multiplayer_spawner.cpp 12 KB

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  1. /*************************************************************************/
  2. /* multiplayer_spawner.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "multiplayer_spawner.h"
  31. #include "core/io/marshalls.h"
  32. #include "scene/main/multiplayer_api.h"
  33. #include "scene/main/window.h"
  34. #include "scene/scene_string_names.h"
  35. #ifdef TOOLS_ENABLED
  36. /* This is editor only */
  37. bool MultiplayerSpawner::_set(const StringName &p_name, const Variant &p_value) {
  38. if (p_name == "_spawnable_scene_count") {
  39. spawnable_scenes.resize(p_value);
  40. notify_property_list_changed();
  41. return true;
  42. } else {
  43. String ns = p_name;
  44. if (ns.begins_with("scenes/")) {
  45. uint32_t index = ns.get_slicec('/', 1).to_int();
  46. ERR_FAIL_UNSIGNED_INDEX_V(index, spawnable_scenes.size(), false);
  47. spawnable_scenes[index].path = p_value;
  48. return true;
  49. }
  50. }
  51. return false;
  52. }
  53. bool MultiplayerSpawner::_get(const StringName &p_name, Variant &r_ret) const {
  54. if (p_name == "_spawnable_scene_count") {
  55. r_ret = spawnable_scenes.size();
  56. return true;
  57. } else {
  58. String ns = p_name;
  59. if (ns.begins_with("scenes/")) {
  60. uint32_t index = ns.get_slicec('/', 1).to_int();
  61. ERR_FAIL_UNSIGNED_INDEX_V(index, spawnable_scenes.size(), false);
  62. r_ret = spawnable_scenes[index].path;
  63. return true;
  64. }
  65. }
  66. return false;
  67. }
  68. void MultiplayerSpawner::_get_property_list(List<PropertyInfo> *p_list) const {
  69. p_list->push_back(PropertyInfo(Variant::INT, "_spawnable_scene_count", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_ARRAY, "Auto Spawn List,scenes/"));
  70. List<String> exts;
  71. ResourceLoader::get_recognized_extensions_for_type("PackedScene", &exts);
  72. String ext_hint;
  73. for (const String &E : exts) {
  74. if (!ext_hint.is_empty()) {
  75. ext_hint += ",";
  76. }
  77. ext_hint += "*." + E;
  78. }
  79. for (uint32_t i = 0; i < spawnable_scenes.size(); i++) {
  80. p_list->push_back(PropertyInfo(Variant::STRING, "scenes/" + itos(i), PROPERTY_HINT_FILE, ext_hint, PROPERTY_USAGE_EDITOR));
  81. }
  82. }
  83. #endif
  84. void MultiplayerSpawner::add_spawnable_scene(const String &p_path) {
  85. SpawnableScene sc;
  86. sc.path = p_path;
  87. if (Engine::get_singleton()->is_editor_hint()) {
  88. ERR_FAIL_COND(!FileAccess::exists(p_path));
  89. } else {
  90. sc.cache = ResourceLoader::load(p_path);
  91. ERR_FAIL_COND_MSG(sc.cache.is_null(), "Invalid spawnable scene: " + p_path);
  92. }
  93. spawnable_scenes.push_back(sc);
  94. }
  95. int MultiplayerSpawner::get_spawnable_scene_count() const {
  96. return spawnable_scenes.size();
  97. }
  98. String MultiplayerSpawner::get_spawnable_scene(int p_idx) const {
  99. return spawnable_scenes[p_idx].path;
  100. }
  101. void MultiplayerSpawner::clear_spawnable_scenes() {
  102. spawnable_scenes.clear();
  103. }
  104. Vector<String> MultiplayerSpawner::_get_spawnable_scenes() const {
  105. Vector<String> ss;
  106. ss.resize(spawnable_scenes.size());
  107. for (int i = 0; i < ss.size(); i++) {
  108. ss.write[i] = spawnable_scenes[i].path;
  109. }
  110. return ss;
  111. }
  112. void MultiplayerSpawner::_set_spawnable_scenes(const Vector<String> &p_scenes) {
  113. clear_spawnable_scenes();
  114. for (int i = 0; i < p_scenes.size(); i++) {
  115. add_spawnable_scene(p_scenes[i]);
  116. }
  117. }
  118. void MultiplayerSpawner::_bind_methods() {
  119. ClassDB::bind_method(D_METHOD("add_spawnable_scene", "path"), &MultiplayerSpawner::add_spawnable_scene);
  120. ClassDB::bind_method(D_METHOD("get_spawnable_scene_count"), &MultiplayerSpawner::get_spawnable_scene_count);
  121. ClassDB::bind_method(D_METHOD("get_spawnable_scene", "index"), &MultiplayerSpawner::get_spawnable_scene);
  122. ClassDB::bind_method(D_METHOD("clear_spawnable_scenes"), &MultiplayerSpawner::clear_spawnable_scenes);
  123. ClassDB::bind_method(D_METHOD("_get_spawnable_scenes"), &MultiplayerSpawner::_get_spawnable_scenes);
  124. ClassDB::bind_method(D_METHOD("_set_spawnable_scenes", "scenes"), &MultiplayerSpawner::_set_spawnable_scenes);
  125. ADD_PROPERTY(PropertyInfo(Variant::PACKED_STRING_ARRAY, "_spawnable_scenes", PROPERTY_HINT_NONE, "", (PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL)), "_set_spawnable_scenes", "_get_spawnable_scenes");
  126. ClassDB::bind_method(D_METHOD("spawn", "data"), &MultiplayerSpawner::spawn, DEFVAL(Variant()));
  127. ClassDB::bind_method(D_METHOD("get_spawn_path"), &MultiplayerSpawner::get_spawn_path);
  128. ClassDB::bind_method(D_METHOD("set_spawn_path", "path"), &MultiplayerSpawner::set_spawn_path);
  129. ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "spawn_path", PROPERTY_HINT_NONE, ""), "set_spawn_path", "get_spawn_path");
  130. ClassDB::bind_method(D_METHOD("get_spawn_limit"), &MultiplayerSpawner::get_spawn_limit);
  131. ClassDB::bind_method(D_METHOD("set_spawn_limit", "limit"), &MultiplayerSpawner::set_spawn_limit);
  132. ADD_PROPERTY(PropertyInfo(Variant::INT, "spawn_limit", PROPERTY_HINT_RANGE, "0,1024,1,or_greater"), "set_spawn_limit", "get_spawn_limit");
  133. GDVIRTUAL_BIND(_spawn_custom, "data");
  134. ADD_SIGNAL(MethodInfo("despawned", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
  135. ADD_SIGNAL(MethodInfo("spawned", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
  136. }
  137. void MultiplayerSpawner::_update_spawn_node() {
  138. #ifdef TOOLS_ENABLED
  139. if (Engine::get_singleton()->is_editor_hint()) {
  140. return;
  141. }
  142. #endif
  143. if (spawn_node.is_valid()) {
  144. Node *node = Object::cast_to<Node>(ObjectDB::get_instance(spawn_node));
  145. if (node && node->is_connected("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added))) {
  146. node->disconnect("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added));
  147. }
  148. }
  149. Node *node = spawn_path.is_empty() && is_inside_tree() ? nullptr : get_node_or_null(spawn_path);
  150. if (node) {
  151. spawn_node = node->get_instance_id();
  152. if (get_spawnable_scene_count() && !GDVIRTUAL_IS_OVERRIDDEN(_spawn_custom)) {
  153. node->connect("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added));
  154. }
  155. } else {
  156. spawn_node = ObjectID();
  157. }
  158. }
  159. void MultiplayerSpawner::_notification(int p_what) {
  160. switch (p_what) {
  161. case NOTIFICATION_POST_ENTER_TREE: {
  162. _update_spawn_node();
  163. } break;
  164. case NOTIFICATION_EXIT_TREE: {
  165. _update_spawn_node();
  166. for (const KeyValue<ObjectID, SpawnInfo> &E : tracked_nodes) {
  167. Node *node = Object::cast_to<Node>(ObjectDB::get_instance(E.key));
  168. ERR_CONTINUE(!node);
  169. node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &MultiplayerSpawner::_node_exit));
  170. // This is unlikely, but might still crash the engine.
  171. if (node->is_connected(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready))) {
  172. node->disconnect(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready));
  173. }
  174. get_multiplayer()->object_configuration_remove(node, this);
  175. }
  176. tracked_nodes.clear();
  177. } break;
  178. }
  179. }
  180. void MultiplayerSpawner::_node_added(Node *p_node) {
  181. if (!get_multiplayer()->has_multiplayer_peer() || !is_multiplayer_authority()) {
  182. return;
  183. }
  184. if (tracked_nodes.has(p_node->get_instance_id())) {
  185. return;
  186. }
  187. const Node *parent = get_spawn_node();
  188. if (!parent || p_node->get_parent() != parent) {
  189. return;
  190. }
  191. int id = find_spawnable_scene_index_from_path(p_node->get_scene_file_path());
  192. if (id == INVALID_ID) {
  193. return;
  194. }
  195. const String name = p_node->get_name();
  196. 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));
  197. _track(p_node, Variant(), id);
  198. }
  199. NodePath MultiplayerSpawner::get_spawn_path() const {
  200. return spawn_path;
  201. }
  202. void MultiplayerSpawner::set_spawn_path(const NodePath &p_path) {
  203. spawn_path = p_path;
  204. _update_spawn_node();
  205. }
  206. void MultiplayerSpawner::_track(Node *p_node, const Variant &p_argument, int p_scene_id) {
  207. ObjectID oid = p_node->get_instance_id();
  208. if (!tracked_nodes.has(oid)) {
  209. tracked_nodes[oid] = SpawnInfo(p_argument.duplicate(true), p_scene_id);
  210. p_node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &MultiplayerSpawner::_node_exit).bind(p_node->get_instance_id()), CONNECT_ONESHOT);
  211. p_node->connect(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready).bind(p_node->get_instance_id()), CONNECT_ONESHOT);
  212. }
  213. }
  214. void MultiplayerSpawner::_node_ready(ObjectID p_id) {
  215. get_multiplayer()->object_configuration_add(ObjectDB::get_instance(p_id), this);
  216. }
  217. void MultiplayerSpawner::_node_exit(ObjectID p_id) {
  218. Node *node = Object::cast_to<Node>(ObjectDB::get_instance(p_id));
  219. ERR_FAIL_COND(!node);
  220. if (tracked_nodes.has(p_id)) {
  221. tracked_nodes.erase(p_id);
  222. get_multiplayer()->object_configuration_remove(node, this);
  223. }
  224. }
  225. int MultiplayerSpawner::find_spawnable_scene_index_from_path(const String &p_scene) const {
  226. for (uint32_t i = 0; i < spawnable_scenes.size(); i++) {
  227. if (spawnable_scenes[i].path == p_scene) {
  228. return i;
  229. }
  230. }
  231. return INVALID_ID;
  232. }
  233. int MultiplayerSpawner::find_spawnable_scene_index_from_object(const ObjectID &p_id) const {
  234. const SpawnInfo *info = tracked_nodes.getptr(p_id);
  235. return info ? info->id : INVALID_ID;
  236. }
  237. const Variant MultiplayerSpawner::get_spawn_argument(const ObjectID &p_id) const {
  238. const SpawnInfo *info = tracked_nodes.getptr(p_id);
  239. return info ? info->args : Variant();
  240. }
  241. Node *MultiplayerSpawner::instantiate_scene(int p_id) {
  242. ERR_FAIL_COND_V_MSG(spawn_limit && spawn_limit <= tracked_nodes.size(), nullptr, "Spawn limit reached!");
  243. ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_id, spawnable_scenes.size(), nullptr);
  244. Ref<PackedScene> scene = spawnable_scenes[p_id].cache;
  245. ERR_FAIL_COND_V(scene.is_null(), nullptr);
  246. return scene->instantiate();
  247. }
  248. Node *MultiplayerSpawner::instantiate_custom(const Variant &p_data) {
  249. ERR_FAIL_COND_V_MSG(spawn_limit && spawn_limit <= tracked_nodes.size(), nullptr, "Spawn limit reached!");
  250. Node *node = nullptr;
  251. if (GDVIRTUAL_CALL(_spawn_custom, p_data, node)) {
  252. return node;
  253. }
  254. ERR_FAIL_V_MSG(nullptr, "Method '_spawn_custom' is not implemented on this peer.");
  255. }
  256. Node *MultiplayerSpawner::spawn(const Variant &p_data) {
  257. ERR_FAIL_COND_V(!is_inside_tree() || !get_multiplayer()->has_multiplayer_peer() || !is_multiplayer_authority(), nullptr);
  258. ERR_FAIL_COND_V_MSG(spawn_limit && spawn_limit <= tracked_nodes.size(), nullptr, "Spawn limit reached!");
  259. ERR_FAIL_COND_V_MSG(!GDVIRTUAL_IS_OVERRIDDEN(_spawn_custom), nullptr, "Custom spawn requires the '_spawn_custom' virtual method to be implemented via script.");
  260. Node *parent = get_spawn_node();
  261. ERR_FAIL_COND_V_MSG(!parent, nullptr, "Cannot find spawn node.");
  262. Node *node = instantiate_custom(p_data);
  263. ERR_FAIL_COND_V_MSG(!node, nullptr, "The '_spawn_custom' implementation must return a valid Node.");
  264. _track(node, p_data);
  265. parent->add_child(node, true);
  266. return node;
  267. }