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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++
/**************************************************************************/
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/* multiplayer_spawner.cpp */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#include "multiplayer_spawner.h"
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#include "core/io/marshalls.h"
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#include "scene/main/multiplayer_api.h"
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#include "scene/main/window.h"
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#include "scene/scene_string_names.h"
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#ifdef TOOLS_ENABLED
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/* This is editor only */
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bool MultiplayerSpawner::_set(const StringName &p_name, const Variant &p_value) {
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if (p_name == "_spawnable_scene_count") {
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spawnable_scenes.resize(p_value);
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notify_property_list_changed();
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return true;
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} else {
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String ns = p_name;
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if (ns.begins_with("scenes/")) {
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uint32_t index = ns.get_slicec('/', 1).to_int();
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ERR_FAIL_UNSIGNED_INDEX_V(index, spawnable_scenes.size(), false);
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spawnable_scenes[index].path = p_value;
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return true;
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}
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}
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return false;
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}
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bool MultiplayerSpawner::_get(const StringName &p_name, Variant &r_ret) const {
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if (p_name == "_spawnable_scene_count") {
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r_ret = spawnable_scenes.size();
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return true;
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} else {
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String ns = p_name;
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if (ns.begins_with("scenes/")) {
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uint32_t index = ns.get_slicec('/', 1).to_int();
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ERR_FAIL_UNSIGNED_INDEX_V(index, spawnable_scenes.size(), false);
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r_ret = spawnable_scenes[index].path;
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return true;
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}
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}
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return false;
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}
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void MultiplayerSpawner::_get_property_list(List<PropertyInfo> *p_list) const {
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p_list->push_back(PropertyInfo(Variant::INT, "_spawnable_scene_count", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_ARRAY, "Auto Spawn List,scenes/"));
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List<String> exts;
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ResourceLoader::get_recognized_extensions_for_type("PackedScene", &exts);
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String ext_hint;
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for (const String &E : exts) {
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if (!ext_hint.is_empty()) {
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ext_hint += ",";
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}
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ext_hint += "*." + E;
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}
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for (uint32_t i = 0; i < spawnable_scenes.size(); i++) {
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p_list->push_back(PropertyInfo(Variant::STRING, "scenes/" + itos(i), PROPERTY_HINT_FILE, ext_hint, PROPERTY_USAGE_EDITOR));
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}
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}
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#endif
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PackedStringArray MultiplayerSpawner::get_configuration_warnings() const {
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PackedStringArray warnings = Node::get_configuration_warnings();
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if (spawn_path.is_empty() || !has_node(spawn_path)) {
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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."));
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}
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return warnings;
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}
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void MultiplayerSpawner::add_spawnable_scene(const String &p_path) {
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SpawnableScene sc;
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sc.path = p_path;
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if (Engine::get_singleton()->is_editor_hint()) {
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ERR_FAIL_COND(!FileAccess::exists(p_path));
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}
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spawnable_scenes.push_back(sc);
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}
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int MultiplayerSpawner::get_spawnable_scene_count() const {
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return spawnable_scenes.size();
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}
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String MultiplayerSpawner::get_spawnable_scene(int p_idx) const {
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ERR_FAIL_INDEX_V(p_idx, (int)spawnable_scenes.size(), "");
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return spawnable_scenes[p_idx].path;
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}
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void MultiplayerSpawner::clear_spawnable_scenes() {
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spawnable_scenes.clear();
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}
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Vector<String> MultiplayerSpawner::_get_spawnable_scenes() const {
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Vector<String> ss;
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ss.resize(spawnable_scenes.size());
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for (int i = 0; i < ss.size(); i++) {
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ss.write[i] = spawnable_scenes[i].path;
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}
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return ss;
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}
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void MultiplayerSpawner::_set_spawnable_scenes(const Vector<String> &p_scenes) {
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clear_spawnable_scenes();
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for (int i = 0; i < p_scenes.size(); i++) {
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add_spawnable_scene(p_scenes[i]);
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}
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}
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void MultiplayerSpawner::_bind_methods() {
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ClassDB::bind_method(D_METHOD("add_spawnable_scene", "path"), &MultiplayerSpawner::add_spawnable_scene);
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ClassDB::bind_method(D_METHOD("get_spawnable_scene_count"), &MultiplayerSpawner::get_spawnable_scene_count);
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ClassDB::bind_method(D_METHOD("get_spawnable_scene", "index"), &MultiplayerSpawner::get_spawnable_scene);
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ClassDB::bind_method(D_METHOD("clear_spawnable_scenes"), &MultiplayerSpawner::clear_spawnable_scenes);
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ClassDB::bind_method(D_METHOD("_get_spawnable_scenes"), &MultiplayerSpawner::_get_spawnable_scenes);
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ClassDB::bind_method(D_METHOD("_set_spawnable_scenes", "scenes"), &MultiplayerSpawner::_set_spawnable_scenes);
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ADD_PROPERTY(PropertyInfo(Variant::PACKED_STRING_ARRAY, "_spawnable_scenes", PROPERTY_HINT_NONE, "", (PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL)), "_set_spawnable_scenes", "_get_spawnable_scenes");
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ClassDB::bind_method(D_METHOD("spawn", "data"), &MultiplayerSpawner::spawn, DEFVAL(Variant()));
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ClassDB::bind_method(D_METHOD("get_spawn_path"), &MultiplayerSpawner::get_spawn_path);
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ClassDB::bind_method(D_METHOD("set_spawn_path", "path"), &MultiplayerSpawner::set_spawn_path);
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "spawn_path", PROPERTY_HINT_NONE, ""), "set_spawn_path", "get_spawn_path");
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ClassDB::bind_method(D_METHOD("get_spawn_limit"), &MultiplayerSpawner::get_spawn_limit);
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ClassDB::bind_method(D_METHOD("set_spawn_limit", "limit"), &MultiplayerSpawner::set_spawn_limit);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "spawn_limit", PROPERTY_HINT_RANGE, "0,1024,1,or_greater"), "set_spawn_limit", "get_spawn_limit");
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ClassDB::bind_method(D_METHOD("get_spawn_function"), &MultiplayerSpawner::get_spawn_function);
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ClassDB::bind_method(D_METHOD("set_spawn_function", "spawn_function"), &MultiplayerSpawner::set_spawn_function);
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ADD_PROPERTY(PropertyInfo(Variant::CALLABLE, "spawn_function", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_spawn_function", "get_spawn_function");
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ADD_SIGNAL(MethodInfo("despawned", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
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ADD_SIGNAL(MethodInfo("spawned", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
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}
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void MultiplayerSpawner::_update_spawn_node() {
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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#endif
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if (spawn_node.is_valid()) {
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Node *node = Object::cast_to<Node>(ObjectDB::get_instance(spawn_node));
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if (node && node->is_connected("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added))) {
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node->disconnect("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added));
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}
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}
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Node *node = spawn_path.is_empty() && is_inside_tree() ? nullptr : get_node_or_null(spawn_path);
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if (node) {
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spawn_node = node->get_instance_id();
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if (get_spawnable_scene_count()) {
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node->connect("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added));
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}
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} else {
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spawn_node = ObjectID();
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}
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}
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void MultiplayerSpawner::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_POST_ENTER_TREE: {
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_update_spawn_node();
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} break;
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case NOTIFICATION_EXIT_TREE: {
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_update_spawn_node();
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for (const KeyValue<ObjectID, SpawnInfo> &E : tracked_nodes) {
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Node *node = Object::cast_to<Node>(ObjectDB::get_instance(E.key));
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ERR_CONTINUE(!node);
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node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &MultiplayerSpawner::_node_exit));
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// This is unlikely, but might still crash the engine.
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if (node->is_connected(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready))) {
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node->disconnect(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready));
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}
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get_multiplayer()->object_configuration_remove(node, this);
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}
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tracked_nodes.clear();
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} break;
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}
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}
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void MultiplayerSpawner::_node_added(Node *p_node) {
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if (!get_multiplayer()->has_multiplayer_peer() || !is_multiplayer_authority()) {
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return;
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}
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if (tracked_nodes.has(p_node->get_instance_id())) {
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return;
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}
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const Node *parent = get_spawn_node();
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if (!parent || p_node->get_parent() != parent) {
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return;
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}
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int id = find_spawnable_scene_index_from_path(p_node->get_scene_file_path());
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if (id == INVALID_ID) {
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return;
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}
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const String name = p_node->get_name();
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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));
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_track(p_node, Variant(), id);
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}
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NodePath MultiplayerSpawner::get_spawn_path() const {
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return spawn_path;
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}
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void MultiplayerSpawner::set_spawn_path(const NodePath &p_path) {
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spawn_path = p_path;
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_update_spawn_node();
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}
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void MultiplayerSpawner::_track(Node *p_node, const Variant &p_argument, int p_scene_id) {
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ObjectID oid = p_node->get_instance_id();
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if (!tracked_nodes.has(oid)) {
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tracked_nodes[oid] = SpawnInfo(p_argument.duplicate(true), p_scene_id);
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p_node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &MultiplayerSpawner::_node_exit).bind(p_node->get_instance_id()), CONNECT_ONE_SHOT);
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p_node->connect(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready).bind(p_node->get_instance_id()), CONNECT_ONE_SHOT);
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}
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}
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void MultiplayerSpawner::_node_ready(ObjectID p_id) {
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get_multiplayer()->object_configuration_add(ObjectDB::get_instance(p_id), this);
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}
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void MultiplayerSpawner::_node_exit(ObjectID p_id) {
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Node *node = Object::cast_to<Node>(ObjectDB::get_instance(p_id));
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ERR_FAIL_COND(!node);
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if (tracked_nodes.has(p_id)) {
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tracked_nodes.erase(p_id);
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get_multiplayer()->object_configuration_remove(node, this);
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}
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}
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int MultiplayerSpawner::find_spawnable_scene_index_from_path(const String &p_scene) const {
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for (uint32_t i = 0; i < spawnable_scenes.size(); i++) {
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if (spawnable_scenes[i].path == p_scene) {
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return i;
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}
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}
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return INVALID_ID;
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}
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int MultiplayerSpawner::find_spawnable_scene_index_from_object(const ObjectID &p_id) const {
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const SpawnInfo *info = tracked_nodes.getptr(p_id);
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return info ? info->id : INVALID_ID;
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}
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const Variant MultiplayerSpawner::get_spawn_argument(const ObjectID &p_id) const {
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const SpawnInfo *info = tracked_nodes.getptr(p_id);
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return info ? info->args : Variant();
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}
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Node *MultiplayerSpawner::instantiate_scene(int p_id) {
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ERR_FAIL_COND_V_MSG(spawn_limit && spawn_limit <= tracked_nodes.size(), nullptr, "Spawn limit reached!");
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ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_id, spawnable_scenes.size(), nullptr);
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SpawnableScene &sc = spawnable_scenes[p_id];
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if (sc.cache.is_null()) {
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sc.cache = ResourceLoader::load(sc.path);
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}
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ERR_FAIL_COND_V_MSG(sc.cache.is_null(), nullptr, "Invalid spawnable scene: " + sc.path);
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return sc.cache->instantiate();
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}
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Node *MultiplayerSpawner::instantiate_custom(const Variant &p_data) {
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ERR_FAIL_COND_V_MSG(spawn_limit && spawn_limit <= tracked_nodes.size(), nullptr, "Spawn limit reached!");
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ERR_FAIL_COND_V_MSG(!spawn_function.is_valid(), nullptr, "Custom spawn requires a valid 'spawn_function'.");
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const Variant *argv[1] = { &p_data };
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Variant ret;
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Callable::CallError ce;
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spawn_function.callp(argv, 1, ret, ce);
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ERR_FAIL_COND_V_MSG(ce.error != Callable::CallError::CALL_OK, nullptr, "Failed to call spawn function.");
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ERR_FAIL_COND_V_MSG(ret.get_type() != Variant::OBJECT, nullptr, "The spawn function must return a Node.");
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return Object::cast_to<Node>(ret.operator Object *());
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}
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Node *MultiplayerSpawner::spawn(const Variant &p_data) {
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ERR_FAIL_COND_V(!is_inside_tree() || !get_multiplayer()->has_multiplayer_peer() || !is_multiplayer_authority(), nullptr);
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ERR_FAIL_COND_V_MSG(spawn_limit && spawn_limit <= tracked_nodes.size(), nullptr, "Spawn limit reached!");
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ERR_FAIL_COND_V_MSG(!spawn_function.is_valid(), nullptr, "Custom spawn requires the 'spawn_function' property to be a valid callable.");
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Node *parent = get_spawn_node();
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ERR_FAIL_COND_V_MSG(!parent, nullptr, "Cannot find spawn node.");
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Node *node = instantiate_custom(p_data);
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ERR_FAIL_COND_V_MSG(!node, nullptr, "The 'spawn_function' callable must return a valid node.");
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_track(node, p_data);
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parent->add_child(node, true);
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return node;
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}
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