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										 |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*  multiplayer_spawner.h                                                 */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*                         This file is part of:                          */ | 
					
						
							|  |  |  | /*                             GODOT ENGINE                               */ | 
					
						
							|  |  |  | /*                        https://godotengine.org                         */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ | 
					
						
							|  |  |  | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */ | 
					
						
							|  |  |  | /*                                                                        */ | 
					
						
							|  |  |  | /* 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.                 */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | 
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							|  |  |  | #ifndef MULTIPLAYER_SPAWNER_H
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							|  |  |  | #define MULTIPLAYER_SPAWNER_H
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										 |  |  | #include "scene_replication_config.h"
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										 |  |  | #include "core/templates/local_vector.h"
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										 |  |  | #include "core/variant/typed_array.h"
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										 |  |  | #include "scene/main/node.h"
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										 |  |  | #include "scene/resources/packed_scene.h"
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										 |  |  | class MultiplayerSpawner : public Node { | 
					
						
							|  |  |  | 	GDCLASS(MultiplayerSpawner, Node); | 
					
						
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							|  |  |  | public: | 
					
						
							|  |  |  | 	enum { | 
					
						
							|  |  |  | 		INVALID_ID = 0xFF, | 
					
						
							|  |  |  | 	}; | 
					
						
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							|  |  |  | private: | 
					
						
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										 |  |  | 	struct SpawnableScene { | 
					
						
							|  |  |  | 		String path; | 
					
						
							|  |  |  | 		Ref<PackedScene> cache; | 
					
						
							|  |  |  | 	}; | 
					
						
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							|  |  |  | 	LocalVector<SpawnableScene> spawnable_scenes; | 
					
						
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										 |  |  | 	HashSet<ResourceUID::ID> spawnable_ids; | 
					
						
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										 |  |  | 	NodePath spawn_path; | 
					
						
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							|  |  |  | 	struct SpawnInfo { | 
					
						
							|  |  |  | 		Variant args; | 
					
						
							|  |  |  | 		int id = INVALID_ID; | 
					
						
							|  |  |  | 		SpawnInfo(Variant p_args, int p_id) { | 
					
						
							|  |  |  | 			id = p_id; | 
					
						
							|  |  |  | 			args = p_args; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		SpawnInfo() {} | 
					
						
							|  |  |  | 	}; | 
					
						
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							|  |  |  | 	ObjectID spawn_node; | 
					
						
							|  |  |  | 	HashMap<ObjectID, SpawnInfo> tracked_nodes; | 
					
						
							|  |  |  | 	uint32_t spawn_limit = 0; | 
					
						
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										 |  |  | 	Callable spawn_function; | 
					
						
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							|  |  |  | 	void _update_spawn_node(); | 
					
						
							|  |  |  | 	void _track(Node *p_node, const Variant &p_argument, int p_scene_id = INVALID_ID); | 
					
						
							|  |  |  | 	void _node_added(Node *p_node); | 
					
						
							|  |  |  | 	void _node_exit(ObjectID p_id); | 
					
						
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										 |  |  | 	void _spawn_notify(ObjectID p_id); | 
					
						
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										 |  |  | 	Vector<String> _get_spawnable_scenes() const; | 
					
						
							|  |  |  | 	void _set_spawnable_scenes(const Vector<String> &p_scenes); | 
					
						
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										 |  |  | protected: | 
					
						
							|  |  |  | 	static void _bind_methods(); | 
					
						
							|  |  |  | 	void _notification(int p_what); | 
					
						
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										 |  |  | #ifdef TOOLS_ENABLED
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							|  |  |  | 	bool _set(const StringName &p_name, const Variant &p_value); | 
					
						
							|  |  |  | 	bool _get(const StringName &p_name, Variant &r_ret) const; | 
					
						
							|  |  |  | 	void _get_property_list(List<PropertyInfo> *p_list) const; | 
					
						
							|  |  |  | #endif
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										 |  |  | public: | 
					
						
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										 |  |  | 	PackedStringArray get_configuration_warnings() const override; | 
					
						
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										 |  |  | 	Node *get_spawn_node() const { | 
					
						
							|  |  |  | 		return spawn_node.is_valid() ? Object::cast_to<Node>(ObjectDB::get_instance(spawn_node)) : nullptr; | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	void add_spawnable_scene(const String &p_path); | 
					
						
							|  |  |  | 	int get_spawnable_scene_count() const; | 
					
						
							|  |  |  | 	String get_spawnable_scene(int p_idx) const; | 
					
						
							|  |  |  | 	void clear_spawnable_scenes(); | 
					
						
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										 |  |  | 	NodePath get_spawn_path() const; | 
					
						
							|  |  |  | 	void set_spawn_path(const NodePath &p_path); | 
					
						
							|  |  |  | 	uint32_t get_spawn_limit() const { return spawn_limit; } | 
					
						
							|  |  |  | 	void set_spawn_limit(uint32_t p_limit) { spawn_limit = p_limit; } | 
					
						
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										 |  |  | 	void set_spawn_function(Callable p_spawn_function) { spawn_function = p_spawn_function; } | 
					
						
							|  |  |  | 	Callable get_spawn_function() const { return spawn_function; } | 
					
						
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							|  |  |  | 	const Variant get_spawn_argument(const ObjectID &p_id) const; | 
					
						
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										 |  |  | 	int find_spawnable_scene_index_from_object(const ObjectID &p_id) const; | 
					
						
							|  |  |  | 	int find_spawnable_scene_index_from_path(const String &p_path) const; | 
					
						
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										 |  |  | 	Node *spawn(const Variant &p_data = Variant()); | 
					
						
							|  |  |  | 	Node *instantiate_custom(const Variant &p_data); | 
					
						
							|  |  |  | 	Node *instantiate_scene(int p_idx); | 
					
						
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							|  |  |  | 	MultiplayerSpawner() {} | 
					
						
							|  |  |  | }; | 
					
						
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							|  |  |  | #endif // MULTIPLAYER_SPAWNER_H
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