[MP] Add warnings to spawner and synchronizer.

MultiplayerSpawner:
- When spawn_path is invalid.
- When the auto spawn list is empty and _spawn_custom is not overridden.
  Note: We remove the warning for placeholder scripts since there's no
  way of knowing if they have a certain method.

MultiplayerSynchronizer:
- When root_path is invalid.
This commit is contained in:
Fabio Alessandrelli 2022-09-16 22:42:05 +02:00
parent 57bdddce02
commit ba6f5471c4
4 changed files with 34 additions and 0 deletions

View file

@ -86,6 +86,23 @@ void MultiplayerSpawner::_get_property_list(List<PropertyInfo> *p_list) const {
}
}
#endif
TypedArray<String> MultiplayerSpawner::get_configuration_warnings() const {
TypedArray<String> warnings = Node::get_configuration_warnings();
if (spawn_path.is_empty() || !has_node(spawn_path)) {
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."));
}
bool has_scenes = get_spawnable_scene_count() > 0;
// Can't check if method is overriden in placeholder scripts.
bool has_placeholder_script = get_script_instance() && get_script_instance()->is_placeholder();
if (!has_scenes && !GDVIRTUAL_IS_OVERRIDDEN(_spawn_custom) && !has_placeholder_script) {
warnings.push_back(RTR("A list of PackedScenes must be set in the \"Auto Spawn List\" property in order for MultiplayerSpawner to automatically spawn them remotely when added as child of \"spawn_path\"."));
warnings.push_back(RTR("Alternatively, a Script implementing the function \"_spawn_custom\" must be set for this MultiplayerSpawner, and \"spawn\" must be called explicitly in code."));
}
return warnings;
}
void MultiplayerSpawner::add_spawnable_scene(const String &p_path) {
SpawnableScene sc;
sc.path = p_path;
@ -94,13 +111,16 @@ void MultiplayerSpawner::add_spawnable_scene(const String &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 {
ERR_FAIL_INDEX_V(p_idx, (int)spawnable_scenes.size(), "");
return spawnable_scenes[p_idx].path;
}
void MultiplayerSpawner::clear_spawnable_scenes() {
spawnable_scenes.clear();
}

View file

@ -91,6 +91,8 @@ protected:
void _get_property_list(List<PropertyInfo> *p_list) const;
#endif
public:
TypedArray<String> get_configuration_warnings() const override;
Node *get_spawn_node() const {
return spawn_node.is_valid() ? Object::cast_to<Node>(ObjectDB::get_instance(spawn_node)) : nullptr;
}

View file

@ -94,6 +94,16 @@ void MultiplayerSynchronizer::_update_process() {
}
}
TypedArray<String> MultiplayerSynchronizer::get_configuration_warnings() const {
TypedArray<String> warnings = Node::get_configuration_warnings();
if (root_path.is_empty() || !has_node(root_path)) {
warnings.push_back(RTR("A valid NodePath must be set in the \"Root Path\" property in order for MultiplayerSynchronizer to be able to synchronize properties."));
}
return warnings;
}
Error MultiplayerSynchronizer::get_state(const List<NodePath> &p_properties, Object *p_obj, Vector<Variant> &r_variant, Vector<const Variant *> &r_variant_ptrs) {
ERR_FAIL_COND_V(!p_obj, ERR_INVALID_PARAMETER);
r_variant.resize(p_properties.size());

View file

@ -66,6 +66,8 @@ public:
static Error get_state(const List<NodePath> &p_properties, Object *p_obj, Vector<Variant> &r_variant, Vector<const Variant *> &r_variant_ptrs);
static Error set_state(const List<NodePath> &p_properties, Object *p_obj, const Vector<Variant> &p_state);
TypedArray<String> get_configuration_warnings() const override;
void set_replication_interval(double p_interval);
double get_replication_interval() const;
uint64_t get_replication_interval_msec() const;