virtualx-engine/scene/multiplayer/multiplayer_spawner.h

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/*************************************************************************/
/* multiplayer_spawner.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef MULTIPLAYER_SPAWNER_H
#define MULTIPLAYER_SPAWNER_H
#include "scene/main/node.h"
#include "core/templates/local_vector.h"
#include "core/variant/typed_array.h"
#include "scene/resources/packed_scene.h"
#include "scene/resources/scene_replication_config.h"
class MultiplayerSpawner : public Node {
GDCLASS(MultiplayerSpawner, Node);
public:
enum {
INVALID_ID = 0xFF,
};
private:
struct SpawnableScene {
String path;
Ref<PackedScene> cache;
};
LocalVector<SpawnableScene> spawnable_scenes;
HashSet<ResourceUID::ID> spawnable_ids;
NodePath spawn_path;
struct SpawnInfo {
Variant args;
int id = INVALID_ID;
SpawnInfo(Variant p_args, int p_id) {
id = p_id;
args = p_args;
}
SpawnInfo() {}
};
ObjectID spawn_node;
HashMap<ObjectID, SpawnInfo> tracked_nodes;
uint32_t spawn_limit = 0;
void _update_spawn_node();
void _track(Node *p_node, const Variant &p_argument, int p_scene_id = INVALID_ID);
void _node_added(Node *p_node);
void _node_exit(ObjectID p_id);
void _node_ready(ObjectID p_id);
Vector<String> _get_spawnable_scenes() const;
void _set_spawnable_scenes(const Vector<String> &p_scenes);
protected:
static void _bind_methods();
void _notification(int p_what);
#ifdef TOOLS_ENABLED
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
#endif
public:
Node *get_spawn_node() const { return spawn_node.is_valid() ? Object::cast_to<Node>(ObjectDB::get_instance(spawn_node)) : nullptr; }
void add_spawnable_scene(const String &p_path);
int get_spawnable_scene_count() const;
String get_spawnable_scene(int p_idx) const;
void clear_spawnable_scenes();
NodePath get_spawn_path() const;
void set_spawn_path(const NodePath &p_path);
uint32_t get_spawn_limit() const { return spawn_limit; }
void set_spawn_limit(uint32_t p_limit) { spawn_limit = p_limit; }
const Variant get_spawn_argument(const ObjectID &p_id) const;
int find_spawnable_scene_index_from_object(const ObjectID &p_id) const;
int find_spawnable_scene_index_from_path(const String &p_path) const;
Node *spawn(const Variant &p_data = Variant());
Node *instantiate_custom(const Variant &p_data);
Node *instantiate_scene(int p_idx);
GDVIRTUAL1R(Object *, _spawn_custom, const Variant &);
MultiplayerSpawner() {}
};
#endif // MULTIPLAYER_SPAWNER_H