/*************************************************************************/ /* multiplayer_spawner.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 "core/multiplayer/multiplayer_api.h" #include "scene/main/window.h" #include "scene/scene_string_names.h" void MultiplayerSpawner::_bind_methods() { ClassDB::bind_method(D_METHOD("spawn", "data"), &MultiplayerSpawner::spawn, DEFVAL(Variant())); 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::ARRAY, "replication", PROPERTY_HINT_ARRAY_TYPE, vformat("%s/%s:%s", Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "PackedScene"), (PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_SCRIPT_VARIABLE)), "set_spawnable_scenes", "get_spawnable_scenes"); 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("set_auto_spawning", "enabled"), &MultiplayerSpawner::set_auto_spawning); ClassDB::bind_method(D_METHOD("is_auto_spawning"), &MultiplayerSpawner::is_auto_spawning); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_spawn"), "set_auto_spawning", "is_auto_spawning"); GDVIRTUAL_BIND(_spawn_custom, "data"); ADD_SIGNAL(MethodInfo("despawned", PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); ADD_SIGNAL(MethodInfo("spawned", PropertyInfo(Variant::INT, "scene_id"), 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(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 (auto_spawn) { 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(); const ObjectID *oid = nullptr; while ((oid = tracked_nodes.next(oid))) { Node *node = Object::cast_to(ObjectDB::get_instance(*oid)); 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()->despawn(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 = get_scene_id(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); } void MultiplayerSpawner::set_auto_spawning(bool p_enabled) { auto_spawn = p_enabled; _update_spawn_node(); } bool MultiplayerSpawner::is_auto_spawning() const { return auto_spawn; } TypedArray MultiplayerSpawner::get_spawnable_scenes() { return spawnable_scenes; } void MultiplayerSpawner::set_spawnable_scenes(TypedArray p_scenes) { spawnable_scenes = p_scenes; } 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), varray(p_node->get_instance_id()), CONNECT_ONESHOT); p_node->connect(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready), varray(p_node->get_instance_id()), CONNECT_ONESHOT); } } void MultiplayerSpawner::_node_ready(ObjectID p_id) { get_multiplayer()->spawn(ObjectDB::get_instance(p_id), this); } void MultiplayerSpawner::_node_exit(ObjectID p_id) { Node *node = Object::cast_to(ObjectDB::get_instance(p_id)); ERR_FAIL_COND(!node); if (tracked_nodes.has(p_id)) { tracked_nodes.erase(p_id); get_multiplayer()->despawn(node, this); } } int MultiplayerSpawner::get_scene_id(const String &p_scene) const { for (int i = 0; i < spawnable_scenes.size(); i++) { Ref ps = spawnable_scenes[i]; ERR_CONTINUE(ps.is_null()); if (ps->get_path() == p_scene) { return i; } } return INVALID_ID; } int MultiplayerSpawner::get_spawn_id(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_INDEX_V(p_id, spawnable_scenes.size(), nullptr); Ref scene = spawnable_scenes[p_id]; ERR_FAIL_COND_V(scene.is_null(), nullptr); return scene->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!"); Object *obj = nullptr; Node *node = nullptr; if (GDVIRTUAL_CALL(_spawn_custom, p_data, obj)) { node = Object::cast_to(obj); } return node; } 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(!GDVIRTUAL_IS_OVERRIDDEN(_spawn_custom), nullptr, "Custom spawn requires the '_spawn_custom' virtual method to be implemented via script."); 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_custom' implementation must return a valid Node."); _track(node, p_data); parent->add_child(node, true); return node; }