ddee5f6050
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).
117 lines
4.5 KiB
C++
117 lines
4.5 KiB
C++
/*************************************************************************/
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/* multiplayer_spawner.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef MULTIPLAYER_SPAWNER_H
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#define MULTIPLAYER_SPAWNER_H
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#include "scene/main/node.h"
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#include "core/templates/local_vector.h"
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#include "core/variant/typed_array.h"
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#include "scene/resources/packed_scene.h"
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#include "scene/resources/scene_replication_config.h"
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class MultiplayerSpawner : public Node {
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GDCLASS(MultiplayerSpawner, Node);
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public:
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enum {
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INVALID_ID = 0xFF,
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};
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private:
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struct SpawnableScene {
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String path;
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Ref<PackedScene> cache;
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};
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LocalVector<SpawnableScene> spawnable_scenes;
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HashSet<ResourceUID::ID> spawnable_ids;
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NodePath spawn_path;
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struct SpawnInfo {
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Variant args;
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int id = INVALID_ID;
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SpawnInfo(Variant p_args, int p_id) {
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id = p_id;
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args = p_args;
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}
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SpawnInfo() {}
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};
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ObjectID spawn_node;
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HashMap<ObjectID, SpawnInfo> tracked_nodes;
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uint32_t spawn_limit = 0;
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void _update_spawn_node();
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void _track(Node *p_node, const Variant &p_argument, int p_scene_id = INVALID_ID);
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void _node_added(Node *p_node);
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void _node_exit(ObjectID p_id);
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void _node_ready(ObjectID p_id);
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Vector<String> _get_spawnable_scenes() const;
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void _set_spawnable_scenes(const Vector<String> &p_scenes);
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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#ifdef TOOLS_ENABLED
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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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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void add_spawnable_scene(const String &p_path);
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int get_spawnable_scene_count() const;
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String get_spawnable_scene(int p_idx) const;
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void clear_spawnable_scenes();
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NodePath get_spawn_path() const;
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void set_spawn_path(const NodePath &p_path);
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uint32_t get_spawn_limit() const { return spawn_limit; }
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void set_spawn_limit(uint32_t p_limit) { spawn_limit = p_limit; }
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const Variant get_spawn_argument(const ObjectID &p_id) const;
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int find_spawnable_scene_index_from_object(const ObjectID &p_id) const;
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int find_spawnable_scene_index_from_path(const String &p_path) const;
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Node *spawn(const Variant &p_data = Variant());
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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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MultiplayerSpawner() {}
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};
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#endif // MULTIPLAYER_SPAWNER_H
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