document multiplayer replication classes, small changes to multiplayer spawner
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6 changed files with 78 additions and 17 deletions
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@ -1,65 +1,83 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="MultiplayerSpawner" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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Automatically replicates spawnable nodes from the authority to other multiplayer peers.
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</brief_description>
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<description>
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This node uses [method MultiplayerAPI.object_configuration_add] to notify spawns passing the spawned node as the [code]object[/code] and itself as the [code]configuration[/code], and [method MultiplayerAPI.object_configuration_remove] to notify despawns in a similar way.
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Spawnable scenes can be configured in the editor or through code (see [method add_spawnable_scene]).
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Also supports custom node spawns through [method spawn], calling [method _spawn_custom] on all peers.
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Internally, [MultiplayerSpawner] uses [method MultiplayerAPI.object_configuration_add] to notify spawns passing the spawned node as the [code]object[/code] and itself as the [code]configuration[/code], and [method MultiplayerAPI.object_configuration_remove] to notify despawns in a similar way.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="_spawn_custom" qualifiers="virtual">
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<return type="Object" />
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<return type="Node" />
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<argument index="0" name="data" type="Variant" />
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<description>
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Method called on all peers when a custom spawn was requested by the authority using [method spawn]. Should return a [Node] that is not in the scene tree.
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[b]Note:[/b] Spawned nodes should [b]not[/b] be added to the scene with `add_child`. This is done automatically.
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</description>
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</method>
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<method name="add_spawnable_scene">
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<return type="void" />
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<argument index="0" name="path" type="String" />
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<description>
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Adds a scene path to spawnable scenes, making it automatically replicated from the multiplayer authority to other peers when added as children of the node pointed by [member spawn_path].
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</description>
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</method>
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<method name="clear_spawnable_scenes">
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<return type="void" />
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<description>
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Clears all spawnable scenes. Does not despawn existing instances on remote peers.
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</description>
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</method>
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<method name="get_spawnable_scene" qualifiers="const">
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<return type="String" />
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<argument index="0" name="path" type="int" />
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<argument index="0" name="index" type="int" />
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<description>
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Returns the spawnable scene path by index.
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</description>
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</method>
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<method name="get_spawnable_scene_count" qualifiers="const">
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<return type="int" />
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<description>
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Returns the count of spawnable scene paths.
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</description>
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</method>
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<method name="spawn">
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<return type="Node" />
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<argument index="0" name="data" type="Variant" default="null" />
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<description>
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Requests a custom spawn, with [code]data[/code] passed to [method _spawn_custom] on all peers. Returns the locally spawned node instance already inside the scene tree, and added as a child of the node pointed by [member spawn_path].
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[b]Note:[/b] Spawnable scenes are spawned automatically. [method spawn] is only needed for custom spawns.
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</description>
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</method>
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</methods>
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<members>
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<member name="spawn_limit" type="int" setter="set_spawn_limit" getter="get_spawn_limit" default="0">
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Maximum nodes that is allowed to be spawned by this spawner. Includes both spawnable scenes and custom spawns.
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When set to [code]0[/code] (the default), there is no limit.
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</member>
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<member name="spawn_path" type="NodePath" setter="set_spawn_path" getter="get_spawn_path" default="NodePath("")">
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Path to the spawn root. Spawnable scenes that are added as direct children are replicated to other peers.
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</member>
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</members>
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<signals>
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<signal name="despawned">
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<argument index="0" name="scene_id" type="int" />
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<argument index="1" name="node" type="Node" />
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<argument index="0" name="node" type="Node" />
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<description>
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Emitted when a spawnable scene or custom spawn was despawned by the multiplayer authority. Only called on puppets.
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</description>
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</signal>
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<signal name="spawned">
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<argument index="0" name="scene_id" type="int" />
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<argument index="1" name="node" type="Node" />
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<argument index="0" name="node" type="Node" />
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<description>
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Emitted when a spawnable scene or custom spawn was spawned by the multiplayer authority. Only called on puppets.
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</description>
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</signal>
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</signals>
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@ -1,9 +1,15 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="MultiplayerSynchronizer" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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Synchronizes properties from the multiplayer authority to the remote peers.
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</brief_description>
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<description>
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The [MultiplayerSynchronizer] uses [method MultiplayerAPI.object_configuration_add] to notify synchronization start passing the [Node] at [member root_path] as the [code]object[/code] and itself as the [code]configuration[/code], and uses [method MultiplayerAPI.object_configuration_remove] to notify synchronization end in a similar way.
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By default, [MultiplayerSynchronizer] synchronizes configured properties to all peers.
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Visiblity can be handled directly with [method set_visibility_for] or as-needed with [method add_visibility_filter] and [method update_visibility].
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[MultiplayerSpawner]s will handle nodes according to visibility of synchronizers as long as the node at [member root_path] was spawned by one.
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Internally, [MultiplayerSynchronizer] uses [method MultiplayerAPI.object_configuration_add] to notify synchronization start passing the [Node] at [member root_path] as the [code]object[/code] and itself as the [code]configuration[/code], and uses [method MultiplayerAPI.object_configuration_remove] to notify synchronization end in a similar way.
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</description>
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<tutorials>
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</tutorials>
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@ -12,18 +18,23 @@
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<return type="void" />
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<argument index="0" name="filter" type="Callable" />
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<description>
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Adds a peer visibility filter for this synchronizer.
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[code]filter[/code] should take a peer id [int] and return a [bool].
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</description>
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</method>
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<method name="get_visibility_for" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="peer" type="int" />
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<description>
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Queries the current visibility for peer [code]peer[/code].
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</description>
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</method>
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<method name="remove_visibility_filter">
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<return type="void" />
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<argument index="0" name="filter" type="Callable" />
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<description>
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Removes a peer visiblity filter from this synchronizer.
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</description>
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</method>
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<method name="set_visibility_for">
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<argument index="0" name="peer" type="int" />
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<argument index="1" name="visible" type="bool" />
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<description>
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Sets the visibility of [code]peer[/code] to [code]visible[/code]. If [code]peer[/code] is [code]0[/code], the value of [member public_visibility] will be updated instead.
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</description>
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</method>
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<method name="update_visibility">
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<return type="void" />
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<argument index="0" name="for_peer" type="int" default="0" />
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<description>
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Updates the visibility of [code]peer[/code] according to visibility filters. If [code]peer[/code] is [code]0[/code] (the default), all peers' visibilties are updated.
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</description>
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</method>
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</methods>
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<members>
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<member name="public_visibility" type="bool" setter="set_visibility_public" getter="is_visibility_public" default="true">
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Whether synchronization should be visible to all peers by default. See [method set_visibility_for] and [method add_visibility_filter] for ways of configuring fine-grained visibility options.
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</member>
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<member name="replication_config" type="SceneReplicationConfig" setter="set_replication_config" getter="get_replication_config">
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Resource containing which properties to synchronize.
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</member>
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<member name="replication_interval" type="float" setter="set_replication_interval" getter="get_replication_interval" default="0.0">
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Time interval between synchronizes. When set to [code]0.0[/code] (the default), synchronizes happen every network process frame.
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</member>
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<member name="root_path" type="NodePath" setter="set_root_path" getter="get_root_path" default="NodePath("..")">
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Node path that replicated properties are relative to.
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If [member root_path] was spawned by a [MultiplayerSpawner], the node will be also be spawned and despawned based on this synchronizer visibility options.
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</member>
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<member name="visibility_update_mode" type="int" setter="set_visibility_update_mode" getter="get_visibility_update_mode" enum="MultiplayerSynchronizer.VisibilityUpdateMode" default="0">
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Specifies when visibility filters are updated (see [enum VisibilityUpdateMode] for options).
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</member>
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</members>
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<signals>
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<signal name="visibility_changed">
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<argument index="0" name="for_peer" type="int" />
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<description>
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Emitted when visibility of [code]for_peer[/code] is updated. See [method update_visibility].
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="VISIBILITY_PROCESS_IDLE" value="0" enum="VisibilityUpdateMode">
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Visibility filters are updated every idle process frame.
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</constant>
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<constant name="VISIBILITY_PROCESS_PHYSICS" value="1" enum="VisibilityUpdateMode">
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Visibility filters are updated every physics process frame.
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</constant>
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<constant name="VISIBILITY_PROCESS_NONE" value="2" enum="VisibilityUpdateMode">
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Visibility filters are not updated automatically, and must be updated manually by calling [method update_visibility].
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</constant>
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</constants>
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</class>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SceneReplicationConfig" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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Configuration for properties to synchronize with a [MultiplayerSynchronizer].
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</brief_description>
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<description>
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</description>
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<argument index="0" name="path" type="NodePath" />
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<argument index="1" name="index" type="int" default="-1" />
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<description>
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Adds the property identified by the given [code]path[/code] to the list of the properties being synchronized, optionally passing an [code]index[/code].
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</description>
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</method>
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<method name="get_properties" qualifiers="const">
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<return type="NodePath[]" />
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<description>
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Returns a list of synchronized property [NodePath]s.
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</description>
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</method>
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<method name="has_property" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="path" type="NodePath" />
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<description>
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Returns whether the given [code]path[/code] is configured for synchronization.
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</description>
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</method>
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<method name="property_get_index" qualifiers="const">
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<return type="int" />
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<argument index="0" name="path" type="NodePath" />
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<description>
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Finds the index of the given [code]path[/code].
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</description>
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</method>
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<method name="property_get_spawn">
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<return type="bool" />
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<argument index="0" name="path" type="NodePath" />
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<description>
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Returns whether the property identified by the given [code]path[/code] is configured to be synchronized on spawn.
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</description>
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</method>
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<method name="property_get_sync">
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<return type="bool" />
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<argument index="0" name="path" type="NodePath" />
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<description>
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Returns whether the property identified by the given [code]path[/code] is configured to be synchronized on process.
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</description>
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</method>
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<method name="property_set_spawn">
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<argument index="0" name="path" type="NodePath" />
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<argument index="1" name="enabled" type="bool" />
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<description>
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Sets whether the property identified by the given [code]path[/code] is configured to be synchronized on spawn.
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</description>
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</method>
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<method name="property_set_sync">
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<argument index="0" name="path" type="NodePath" />
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<argument index="1" name="enabled" type="bool" />
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<description>
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Sets whether the property identified by the given [code]path[/code] is configured to be synchronized on process.
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</description>
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</method>
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<method name="remove_property">
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<return type="void" />
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<argument index="0" name="path" type="NodePath" />
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<description>
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Removes the property identified by the given [code]path[/code] from the configuration.
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</description>
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</method>
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</methods>
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@ -126,7 +126,7 @@ void MultiplayerSpawner::_set_spawnable_scenes(const Vector<String> &p_scenes) {
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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", "path"), &MultiplayerSpawner::get_spawnable_scene);
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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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GDVIRTUAL_BIND(_spawn_custom, "data");
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ADD_SIGNAL(MethodInfo("despawned", PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
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ADD_SIGNAL(MethodInfo("spawned", PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
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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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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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Object *obj = nullptr;
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Node *node = nullptr;
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if (GDVIRTUAL_CALL(_spawn_custom, p_data, obj)) {
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node = Object::cast_to<Node>(obj);
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if (GDVIRTUAL_CALL(_spawn_custom, p_data, node)) {
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return node;
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}
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return node;
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ERR_FAIL_V_MSG(nullptr, "Method '_spawn_custom' is not implemented on this peer.");
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}
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Node *MultiplayerSpawner::spawn(const Variant &p_data) {
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void _get_property_list(List<PropertyInfo> *p_list) const;
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#endif
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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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Node *get_spawn_node() const {
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return spawn_node.is_valid() ? Object::cast_to<Node>(ObjectDB::get_instance(spawn_node)) : nullptr;
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}
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void add_spawnable_scene(const String &p_path);
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int get_spawnable_scene_count() const;
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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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GDVIRTUAL1R(Node *, _spawn_custom, const Variant &);
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MultiplayerSpawner() {}
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};
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@ -396,6 +396,8 @@ Error SceneReplicationInterface::on_spawn_receive(int p_from, const uint8_t *p_b
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pending_buffer_size = state_len;
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}
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parent->add_child(node);
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spawner->emit_signal(SNAME("spawned"), node);
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pending_spawn = ObjectID();
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pending_buffer = nullptr;
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pending_buffer_size = 0;
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Error err = rep_state->peer_del_remote(p_from, net_id, &node);
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ERR_FAIL_COND_V(err != OK, err);
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ERR_FAIL_COND_V(!node, ERR_BUG);
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MultiplayerSpawner *spawner = rep_state->get_spawner(node->get_instance_id());
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ERR_FAIL_COND_V(!spawner, ERR_DOES_NOT_EXIST);
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ERR_FAIL_COND_V(p_from != spawner->get_multiplayer_authority(), ERR_UNAUTHORIZED);
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if (node->get_parent() != nullptr) {
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node->get_parent()->remove_child(node);
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}
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node->queue_delete();
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spawner->emit_signal(SNAME("despawned"), node);
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return OK;
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}
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