virtualx-engine/scene/multiplayer/multiplayer_spawner.h
Fabio Alessandrelli ddee5f6050 Add peer visibility to MultiplayerSynchronizer.
MultiplayerSynchronizers can now be configured to limit their visibility
to a subset of the connected peers, if the synchronized node was spawned
by a MultiplayerSpawner (either automatically or via custom spawn) the
given node will also be despawned remotely.

The replication system doesn't have the logic to handle subspawn
directly, but it is possible to handle them appropriately by manually
updating the visibility of the parent before changing the one of the
nested spawns via the "update_visibility" function.

The visibility of each MultiplayerSynchronizer can be controlled by
adding or remove filters via "[add|remove]_visibility_filter(callable)".

To further optimize the network code, visibility filters can be configured
to be automatically updated during idle or physics frame, or set to always
require manual update (via the "update_visibility" function).
2022-07-20 19:08:35 +02:00

117 lines
4.5 KiB
C++

/*************************************************************************/
/* 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). */
/* */
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/*************************************************************************/
#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