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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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