPERTY_USAGE_EDITOR));
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}
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}
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#endif
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PackedStringArray MultiplayerSpawner::get_configuration_warnings() const {
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PackedStringArray warnings = Node::get_configuration_warnings();
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if (spawn_path.is_empty() || !has_node(spawn_path)) {
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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."));
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}
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bool has_scenes = get_spawnable_scene_count() > 0;
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// Can't check if method is overridden in placeholder scripts.
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bool has_placeholder_script = get_script_instance() && get_script_instance()->is_placeholder();
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if (!has_scenes && !GDVIRTUAL_IS_OVERRIDDEN(_spawn_custom) && !has_placeholder_script) {
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warnings.push_back(RTR("A list of PackedScenes must be set in the \"Auto Spawn List\" property in order for MultiplayerSpawner to automatically spawn them remotely when added as child of \"spawn_path\"."));
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warnings.push_back(RTR("Alternatively, a Script implementing the function \"_spawn_custom\" must be set for this MultiplayerSpawner, and \"spawn\" must be called explicitly in code."));
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}
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return warnings;
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}
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void MultiplayerSpawner::add_spawnable_scene(const String &p_path) {
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SpawnableScene sc;
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sc.path = p_path;
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if (Engine::get_singleton()->is_editor_hint()) {
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ERR_FAIL_COND(!FileAccess::exists(p_path));
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}
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spawnable_scenes.push_back(sc);
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}
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int MultiplayerSpawner::get_spawnable_scene_count() const {
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return spawnable_scenes.size();
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}
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String MultiplayerSpawner::get_spawnable_scene(int p_idx) const {
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ERR_FAIL_INDEX_V(p_idx, (int)spawnable_scenes.size(), "");
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return spawnable_scenes[p_idx].path;
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}
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void MultiplayerSpawner::clear_spawnable_scenes() {
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spawnable_scenes.clear();
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}
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Vector<String> MultiplayerSpawner::_get_spawnable_scenes() const {
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Vector<String> ss;
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ss.resize(spawnable_scenes.size());
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for (int i = 0; i < ss.size(); i++) {
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ss.write[i] = spawnable_scenes[i].path;
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}
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return ss;
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}
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void MultiplayerSpawner::_set_spawnable_scenes(const Vector<String> &p_scenes) {
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clear_spawnable_scenes();
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for (int i = 0; i < p_scenes.size(); i++) {
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add_spawnable_scene(p_scenes[i]);
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}
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}
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void MultiplayerSpawner::_bind_methods() {
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ClassDB::bind_method(D_METHOD("add_spawnable_scene", "path"), &MultiplayerSpawner::add_spawnable_scene);
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ClassDB::bind_method(D_METHOD("get_spawnable_scene_count"), &MultiplayerSpawner::get_spawnable_scene_count);
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ClassDB::bind_method(D_METHOD("get_spawnable_scene", "index"), &MultiplayerSpawner::get_spawnable_scene);
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ClassDB::bind_method(D_METHOD("clear_spawnable_scenes"), &MultiplayerSpawner::clear_spawnable_scenes);
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ClassDB::bind_method(D_METHOD("_get_spawnable_scenes"), &MultiplayerSpawner::_get_spawnable_scenes);
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ClassDB::bind_method(D_METHOD("_set_spawnable_scenes", "scenes"), &MultiplayerSpawner::_set_spawnable_scenes);
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ADD_PROPERTY(PropertyInfo(Variant::PACKED_STRING_ARRAY, "_spawnable_scenes", PROPERTY_HINT_NONE, "", (PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL)), "_set_spawnable_scenes", "_get_spawnable_scenes");
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ClassDB::bind_method(D_METHOD("spawn", "data"), &MultiplayerSpawner::spawn, DEFVAL(Variant()));
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ClassDB::bind_method(D_METHOD("get_spawn_path"), &MultiplayerSpawner::get_spawn_path);
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ClassDB::bind_method(D_METHOD("set_spawn_path", "path"), &MultiplayerSpawner::set_spawn_path);
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "spawn_path", PROPERTY_HINT_NONE, ""), "set_spawn_path", "get_spawn_path");
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ClassDB::bind_method(D_METHOD("get_spawn_limit"), &MultiplayerSpawner::get_spawn_limit);
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ClassDB::bind_method(D_METHOD("set_spawn_limit", "limit"), &MultiplayerSpawner::set_spawn_limit);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "spawn_limit", PROPERTY_HINT_RANGE, "0,1024,1,or_greater"), "set_spawn_limit", "get_spawn_limit");
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GDVIRTUAL_BIND(_spawn_custom, "data");
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ADD_SIGNAL(MethodInfo("despawned", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
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ADD_SIGNAL(MethodInfo("spawned", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
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}
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void MultiplayerSpawner::_update_spawn_node() {
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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#endif
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if (spawn_node.is_valid()) {
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Node *node = Object::cast_to<Node>(ObjectDB::get_instance(spawn_node));
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if (node && node->is_connected("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added))) {
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node->disconnect("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added));
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}
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}
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Node *node = spawn_path.is_empty() && is_inside_tree() ? nullptr : get_node_or_null(spawn_path);
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if (node) {
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spawn_node = node->get_instance_id();
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if (get_spawnable_scene_count() && !GDVIRTUAL_IS_OVERRIDDEN(_spawn_custom)) {
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node->connect("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added));
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}
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} else {
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spawn_node = ObjectID();
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}
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}
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void MultiplayerSpawner::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_POST_ENTER_TREE: {
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_update_spawn_node();
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} break;
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case NOTIFICATION_EXIT_TREE: {
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_update_spawn_node();
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for (const KeyValue<ObjectID, SpawnInfo> &E : tracked_nodes) {
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Node *node = Object::cast_to<Node>(ObjectDB::get_instance(E.key));
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ERR_CONTINUE(!node);
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node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &MultiplayerSpawner::_node_exit));
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// This is unlikely, but might still crash the engine.
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if (node->is_connected(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready))) {
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node->disconnect(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready));
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}
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get_multiplayer()->object_configuration_remove(node, this);
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}
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tracked_nodes.clear();
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} break;
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}
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}
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void MultiplayerSpawner::_node_added(Node *p_node) {
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if (!get_multiplayer()->has_multiplayer_peer() || !is_multiplayer_authority()) {
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return;
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}
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if (tracked_nodes.has(p_node->get_instance_id())) {
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return;
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}
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const Node *parent = get_spawn_node();
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if (!parent || p_node->get_parent() != parent) {
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return;
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}
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int id = find_spawnable_scene_index_from_path(p_node->get_scene_file_path());
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if (id == INVALID_ID) {
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return;
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}
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const String name = p_node->get_name();
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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));
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_track(p_node, Variant(), id);
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}
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NodePath MultiplayerSpawner::get_spawn_path() const {
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return spawn_path;
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}
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void MultiplayerSpawner::set_spawn_path(const NodePath &p_path) {
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spawn_path = p_path;
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_update_spawn_node();
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}
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void MultiplayerSpawner::_track(Node *p_node, const Variant &p_argument, int p_scene_id) {
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ObjectID oid = p_node->get_instance_id();
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if (!tracked_nodes.has(oid)) {
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tracked_nodes[oid] = SpawnInfo(p_argument.duplicate(true), p_scene_id);
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p_node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &MultiplayerSpawner::_node_exit).bind(p_node->get_instance_id()), CONNECT_ONE_SHOT);
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p_node->connect(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready).bind(p_node->get_instance_id()), CONNECT_ONE_SHOT);
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}
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}
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void MultiplayerSpawner::_node_ready(ObjectID p_id) {
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get_multiplayer()->object_configuration_add(ObjectDB::get_instance(p_id), this);
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}
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void MultiplayerSpawner::_node_exit(ObjectID p_id) {
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Node *node = Object::cast_to<Node>(ObjectDB::get_instance(p_id));
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ERR_FAIL_COND(!node);
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if (tracked_nodes.has(p_id)) {
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tracked_nodes.erase(p_id);
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get_multiplayer()->object_configuration_remove(node, this);
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}
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}
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int MultiplayerSpawner::find_spawnable_scene_index_from_path(const String &p_scene) const {
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for (uint32_t i = 0; i < spawnable_scenes.size(); i++) {
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if (spawnable_scenes[i].path == p_scene) {
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return i;
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}
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}
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return INVALID_ID;
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}
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int MultiplayerSpawner::find_spawnable_scene_index_from_object(const ObjectID &p_id) const {
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const SpawnInfo *info = tracked_nodes.getptr(p_id);
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return info ? info->id : INVALID_ID;
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}
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const Variant MultiplayerSpawner::get_spawn_argument(const ObjectID &p_id) const {
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const SpawnInfo *info = tracked_nodes.getptr(p_id);
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return info ? info->args : Variant();
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}
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Node *MultiplayerSpawner::instantiate_scene(int p_id) {
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ERR_FAIL_COND_V_MSG(spawn_limit && spawn_limit <= tracked_nodes.size(), nullptr, "Spawn limit reached!");
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ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_id, spawnable_scenes.size(), nullptr);
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SpawnableScene &sc = spawnable_scenes[p_id];
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if (sc.cache.is_null()) {
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sc.cache = ResourceLoader::load(sc.path);
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}
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ERR_FAIL_COND_V_MSG(sc.cache.is_null(), nullptr, "Invalid spawnable scene: " + sc.path);
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return sc.cache->instantiate();
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}
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Node *MultiplayerSpawner::instantiate_custom(const Variant &p_data) {
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ERR_FAIL_COND_V_MSG(spawn_limit && spawn_limit <= tracked_nodes.size(), nullptr, "Spawn limit reached!");
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Node *node = nullptr;
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if (GDVIRTUAL_CALL(_spawn_custom, p_data, node)) {
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return node;
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}
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ERR_FAIL_V_MSG(nullptr, "Method '_spawn_custom' is not implemented on this peer.");
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}
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Node *MultiplayerSpawner::spawn(const Variant &p_data) {
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ERR_FAIL_COND_V(!is_inside_tree() || !get_multiplayer()->has_multiplayer_peer() || !is_multiplayer_authority(), nullptr);
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ERR_FAIL_COND_V_MSG(spawn_limit && spawn_limit <= tracked_nodes.size(), nullptr, "Spawn limit reached!");
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ERR_FAIL_COND_V_MSG(!GDVIRTUAL_IS_OVERRIDDEN(_spawn_custom), nullptr, "Custom spawn requires the '_spawn_custom' virtual method to be implemented via script.");
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Node *parent = get_spawn_node();
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ERR_FAIL_COND_V_MSG(!parent, nullptr, "Cannot find spawn node.");
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Node *node = instantiate_custom(p_data);
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ERR_FAIL_COND_V_MSG(!node, nullptr, "The '_spawn_custom' implementation must return a valid Node.");
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_track(node, p_data);
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parent->add_child(node, true);
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return node;
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}
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