8b7c7f5a75
Adds a new, cleaned up, HashMap implementation. * Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing). * Keeps elements in a double linked list for simpler, ordered, iteration. * Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much for performance vs keeping the key, but helps replace old code). * Uses a more modern C++ iterator API, deprecates the old one. * Supports custom allocator (in case there is a wish to use a paged one). This class aims to unify all the associative template usage and replace it by this one: * Map<> (whereas key order does not matter, which is 99% of cases) * HashMap<> * OrderedHashMap<> * OAHashMap<>
231 lines
10 KiB
C++
231 lines
10 KiB
C++
/*************************************************************************/
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/* multiplayer_spawner.cpp */
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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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#include "multiplayer_spawner.h"
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#include "core/io/marshalls.h"
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#include "core/multiplayer/multiplayer_api.h"
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#include "scene/main/window.h"
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#include "scene/scene_string_names.h"
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void MultiplayerSpawner::_bind_methods() {
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ClassDB::bind_method(D_METHOD("spawn", "data"), &MultiplayerSpawner::spawn, DEFVAL(Variant()));
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ClassDB::bind_method(D_METHOD("get_spawnable_scenes"), &MultiplayerSpawner::get_spawnable_scenes);
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ClassDB::bind_method(D_METHOD("set_spawnable_scenes", "scenes"), &MultiplayerSpawner::set_spawnable_scenes);
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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");
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ClassDB::bind_method(D_METHOD("get_spawn_path"), &MultiplayerSpawner::get_spawn_path);
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ClassDB::bind_method(D_METHOD("set_spawn_path", "path"), &MultiplayerSpawner::set_spawn_path);
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "spawn_path", PROPERTY_HINT_NONE, ""), "set_spawn_path", "get_spawn_path");
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ClassDB::bind_method(D_METHOD("get_spawn_limit"), &MultiplayerSpawner::get_spawn_limit);
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ClassDB::bind_method(D_METHOD("set_spawn_limit", "limit"), &MultiplayerSpawner::set_spawn_limit);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "spawn_limit", PROPERTY_HINT_RANGE, "0,1024,1,or_greater"), "set_spawn_limit", "get_spawn_limit");
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ClassDB::bind_method(D_METHOD("set_auto_spawning", "enabled"), &MultiplayerSpawner::set_auto_spawning);
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ClassDB::bind_method(D_METHOD("is_auto_spawning"), &MultiplayerSpawner::is_auto_spawning);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_spawn"), "set_auto_spawning", "is_auto_spawning");
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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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}
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void MultiplayerSpawner::_update_spawn_node() {
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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#endif
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if (spawn_node.is_valid()) {
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Node *node = Object::cast_to<Node>(ObjectDB::get_instance(spawn_node));
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if (node && node->is_connected("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added))) {
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node->disconnect("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added));
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}
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}
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Node *node = spawn_path.is_empty() && is_inside_tree() ? nullptr : get_node_or_null(spawn_path);
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if (node) {
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spawn_node = node->get_instance_id();
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if (auto_spawn) {
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node->connect("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added));
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}
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} else {
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spawn_node = ObjectID();
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}
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}
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void MultiplayerSpawner::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_POST_ENTER_TREE: {
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_update_spawn_node();
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} break;
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case NOTIFICATION_EXIT_TREE: {
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_update_spawn_node();
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for (const KeyValue<ObjectID, SpawnInfo> &E : tracked_nodes) {
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Node *node = Object::cast_to<Node>(ObjectDB::get_instance(E.key));
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ERR_CONTINUE(!node);
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node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &MultiplayerSpawner::_node_exit));
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// This is unlikely, but might still crash the engine.
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if (node->is_connected(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready))) {
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node->disconnect(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready));
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}
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get_multiplayer()->despawn(node, this);
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}
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tracked_nodes.clear();
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} break;
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}
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}
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void MultiplayerSpawner::_node_added(Node *p_node) {
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if (!get_multiplayer()->has_multiplayer_peer() || !is_multiplayer_authority()) {
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return;
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}
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if (tracked_nodes.has(p_node->get_instance_id())) {
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return;
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}
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const Node *parent = get_spawn_node();
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if (!parent || p_node->get_parent() != parent) {
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return;
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}
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int id = get_scene_id(p_node->get_scene_file_path());
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if (id == INVALID_ID) {
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return;
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}
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const String name = p_node->get_name();
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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));
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_track(p_node, Variant(), id);
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}
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void MultiplayerSpawner::set_auto_spawning(bool p_enabled) {
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auto_spawn = p_enabled;
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_update_spawn_node();
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}
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bool MultiplayerSpawner::is_auto_spawning() const {
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return auto_spawn;
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}
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TypedArray<PackedScene> MultiplayerSpawner::get_spawnable_scenes() {
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return spawnable_scenes;
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}
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void MultiplayerSpawner::set_spawnable_scenes(TypedArray<PackedScene> p_scenes) {
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spawnable_scenes = p_scenes;
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}
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NodePath MultiplayerSpawner::get_spawn_path() const {
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return spawn_path;
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}
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void MultiplayerSpawner::set_spawn_path(const NodePath &p_path) {
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spawn_path = p_path;
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_update_spawn_node();
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}
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void MultiplayerSpawner::_track(Node *p_node, const Variant &p_argument, int p_scene_id) {
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ObjectID oid = p_node->get_instance_id();
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if (!tracked_nodes.has(oid)) {
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tracked_nodes[oid] = SpawnInfo(p_argument.duplicate(true), p_scene_id);
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p_node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &MultiplayerSpawner::_node_exit), varray(p_node->get_instance_id()), CONNECT_ONESHOT);
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p_node->connect(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready), varray(p_node->get_instance_id()), CONNECT_ONESHOT);
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}
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}
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void MultiplayerSpawner::_node_ready(ObjectID p_id) {
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get_multiplayer()->spawn(ObjectDB::get_instance(p_id), this);
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}
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void MultiplayerSpawner::_node_exit(ObjectID p_id) {
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Node *node = Object::cast_to<Node>(ObjectDB::get_instance(p_id));
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ERR_FAIL_COND(!node);
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if (tracked_nodes.has(p_id)) {
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tracked_nodes.erase(p_id);
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get_multiplayer()->despawn(node, this);
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}
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}
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int MultiplayerSpawner::get_scene_id(const String &p_scene) const {
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for (int i = 0; i < spawnable_scenes.size(); i++) {
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Ref<PackedScene> ps = spawnable_scenes[i];
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ERR_CONTINUE(ps.is_null());
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if (ps->get_path() == p_scene) {
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return i;
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}
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}
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return INVALID_ID;
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}
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int MultiplayerSpawner::get_spawn_id(const ObjectID &p_id) const {
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const SpawnInfo *info = tracked_nodes.getptr(p_id);
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return info ? info->id : INVALID_ID;
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}
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const Variant MultiplayerSpawner::get_spawn_argument(const ObjectID &p_id) const {
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const SpawnInfo *info = tracked_nodes.getptr(p_id);
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return info ? info->args : Variant();
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}
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Node *MultiplayerSpawner::instantiate_scene(int p_id) {
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ERR_FAIL_COND_V_MSG(spawn_limit && spawn_limit <= tracked_nodes.size(), nullptr, "Spawn limit reached!");
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ERR_FAIL_INDEX_V(p_id, spawnable_scenes.size(), nullptr);
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Ref<PackedScene> scene = spawnable_scenes[p_id];
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ERR_FAIL_COND_V(scene.is_null(), nullptr);
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return scene->instantiate();
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}
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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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}
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return node;
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}
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Node *MultiplayerSpawner::spawn(const Variant &p_data) {
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ERR_FAIL_COND_V(!is_inside_tree() || !get_multiplayer()->has_multiplayer_peer() || !is_multiplayer_authority(), nullptr);
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ERR_FAIL_COND_V_MSG(spawn_limit && spawn_limit <= tracked_nodes.size(), nullptr, "Spawn limit reached!");
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ERR_FAIL_COND_V_MSG(!GDVIRTUAL_IS_OVERRIDDEN(_spawn_custom), nullptr, "Custom spawn requires the '_spawn_custom' virtual method to be implemented via script.");
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Node *parent = get_spawn_node();
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ERR_FAIL_COND_V_MSG(!parent, nullptr, "Cannot find spawn node.");
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Node *node = instantiate_custom(p_data);
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ERR_FAIL_COND_V_MSG(!node, nullptr, "The '_spawn_custom' implementation must return a valid Node.");
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_track(node, p_data);
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parent->add_child(node, true);
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return node;
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}
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