566c48f193
Renamed to "spawn_function". Allow both custom spawn and auto spawn list to co-exist. This makes it possible to implement custom spawn without being forced to attach a script to MultiplayerSpawner directly.
321 lines
14 KiB
C++
321 lines
14 KiB
C++
/**************************************************************************/
|
|
/* 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 "core/io/marshalls.h"
|
|
#include "scene/main/multiplayer_api.h"
|
|
#include "scene/main/window.h"
|
|
#include "scene/scene_string_names.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 = 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 = 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 = p_path;
|
|
if (Engine::get_singleton()->is_editor_hint()) {
|
|
ERR_FAIL_COND(!FileAccess::exists(p_path));
|
|
}
|
|
spawnable_scenes.push_back(sc);
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
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] = 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_NO_EDITOR), "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(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &MultiplayerSpawner::_node_exit));
|
|
// This is unlikely, but might still crash the engine.
|
|
if (node->is_connected(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready))) {
|
|
node->disconnect(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready));
|
|
}
|
|
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();
|
|
}
|
|
|
|
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(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &MultiplayerSpawner::_node_exit).bind(p_node->get_instance_id()), CONNECT_ONE_SHOT);
|
|
p_node->connect(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready).bind(p_node->get_instance_id()), CONNECT_ONE_SHOT);
|
|
}
|
|
}
|
|
|
|
void MultiplayerSpawner::_node_ready(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_COND(!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_COND_V_MSG(!parent, nullptr, "Cannot find spawn node.");
|
|
|
|
Node *node = instantiate_custom(p_data);
|
|
ERR_FAIL_COND_V_MSG(!node, nullptr, "The 'spawn_function' callable must return a valid node.");
|
|
|
|
_track(node, p_data);
|
|
parent->add_child(node, true);
|
|
return node;
|
|
}
|