1/**************************************************************************/
2/* multiplayer_spawner.h */
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 */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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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#ifndef MULTIPLAYER_SPAWNER_H
32#define MULTIPLAYER_SPAWNER_H
33
34#include "scene_replication_config.h"
35
36#include "core/templates/local_vector.h"
37#include "core/variant/typed_array.h"
38#include "scene/main/node.h"
39#include "scene/resources/packed_scene.h"
40
41class MultiplayerSpawner : public Node {
42 GDCLASS(MultiplayerSpawner, Node);
43
44public:
45 enum {
46 INVALID_ID = 0xFF,
47 };
48
49private:
50 struct SpawnableScene {
51 String path;
52 Ref<PackedScene> cache;
53 };
54
55 LocalVector<SpawnableScene> spawnable_scenes;
56
57 HashSet<ResourceUID::ID> spawnable_ids;
58 NodePath spawn_path;
59
60 struct SpawnInfo {
61 Variant args;
62 int id = INVALID_ID;
63 SpawnInfo(Variant p_args, int p_id) {
64 id = p_id;
65 args = p_args;
66 }
67 SpawnInfo() {}
68 };
69
70 ObjectID spawn_node;
71 HashMap<ObjectID, SpawnInfo> tracked_nodes;
72 uint32_t spawn_limit = 0;
73 Callable spawn_function;
74
75 void _update_spawn_node();
76 void _track(Node *p_node, const Variant &p_argument, int p_scene_id = INVALID_ID);
77 void _node_added(Node *p_node);
78 void _node_exit(ObjectID p_id);
79 void _spawn_notify(ObjectID p_id);
80
81 Vector<String> _get_spawnable_scenes() const;
82 void _set_spawnable_scenes(const Vector<String> &p_scenes);
83
84protected:
85 static void _bind_methods();
86 void _notification(int p_what);
87
88#ifdef TOOLS_ENABLED
89 bool _set(const StringName &p_name, const Variant &p_value);
90 bool _get(const StringName &p_name, Variant &r_ret) const;
91 void _get_property_list(List<PropertyInfo> *p_list) const;
92#endif
93public:
94 PackedStringArray get_configuration_warnings() const override;
95
96 Node *get_spawn_node() const {
97 return spawn_node.is_valid() ? Object::cast_to<Node>(ObjectDB::get_instance(spawn_node)) : nullptr;
98 }
99
100 void add_spawnable_scene(const String &p_path);
101 int get_spawnable_scene_count() const;
102 String get_spawnable_scene(int p_idx) const;
103 void clear_spawnable_scenes();
104
105 NodePath get_spawn_path() const;
106 void set_spawn_path(const NodePath &p_path);
107 uint32_t get_spawn_limit() const { return spawn_limit; }
108 void set_spawn_limit(uint32_t p_limit) { spawn_limit = p_limit; }
109 void set_spawn_function(Callable p_spawn_function) { spawn_function = p_spawn_function; }
110 Callable get_spawn_function() const { return spawn_function; }
111
112 const Variant get_spawn_argument(const ObjectID &p_id) const;
113 int find_spawnable_scene_index_from_object(const ObjectID &p_id) const;
114 int find_spawnable_scene_index_from_path(const String &p_path) const;
115 Node *spawn(const Variant &p_data = Variant());
116 Node *instantiate_custom(const Variant &p_data);
117 Node *instantiate_scene(int p_idx);
118
119 MultiplayerSpawner() {}
120};
121
122#endif // MULTIPLAYER_SPAWNER_H
123