1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
|
/*************************************************************************/
/* 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 "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
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");
GDVIRTUAL_BIND(_spawn_custom, "data");
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() && !GDVIRTUAL_IS_OVERRIDDEN(_spawn_custom)) {
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!");
Node *node = nullptr;
if (GDVIRTUAL_CALL(_spawn_custom, p_data, node)) {
return node;
}
ERR_FAIL_V_MSG(nullptr, "Method '_spawn_custom' is not implemented on this peer.");
}
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;
}
|