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- /**************************************************************************/
- /* 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"
- #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;
- if (p_path.begins_with("uid://")) {
- sc.uid = p_path;
- sc.path = ResourceUID::uid_to_path(p_path);
- } else {
- sc.uid = ResourceUID::path_to_uid(p_path);
- sc.path = p_path;
- }
- if (Engine::get_singleton()->is_editor_hint()) {
- ERR_FAIL_COND(!ResourceLoader::exists(p_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] = spawnable_scenes[i].uid;
- }
- 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;
- }
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