virtualx-engine/scene/multiplayer/multiplayer_spawner.cpp
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

302 lines
12 KiB
C++

/*************************************************************************/
/* multiplayer_spawner.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "multiplayer_spawner.h"
#include "core/io/marshalls.h"
#include "core/multiplayer/multiplayer_api.h"
#include "scene/main/window.h"
#include "scene/scene_string_names.h"
#ifdef TOOLS_ENABLED
/* This is editor only */
bool MultiplayerSpawner::_set(const StringName &p_name, const Variant &p_value) {
if (p_name == "_spawnable_scene_count") {
spawnable_scenes.resize(p_value);
notify_property_list_changed();
return true;
} else {
String ns = p_name;
if (ns.begins_with("scenes/")) {
uint32_t index = ns.get_slicec('/', 1).to_int();
ERR_FAIL_UNSIGNED_INDEX_V(index, spawnable_scenes.size(), false);
spawnable_scenes[index].path = p_value;
return true;
}
}
return false;
}
bool MultiplayerSpawner::_get(const StringName &p_name, Variant &r_ret) const {
if (p_name == "_spawnable_scene_count") {
r_ret = spawnable_scenes.size();
return true;
} else {
String ns = p_name;
if (ns.begins_with("scenes/")) {
uint32_t index = ns.get_slicec('/', 1).to_int();
ERR_FAIL_UNSIGNED_INDEX_V(index, spawnable_scenes.size(), false);
r_ret = spawnable_scenes[index].path;
return true;
}
}
return false;
}
void MultiplayerSpawner::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->push_back(PropertyInfo(Variant::INT, "_spawnable_scene_count", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_ARRAY, "Auto Spawn List,scenes/"));
List<String> exts;
ResourceLoader::get_recognized_extensions_for_type("PackedScene", &exts);
String ext_hint;
for (const String &E : exts) {
if (!ext_hint.is_empty()) {
ext_hint += ",";
}
ext_hint += "*." + E;
}
for (uint32_t i = 0; i < spawnable_scenes.size(); i++) {
p_list->push_back(PropertyInfo(Variant::STRING, "scenes/" + itos(i), PROPERTY_HINT_FILE, ext_hint, PROPERTY_USAGE_EDITOR));
}
}
#endif
void MultiplayerSpawner::add_spawnable_scene(const String &p_path) {
SpawnableScene sc;
sc.path = p_path;
if (Engine::get_singleton()->is_editor_hint()) {
ERR_FAIL_COND(!FileAccess::exists(p_path));
} else {
sc.cache = ResourceLoader::load(p_path);
ERR_FAIL_COND_MSG(sc.cache.is_null(), "Invalid spawnable scene: " + p_path);
}
spawnable_scenes.push_back(sc);
}
int MultiplayerSpawner::get_spawnable_scene_count() const {
return spawnable_scenes.size();
}
String MultiplayerSpawner::get_spawnable_scene(int p_idx) const {
return spawnable_scenes[p_idx].path;
}
void MultiplayerSpawner::clear_spawnable_scenes() {
spawnable_scenes.clear();
}
Vector<String> MultiplayerSpawner::_get_spawnable_scenes() const {
Vector<String> ss;
ss.resize(spawnable_scenes.size());
for (int i = 0; i < ss.size(); i++) {
ss.write[i] = spawnable_scenes[i].path;
}
return ss;
}
void MultiplayerSpawner::_set_spawnable_scenes(const Vector<String> &p_scenes) {
clear_spawnable_scenes();
for (int i = 0; i < p_scenes.size(); i++) {
add_spawnable_scene(p_scenes[i]);
}
}
void MultiplayerSpawner::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_spawnable_scene", "path"), &MultiplayerSpawner::add_spawnable_scene);
ClassDB::bind_method(D_METHOD("get_spawnable_scene_count"), &MultiplayerSpawner::get_spawnable_scene_count);
ClassDB::bind_method(D_METHOD("get_spawnable_scene", "path"), &MultiplayerSpawner::get_spawnable_scene);
ClassDB::bind_method(D_METHOD("clear_spawnable_scenes"), &MultiplayerSpawner::clear_spawnable_scenes);
ClassDB::bind_method(D_METHOD("_get_spawnable_scenes"), &MultiplayerSpawner::_get_spawnable_scenes);
ClassDB::bind_method(D_METHOD("_set_spawnable_scenes", "scenes"), &MultiplayerSpawner::_set_spawnable_scenes);
ADD_PROPERTY(PropertyInfo(Variant::PACKED_STRING_ARRAY, "_spawnable_scenes", PROPERTY_HINT_NONE, "", (PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL)), "_set_spawnable_scenes", "_get_spawnable_scenes");
ClassDB::bind_method(D_METHOD("spawn", "data"), &MultiplayerSpawner::spawn, DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("get_spawn_path"), &MultiplayerSpawner::get_spawn_path);
ClassDB::bind_method(D_METHOD("set_spawn_path", "path"), &MultiplayerSpawner::set_spawn_path);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "spawn_path", PROPERTY_HINT_NONE, ""), "set_spawn_path", "get_spawn_path");
ClassDB::bind_method(D_METHOD("get_spawn_limit"), &MultiplayerSpawner::get_spawn_limit);
ClassDB::bind_method(D_METHOD("set_spawn_limit", "limit"), &MultiplayerSpawner::set_spawn_limit);
ADD_PROPERTY(PropertyInfo(Variant::INT, "spawn_limit", PROPERTY_HINT_RANGE, "0,1024,1,or_greater"), "set_spawn_limit", "get_spawn_limit");
GDVIRTUAL_BIND(_spawn_custom, "data");
ADD_SIGNAL(MethodInfo("despawned", PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("spawned", PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
}
void MultiplayerSpawner::_update_spawn_node() {
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
#endif
if (spawn_node.is_valid()) {
Node *node = Object::cast_to<Node>(ObjectDB::get_instance(spawn_node));
if (node && node->is_connected("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added))) {
node->disconnect("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added));
}
}
Node *node = spawn_path.is_empty() && is_inside_tree() ? nullptr : get_node_or_null(spawn_path);
if (node) {
spawn_node = node->get_instance_id();
if (get_spawnable_scene_count() && !GDVIRTUAL_IS_OVERRIDDEN(_spawn_custom)) {
node->connect("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added));
}
} else {
spawn_node = ObjectID();
}
}
void MultiplayerSpawner::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_POST_ENTER_TREE: {
_update_spawn_node();
} break;
case NOTIFICATION_EXIT_TREE: {
_update_spawn_node();
for (const KeyValue<ObjectID, SpawnInfo> &E : tracked_nodes) {
Node *node = Object::cast_to<Node>(ObjectDB::get_instance(E.key));
ERR_CONTINUE(!node);
node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &MultiplayerSpawner::_node_exit));
// This is unlikely, but might still crash the engine.
if (node->is_connected(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready))) {
node->disconnect(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready));
}
get_multiplayer()->despawn(node, this);
}
tracked_nodes.clear();
} break;
}
}
void MultiplayerSpawner::_node_added(Node *p_node) {
if (!get_multiplayer()->has_multiplayer_peer() || !is_multiplayer_authority()) {
return;
}
if (tracked_nodes.has(p_node->get_instance_id())) {
return;
}
const Node *parent = get_spawn_node();
if (!parent || p_node->get_parent() != parent) {
return;
}
int id = find_spawnable_scene_index_from_path(p_node->get_scene_file_path());
if (id == INVALID_ID) {
return;
}
const String name = p_node->get_name();
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));
_track(p_node, Variant(), id);
}
NodePath MultiplayerSpawner::get_spawn_path() const {
return spawn_path;
}
void MultiplayerSpawner::set_spawn_path(const NodePath &p_path) {
spawn_path = p_path;
_update_spawn_node();
}
void MultiplayerSpawner::_track(Node *p_node, const Variant &p_argument, int p_scene_id) {
ObjectID oid = p_node->get_instance_id();
if (!tracked_nodes.has(oid)) {
tracked_nodes[oid] = SpawnInfo(p_argument.duplicate(true), p_scene_id);
p_node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &MultiplayerSpawner::_node_exit), varray(p_node->get_instance_id()), CONNECT_ONESHOT);
p_node->connect(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready), varray(p_node->get_instance_id()), CONNECT_ONESHOT);
}
}
void MultiplayerSpawner::_node_ready(ObjectID p_id) {
get_multiplayer()->spawn(ObjectDB::get_instance(p_id), this);
}
void MultiplayerSpawner::_node_exit(ObjectID p_id) {
Node *node = Object::cast_to<Node>(ObjectDB::get_instance(p_id));
ERR_FAIL_COND(!node);
if (tracked_nodes.has(p_id)) {
tracked_nodes.erase(p_id);
get_multiplayer()->despawn(node, this);
}
}
int MultiplayerSpawner::find_spawnable_scene_index_from_path(const String &p_scene) const {
for (uint32_t i = 0; i < spawnable_scenes.size(); i++) {
if (spawnable_scenes[i].path == p_scene) {
return i;
}
}
return INVALID_ID;
}
int MultiplayerSpawner::find_spawnable_scene_index_from_object(const ObjectID &p_id) const {
const SpawnInfo *info = tracked_nodes.getptr(p_id);
return info ? info->id : INVALID_ID;
}
const Variant MultiplayerSpawner::get_spawn_argument(const ObjectID &p_id) const {
const SpawnInfo *info = tracked_nodes.getptr(p_id);
return info ? info->args : Variant();
}
Node *MultiplayerSpawner::instantiate_scene(int p_id) {
ERR_FAIL_COND_V_MSG(spawn_limit && spawn_limit <= tracked_nodes.size(), nullptr, "Spawn limit reached!");
ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_id, spawnable_scenes.size(), nullptr);
Ref<PackedScene> scene = spawnable_scenes[p_id].cache;
ERR_FAIL_COND_V(scene.is_null(), nullptr);
return scene->instantiate();
}
Node *MultiplayerSpawner::instantiate_custom(const Variant &p_data) {
ERR_FAIL_COND_V_MSG(spawn_limit && spawn_limit <= tracked_nodes.size(), nullptr, "Spawn limit reached!");
Object *obj = nullptr;
Node *node = nullptr;
if (GDVIRTUAL_CALL(_spawn_custom, p_data, obj)) {
node = Object::cast_to<Node>(obj);
}
return node;
}
Node *MultiplayerSpawner::spawn(const Variant &p_data) {
ERR_FAIL_COND_V(!is_inside_tree() || !get_multiplayer()->has_multiplayer_peer() || !is_multiplayer_authority(), nullptr);
ERR_FAIL_COND_V_MSG(spawn_limit && spawn_limit <= tracked_nodes.size(), nullptr, "Spawn limit reached!");
ERR_FAIL_COND_V_MSG(!GDVIRTUAL_IS_OVERRIDDEN(_spawn_custom), nullptr, "Custom spawn requires the '_spawn_custom' virtual method to be implemented via script.");
Node *parent = get_spawn_node();
ERR_FAIL_COND_V_MSG(!parent, nullptr, "Cannot find spawn node.");
Node *node = instantiate_custom(p_data);
ERR_FAIL_COND_V_MSG(!node, nullptr, "The '_spawn_custom' implementation must return a valid Node.");
_track(node, p_data);
parent->add_child(node, true);
return node;
}