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 */ |
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 | #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 | |
41 | class MultiplayerSpawner : public Node { |
42 | GDCLASS(MultiplayerSpawner, Node); |
43 | |
44 | public: |
45 | enum { |
46 | INVALID_ID = 0xFF, |
47 | }; |
48 | |
49 | private: |
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 | |
84 | protected: |
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 |
93 | public: |
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 | |