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/*************************************************************************/
/* 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: */
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/* 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.*/
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/*************************************************************************/
# 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 < 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 ( auto_spawn ) {
node - > connect ( " child_entered_tree " , callable_mp ( this , & MultiplayerSpawner : : _node_added ) ) ;
}
} else {
spawn_node = ObjectID ( ) ;
}
}
void MultiplayerSpawner : : _notification ( int p_what ) {
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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 < Node > ( 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 ) ;
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}
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tracked_nodes . clear ( ) ;
} break ;
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}
}
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 < PackedScene > MultiplayerSpawner : : get_spawnable_scenes ( ) {
return spawnable_scenes ;
}
void MultiplayerSpawner : : set_spawnable_scenes ( TypedArray < PackedScene > 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 < Node > ( 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 < PackedScene > 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 < PackedScene > 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 < Node > ( 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 ;
}