1 | /**************************************************************************/ |
2 | /* multiplayer_spawner.cpp */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
17 | /* the following conditions: */ |
18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
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25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #include "multiplayer_spawner.h" |
32 | |
33 | #include "core/io/marshalls.h" |
34 | #include "scene/main/multiplayer_api.h" |
35 | #include "scene/main/window.h" |
36 | #include "scene/scene_string_names.h" |
37 | |
38 | #ifdef TOOLS_ENABLED |
39 | /* This is editor only */ |
40 | bool MultiplayerSpawner::_set(const StringName &p_name, const Variant &p_value) { |
41 | if (p_name == "_spawnable_scene_count" ) { |
42 | spawnable_scenes.resize(p_value); |
43 | notify_property_list_changed(); |
44 | return true; |
45 | } else { |
46 | String ns = p_name; |
47 | if (ns.begins_with("scenes/" )) { |
48 | uint32_t index = ns.get_slicec('/', 1).to_int(); |
49 | ERR_FAIL_UNSIGNED_INDEX_V(index, spawnable_scenes.size(), false); |
50 | spawnable_scenes[index].path = p_value; |
51 | return true; |
52 | } |
53 | } |
54 | return false; |
55 | } |
56 | |
57 | bool MultiplayerSpawner::_get(const StringName &p_name, Variant &r_ret) const { |
58 | if (p_name == "_spawnable_scene_count" ) { |
59 | r_ret = spawnable_scenes.size(); |
60 | return true; |
61 | } else { |
62 | String ns = p_name; |
63 | if (ns.begins_with("scenes/" )) { |
64 | uint32_t index = ns.get_slicec('/', 1).to_int(); |
65 | ERR_FAIL_UNSIGNED_INDEX_V(index, spawnable_scenes.size(), false); |
66 | r_ret = spawnable_scenes[index].path; |
67 | return true; |
68 | } |
69 | } |
70 | return false; |
71 | } |
72 | |
73 | void MultiplayerSpawner::_get_property_list(List<PropertyInfo> *p_list) const { |
74 | p_list->push_back(PropertyInfo(Variant::INT, "_spawnable_scene_count" , PROPERTY_HINT_NONE, "" , PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_ARRAY, "Auto Spawn List,scenes/" )); |
75 | List<String> exts; |
76 | ResourceLoader::get_recognized_extensions_for_type("PackedScene" , &exts); |
77 | String ext_hint; |
78 | for (const String &E : exts) { |
79 | if (!ext_hint.is_empty()) { |
80 | ext_hint += "," ; |
81 | } |
82 | ext_hint += "*." + E; |
83 | } |
84 | for (uint32_t i = 0; i < spawnable_scenes.size(); i++) { |
85 | p_list->push_back(PropertyInfo(Variant::STRING, "scenes/" + itos(i), PROPERTY_HINT_FILE, ext_hint, PROPERTY_USAGE_EDITOR)); |
86 | } |
87 | } |
88 | #endif |
89 | |
90 | PackedStringArray MultiplayerSpawner::get_configuration_warnings() const { |
91 | PackedStringArray warnings = Node::get_configuration_warnings(); |
92 | |
93 | if (spawn_path.is_empty() || !has_node(spawn_path)) { |
94 | warnings.push_back(RTR("A valid NodePath must be set in the \"Spawn Path\" property in order for MultiplayerSpawner to be able to spawn Nodes." )); |
95 | } |
96 | return warnings; |
97 | } |
98 | |
99 | void MultiplayerSpawner::add_spawnable_scene(const String &p_path) { |
100 | SpawnableScene sc; |
101 | sc.path = p_path; |
102 | if (Engine::get_singleton()->is_editor_hint()) { |
103 | ERR_FAIL_COND(!FileAccess::exists(p_path)); |
104 | } |
105 | spawnable_scenes.push_back(sc); |
106 | #ifdef TOOLS_ENABLED |
107 | if (Engine::get_singleton()->is_editor_hint()) { |
108 | return; |
109 | } |
110 | #endif |
111 | Node *node = get_spawn_node(); |
112 | if (spawnable_scenes.size() == 1 && node && !node->is_connected("child_entered_tree" , callable_mp(this, &MultiplayerSpawner::_node_added))) { |
113 | node->connect("child_entered_tree" , callable_mp(this, &MultiplayerSpawner::_node_added)); |
114 | } |
115 | } |
116 | |
117 | int MultiplayerSpawner::get_spawnable_scene_count() const { |
118 | return spawnable_scenes.size(); |
119 | } |
120 | |
121 | String MultiplayerSpawner::get_spawnable_scene(int p_idx) const { |
122 | ERR_FAIL_INDEX_V(p_idx, (int)spawnable_scenes.size(), "" ); |
123 | return spawnable_scenes[p_idx].path; |
124 | } |
125 | |
126 | void MultiplayerSpawner::clear_spawnable_scenes() { |
127 | spawnable_scenes.clear(); |
128 | #ifdef TOOLS_ENABLED |
129 | if (Engine::get_singleton()->is_editor_hint()) { |
130 | return; |
131 | } |
132 | #endif |
133 | Node *node = get_spawn_node(); |
134 | if (node && node->is_connected("child_entered_tree" , callable_mp(this, &MultiplayerSpawner::_node_added))) { |
135 | node->disconnect("child_entered_tree" , callable_mp(this, &MultiplayerSpawner::_node_added)); |
136 | } |
137 | } |
138 | |
139 | Vector<String> MultiplayerSpawner::_get_spawnable_scenes() const { |
140 | Vector<String> ss; |
141 | ss.resize(spawnable_scenes.size()); |
142 | for (int i = 0; i < ss.size(); i++) { |
143 | ss.write[i] = spawnable_scenes[i].path; |
144 | } |
145 | return ss; |
146 | } |
147 | |
148 | void MultiplayerSpawner::_set_spawnable_scenes(const Vector<String> &p_scenes) { |
149 | clear_spawnable_scenes(); |
150 | for (int i = 0; i < p_scenes.size(); i++) { |
151 | add_spawnable_scene(p_scenes[i]); |
152 | } |
153 | } |
154 | |
155 | void MultiplayerSpawner::_bind_methods() { |
156 | ClassDB::bind_method(D_METHOD("add_spawnable_scene" , "path" ), &MultiplayerSpawner::add_spawnable_scene); |
157 | ClassDB::bind_method(D_METHOD("get_spawnable_scene_count" ), &MultiplayerSpawner::get_spawnable_scene_count); |
158 | ClassDB::bind_method(D_METHOD("get_spawnable_scene" , "index" ), &MultiplayerSpawner::get_spawnable_scene); |
159 | ClassDB::bind_method(D_METHOD("clear_spawnable_scenes" ), &MultiplayerSpawner::clear_spawnable_scenes); |
160 | |
161 | ClassDB::bind_method(D_METHOD("_get_spawnable_scenes" ), &MultiplayerSpawner::_get_spawnable_scenes); |
162 | ClassDB::bind_method(D_METHOD("_set_spawnable_scenes" , "scenes" ), &MultiplayerSpawner::_set_spawnable_scenes); |
163 | |
164 | ADD_PROPERTY(PropertyInfo(Variant::PACKED_STRING_ARRAY, "_spawnable_scenes" , PROPERTY_HINT_NONE, "" , (PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL)), "_set_spawnable_scenes" , "_get_spawnable_scenes" ); |
165 | |
166 | ClassDB::bind_method(D_METHOD("spawn" , "data" ), &MultiplayerSpawner::spawn, DEFVAL(Variant())); |
167 | |
168 | ClassDB::bind_method(D_METHOD("get_spawn_path" ), &MultiplayerSpawner::get_spawn_path); |
169 | ClassDB::bind_method(D_METHOD("set_spawn_path" , "path" ), &MultiplayerSpawner::set_spawn_path); |
170 | ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "spawn_path" , PROPERTY_HINT_NONE, "" ), "set_spawn_path" , "get_spawn_path" ); |
171 | |
172 | ClassDB::bind_method(D_METHOD("get_spawn_limit" ), &MultiplayerSpawner::get_spawn_limit); |
173 | ClassDB::bind_method(D_METHOD("set_spawn_limit" , "limit" ), &MultiplayerSpawner::set_spawn_limit); |
174 | ADD_PROPERTY(PropertyInfo(Variant::INT, "spawn_limit" , PROPERTY_HINT_RANGE, "0,1024,1,or_greater" ), "set_spawn_limit" , "get_spawn_limit" ); |
175 | |
176 | ClassDB::bind_method(D_METHOD("get_spawn_function" ), &MultiplayerSpawner::get_spawn_function); |
177 | ClassDB::bind_method(D_METHOD("set_spawn_function" , "spawn_function" ), &MultiplayerSpawner::set_spawn_function); |
178 | ADD_PROPERTY(PropertyInfo(Variant::CALLABLE, "spawn_function" , PROPERTY_HINT_NONE, "" , PROPERTY_USAGE_NONE), "set_spawn_function" , "get_spawn_function" ); |
179 | |
180 | ADD_SIGNAL(MethodInfo("despawned" , PropertyInfo(Variant::OBJECT, "node" , PROPERTY_HINT_RESOURCE_TYPE, "Node" ))); |
181 | ADD_SIGNAL(MethodInfo("spawned" , PropertyInfo(Variant::OBJECT, "node" , PROPERTY_HINT_RESOURCE_TYPE, "Node" ))); |
182 | } |
183 | |
184 | void MultiplayerSpawner::_update_spawn_node() { |
185 | #ifdef TOOLS_ENABLED |
186 | if (Engine::get_singleton()->is_editor_hint()) { |
187 | return; |
188 | } |
189 | #endif |
190 | if (spawn_node.is_valid()) { |
191 | Node *node = Object::cast_to<Node>(ObjectDB::get_instance(spawn_node)); |
192 | if (node && node->is_connected("child_entered_tree" , callable_mp(this, &MultiplayerSpawner::_node_added))) { |
193 | node->disconnect("child_entered_tree" , callable_mp(this, &MultiplayerSpawner::_node_added)); |
194 | } |
195 | } |
196 | Node *node = spawn_path.is_empty() && is_inside_tree() ? nullptr : get_node_or_null(spawn_path); |
197 | if (node) { |
198 | spawn_node = node->get_instance_id(); |
199 | if (get_spawnable_scene_count()) { |
200 | node->connect("child_entered_tree" , callable_mp(this, &MultiplayerSpawner::_node_added)); |
201 | } |
202 | } else { |
203 | spawn_node = ObjectID(); |
204 | } |
205 | } |
206 | |
207 | void MultiplayerSpawner::_notification(int p_what) { |
208 | switch (p_what) { |
209 | case NOTIFICATION_POST_ENTER_TREE: { |
210 | _update_spawn_node(); |
211 | } break; |
212 | |
213 | case NOTIFICATION_EXIT_TREE: { |
214 | _update_spawn_node(); |
215 | |
216 | for (const KeyValue<ObjectID, SpawnInfo> &E : tracked_nodes) { |
217 | Node *node = Object::cast_to<Node>(ObjectDB::get_instance(E.key)); |
218 | ERR_CONTINUE(!node); |
219 | node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &MultiplayerSpawner::_node_exit)); |
220 | get_multiplayer()->object_configuration_remove(node, this); |
221 | } |
222 | tracked_nodes.clear(); |
223 | } break; |
224 | } |
225 | } |
226 | |
227 | void MultiplayerSpawner::_node_added(Node *p_node) { |
228 | if (!get_multiplayer()->has_multiplayer_peer() || !is_multiplayer_authority()) { |
229 | return; |
230 | } |
231 | if (tracked_nodes.has(p_node->get_instance_id())) { |
232 | return; |
233 | } |
234 | const Node *parent = get_spawn_node(); |
235 | if (!parent || p_node->get_parent() != parent) { |
236 | return; |
237 | } |
238 | int id = find_spawnable_scene_index_from_path(p_node->get_scene_file_path()); |
239 | if (id == INVALID_ID) { |
240 | return; |
241 | } |
242 | const String name = p_node->get_name(); |
243 | 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)); |
244 | _track(p_node, Variant(), id); |
245 | } |
246 | |
247 | NodePath MultiplayerSpawner::get_spawn_path() const { |
248 | return spawn_path; |
249 | } |
250 | |
251 | void MultiplayerSpawner::set_spawn_path(const NodePath &p_path) { |
252 | spawn_path = p_path; |
253 | _update_spawn_node(); |
254 | } |
255 | |
256 | void MultiplayerSpawner::_track(Node *p_node, const Variant &p_argument, int p_scene_id) { |
257 | ObjectID oid = p_node->get_instance_id(); |
258 | if (!tracked_nodes.has(oid)) { |
259 | tracked_nodes[oid] = SpawnInfo(p_argument.duplicate(true), p_scene_id); |
260 | p_node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &MultiplayerSpawner::_node_exit).bind(p_node->get_instance_id()), CONNECT_ONE_SHOT); |
261 | _spawn_notify(p_node->get_instance_id()); |
262 | } |
263 | } |
264 | |
265 | void MultiplayerSpawner::_spawn_notify(ObjectID p_id) { |
266 | get_multiplayer()->object_configuration_add(ObjectDB::get_instance(p_id), this); |
267 | } |
268 | |
269 | void MultiplayerSpawner::_node_exit(ObjectID p_id) { |
270 | Node *node = Object::cast_to<Node>(ObjectDB::get_instance(p_id)); |
271 | ERR_FAIL_COND(!node); |
272 | if (tracked_nodes.has(p_id)) { |
273 | tracked_nodes.erase(p_id); |
274 | get_multiplayer()->object_configuration_remove(node, this); |
275 | } |
276 | } |
277 | |
278 | int MultiplayerSpawner::find_spawnable_scene_index_from_path(const String &p_scene) const { |
279 | for (uint32_t i = 0; i < spawnable_scenes.size(); i++) { |
280 | if (spawnable_scenes[i].path == p_scene) { |
281 | return i; |
282 | } |
283 | } |
284 | return INVALID_ID; |
285 | } |
286 | |
287 | int MultiplayerSpawner::find_spawnable_scene_index_from_object(const ObjectID &p_id) const { |
288 | const SpawnInfo *info = tracked_nodes.getptr(p_id); |
289 | return info ? info->id : INVALID_ID; |
290 | } |
291 | |
292 | const Variant MultiplayerSpawner::get_spawn_argument(const ObjectID &p_id) const { |
293 | const SpawnInfo *info = tracked_nodes.getptr(p_id); |
294 | return info ? info->args : Variant(); |
295 | } |
296 | |
297 | Node *MultiplayerSpawner::instantiate_scene(int p_id) { |
298 | ERR_FAIL_COND_V_MSG(spawn_limit && spawn_limit <= tracked_nodes.size(), nullptr, "Spawn limit reached!" ); |
299 | ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_id, spawnable_scenes.size(), nullptr); |
300 | SpawnableScene &sc = spawnable_scenes[p_id]; |
301 | if (sc.cache.is_null()) { |
302 | sc.cache = ResourceLoader::load(sc.path); |
303 | } |
304 | ERR_FAIL_COND_V_MSG(sc.cache.is_null(), nullptr, "Invalid spawnable scene: " + sc.path); |
305 | return sc.cache->instantiate(); |
306 | } |
307 | |
308 | Node *MultiplayerSpawner::instantiate_custom(const Variant &p_data) { |
309 | ERR_FAIL_COND_V_MSG(spawn_limit && spawn_limit <= tracked_nodes.size(), nullptr, "Spawn limit reached!" ); |
310 | ERR_FAIL_COND_V_MSG(!spawn_function.is_valid(), nullptr, "Custom spawn requires a valid 'spawn_function'." ); |
311 | const Variant *argv[1] = { &p_data }; |
312 | Variant ret; |
313 | Callable::CallError ce; |
314 | spawn_function.callp(argv, 1, ret, ce); |
315 | ERR_FAIL_COND_V_MSG(ce.error != Callable::CallError::CALL_OK, nullptr, "Failed to call spawn function." ); |
316 | ERR_FAIL_COND_V_MSG(ret.get_type() != Variant::OBJECT, nullptr, "The spawn function must return a Node." ); |
317 | return Object::cast_to<Node>(ret.operator Object *()); |
318 | } |
319 | |
320 | Node *MultiplayerSpawner::spawn(const Variant &p_data) { |
321 | ERR_FAIL_COND_V(!is_inside_tree() || !get_multiplayer()->has_multiplayer_peer() || !is_multiplayer_authority(), nullptr); |
322 | ERR_FAIL_COND_V_MSG(spawn_limit && spawn_limit <= tracked_nodes.size(), nullptr, "Spawn limit reached!" ); |
323 | ERR_FAIL_COND_V_MSG(!spawn_function.is_valid(), nullptr, "Custom spawn requires the 'spawn_function' property to be a valid callable." ); |
324 | |
325 | Node *parent = get_spawn_node(); |
326 | ERR_FAIL_COND_V_MSG(!parent, nullptr, "Cannot find spawn node." ); |
327 | |
328 | Node *node = instantiate_custom(p_data); |
329 | ERR_FAIL_COND_V_MSG(!node, nullptr, "The 'spawn_function' callable must return a valid node." ); |
330 | |
331 | _track(node, p_data); |
332 | parent->add_child(node, true); |
333 | return node; |
334 | } |
335 | |