d219547c96
Initial implementation of the MultiplayerReplicationInterface and its default implementation (SceneReplicationInterface). New MultiplayerSpawner node helps dealing with instantiation of scenes on remote peers (e.g. clients). It supports both custom spawns via a `_spawn_custom` virtual function, and optional auto-spawn of known scenes via a TypedArray<PackedScenes> property. New MultiplayerSynchornizer helps synchronizing states between the local and remote peers, supports both sync and spawn properties and is configured via a `SceneReplicationConfig` resource. It can also sync via path (i.e. without being spawned by a MultiplayerSpawner if both peers has it in tree, but will not send the spawn state in that case, only the sync one.
102 lines
4.1 KiB
C++
102 lines
4.1 KiB
C++
/*************************************************************************/
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/* multiplayer_spawner.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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#ifndef MULTIPLAYER_SPAWNER_H
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#define MULTIPLAYER_SPAWNER_H
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#include "scene/main/node.h"
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#include "core/variant/typed_array.h"
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#include "scene/resources/packed_scene.h"
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#include "scene/resources/scene_replication_config.h"
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class MultiplayerSpawner : public Node {
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GDCLASS(MultiplayerSpawner, Node);
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public:
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enum {
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INVALID_ID = 0xFF,
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};
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private:
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TypedArray<PackedScene> spawnable_scenes;
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Set<ResourceUID::ID> spawnable_ids;
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NodePath spawn_path;
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struct SpawnInfo {
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Variant args;
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int id = INVALID_ID;
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SpawnInfo(Variant p_args, int p_id) {
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id = p_id;
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args = p_args;
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}
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SpawnInfo() {}
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};
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ObjectID spawn_node;
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HashMap<ObjectID, SpawnInfo> tracked_nodes;
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bool auto_spawn = false;
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uint32_t spawn_limit = 0;
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void _update_spawn_node();
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void _track(Node *p_node, const Variant &p_argument, int p_scene_id = INVALID_ID);
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void _node_added(Node *p_node);
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void _node_exit(ObjectID p_id);
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void _node_ready(ObjectID p_id);
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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Node *get_spawn_node() const { return spawn_node.is_valid() ? Object::cast_to<Node>(ObjectDB::get_instance(spawn_node)) : nullptr; }
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TypedArray<PackedScene> get_spawnable_scenes();
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void set_spawnable_scenes(TypedArray<PackedScene> p_scenes);
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NodePath get_spawn_path() const;
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void set_spawn_path(const NodePath &p_path);
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uint32_t get_spawn_limit() const { return spawn_limit; }
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void set_spawn_limit(uint32_t p_limit) { spawn_limit = p_limit; }
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bool is_auto_spawning() const;
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void set_auto_spawning(bool p_enabled);
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const Variant get_spawn_argument(const ObjectID &p_id) const;
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int get_spawn_id(const ObjectID &p_id) const;
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int get_scene_id(const String &p_path) const;
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Node *spawn(const Variant &p_data = Variant());
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Node *instantiate_custom(const Variant &p_data);
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Node *instantiate_scene(int p_idx);
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GDVIRTUAL1R(Object *, _spawn_custom, const Variant &);
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MultiplayerSpawner() {}
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};
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#endif // MULTIPLAYER_SPAWNER_H
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