/*************************************************************************/ /* multiplayer_api.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #include "multiplayer_api.h" #include "core/debugger/engine_debugger.h" #include "core/io/marshalls.h" #include "core/multiplayer/rpc_manager.h" #include "scene/main/node.h" #include #ifdef DEBUG_ENABLED #include "core/os/os.h" #endif MultiplayerReplicationInterface *(*MultiplayerAPI::create_default_replication_interface)(MultiplayerAPI *p_multiplayer) = nullptr; #ifdef DEBUG_ENABLED void MultiplayerAPI::profile_bandwidth(const String &p_inout, int p_size) { if (EngineDebugger::is_profiling("multiplayer")) { Array values; values.push_back("bandwidth"); values.push_back(p_inout); values.push_back(OS::get_singleton()->get_ticks_msec()); values.push_back(p_size); EngineDebugger::profiler_add_frame_data("multiplayer", values); } } #endif void MultiplayerAPI::poll() { if (!multiplayer_peer.is_valid() || multiplayer_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED) { return; } multiplayer_peer->poll(); if (!multiplayer_peer.is_valid()) { // It's possible that polling might have resulted in a disconnection, so check here. return; } while (multiplayer_peer->get_available_packet_count()) { int sender = multiplayer_peer->get_packet_peer(); const uint8_t *packet; int len; Error err = multiplayer_peer->get_packet(&packet, len); if (err != OK) { ERR_PRINT("Error getting packet!"); return; // Something is wrong! } remote_sender_id = sender; _process_packet(sender, packet, len); remote_sender_id = 0; if (!multiplayer_peer.is_valid()) { return; // It's also possible that a packet or RPC caused a disconnection, so also check here. } } replicator->on_network_process(); } void MultiplayerAPI::clear() { connected_peers.clear(); path_get_cache.clear(); path_send_cache.clear(); packet_cache.clear(); last_send_cache_id = 1; } void MultiplayerAPI::set_root_node(Node *p_node) { root_node = p_node; } Node *MultiplayerAPI::get_root_node() { return root_node; } void MultiplayerAPI::set_multiplayer_peer(const Ref &p_peer) { if (p_peer == multiplayer_peer) { return; // Nothing to do } ERR_FAIL_COND_MSG(p_peer.is_valid() && p_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED, "Supplied MultiplayerPeer must be connecting or connected."); if (multiplayer_peer.is_valid()) { multiplayer_peer->disconnect("peer_connected", callable_mp(this, &MultiplayerAPI::_add_peer)); multiplayer_peer->disconnect("peer_disconnected", callable_mp(this, &MultiplayerAPI::_del_peer)); multiplayer_peer->disconnect("connection_succeeded", callable_mp(this, &MultiplayerAPI::_connected_to_server)); multiplayer_peer->disconnect("connection_failed", callable_mp(this, &MultiplayerAPI::_connection_failed)); multiplayer_peer->disconnect("server_disconnected", callable_mp(this, &MultiplayerAPI::_server_disconnected)); clear(); } multiplayer_peer = p_peer; if (multiplayer_peer.is_valid()) { multiplayer_peer->connect("peer_connected", callable_mp(this, &MultiplayerAPI::_add_peer)); multiplayer_peer->connect("peer_disconnected", callable_mp(this, &MultiplayerAPI::_del_peer)); multiplayer_peer->connect("connection_succeeded", callable_mp(this, &MultiplayerAPI::_connected_to_server)); multiplayer_peer->connect("connection_failed", callable_mp(this, &MultiplayerAPI::_connection_failed)); multiplayer_peer->connect("server_disconnected", callable_mp(this, &MultiplayerAPI::_server_disconnected)); } replicator->on_reset(); } Ref MultiplayerAPI::get_multiplayer_peer() const { return multiplayer_peer; } void MultiplayerAPI::_process_packet(int p_from, const uint8_t *p_packet, int p_packet_len) { ERR_FAIL_COND_MSG(root_node == nullptr, "Multiplayer root node was not initialized. If you are using custom multiplayer, remember to set the root node via MultiplayerAPI.set_root_node before using it."); ERR_FAIL_COND_MSG(p_packet_len < 1, "Invalid packet received. Size too small."); #ifdef DEBUG_ENABLED profile_bandwidth("in", p_packet_len); #endif // Extract the `packet_type` from the LSB three bits: uint8_t packet_type = p_packet[0] & CMD_MASK; switch (packet_type) { case NETWORK_COMMAND_SIMPLIFY_PATH: { _process_simplify_path(p_from, p_packet, p_packet_len); } break; case NETWORK_COMMAND_CONFIRM_PATH: { _process_confirm_path(p_from, p_packet, p_packet_len); } break; case NETWORK_COMMAND_REMOTE_CALL: { rpc_manager->process_rpc(p_from, p_packet, p_packet_len); } break; case NETWORK_COMMAND_RAW: { _process_raw(p_from, p_packet, p_packet_len); } break; case NETWORK_COMMAND_SPAWN: { replicator->on_spawn_receive(p_from, p_packet, p_packet_len); } break; case NETWORK_COMMAND_DESPAWN: { replicator->on_despawn_receive(p_from, p_packet, p_packet_len); } break; case NETWORK_COMMAND_SYNC: { replicator->on_sync_receive(p_from, p_packet, p_packet_len); } break; } } void MultiplayerAPI::_process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len) { ERR_FAIL_COND_MSG(p_packet_len < 38, "Invalid packet received. Size too small."); int ofs = 1; String methods_md5; methods_md5.parse_utf8((const char *)(p_packet + ofs), 32); ofs += 33; int id = decode_uint32(&p_packet[ofs]); ofs += 4; String paths; paths.parse_utf8((const char *)(p_packet + ofs), p_packet_len - ofs); NodePath path = paths; if (!path_get_cache.has(p_from)) { path_get_cache[p_from] = PathGetCache(); } Node *node = root_node->get_node(path); ERR_FAIL_COND(node == nullptr); const bool valid_rpc_checksum = rpc_manager->get_rpc_md5(node) == methods_md5; if (valid_rpc_checksum == false) { ERR_PRINT("The rpc node checksum failed. Make sure to have the same methods on both nodes. Node path: " + path); } PathGetCache::NodeInfo ni; ni.path = path; path_get_cache[p_from].nodes[id] = ni; // Encode path to send ack. CharString pname = String(path).utf8(); int len = encode_cstring(pname.get_data(), nullptr); Vector packet; packet.resize(1 + 1 + len); packet.write[0] = NETWORK_COMMAND_CONFIRM_PATH; packet.write[1] = valid_rpc_checksum; encode_cstring(pname.get_data(), &packet.write[2]); multiplayer_peer->set_transfer_channel(0); multiplayer_peer->set_transfer_mode(Multiplayer::TRANSFER_MODE_RELIABLE); multiplayer_peer->set_target_peer(p_from); multiplayer_peer->put_packet(packet.ptr(), packet.size()); } void MultiplayerAPI::_process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len) { ERR_FAIL_COND_MSG(p_packet_len < 3, "Invalid packet received. Size too small."); const bool valid_rpc_checksum = p_packet[1]; String paths; paths.parse_utf8((const char *)&p_packet[2], p_packet_len - 2); NodePath path = paths; if (valid_rpc_checksum == false) { ERR_PRINT("The rpc node checksum failed. Make sure to have the same methods on both nodes. Node path: " + path); } PathSentCache *psc = path_send_cache.getptr(path); ERR_FAIL_COND_MSG(!psc, "Invalid packet received. Tries to confirm a path which was not found in cache."); Map::Element *E = psc->confirmed_peers.find(p_from); ERR_FAIL_COND_MSG(!E, "Invalid packet received. Source peer was not found in cache for the given path."); E->get() = true; } bool MultiplayerAPI::_send_confirm_path(Node *p_node, NodePath p_path, PathSentCache *psc, int p_target) { bool has_all_peers = true; List peers_to_add; // If one is missing, take note to add it. for (Set::Element *E = connected_peers.front(); E; E = E->next()) { if (p_target < 0 && E->get() == -p_target) { continue; // Continue, excluded. } if (p_target > 0 && E->get() != p_target) { continue; // Continue, not for this peer. } Map::Element *F = psc->confirmed_peers.find(E->get()); if (!F || !F->get()) { // Path was not cached, or was cached but is unconfirmed. if (!F) { // Not cached at all, take note. peers_to_add.push_back(E->get()); } has_all_peers = false; } } if (peers_to_add.size() > 0) { // Those that need to be added, send a message for this. // Encode function name. const CharString path = String(p_path).utf8(); const int path_len = encode_cstring(path.get_data(), nullptr); // Extract MD5 from rpc methods list. const String methods_md5 = rpc_manager->get_rpc_md5(p_node); const int methods_md5_len = 33; // 32 + 1 for the `0` that is added by the encoder. Vector packet; packet.resize(1 + 4 + path_len + methods_md5_len); int ofs = 0; packet.write[ofs] = NETWORK_COMMAND_SIMPLIFY_PATH; ofs += 1; ofs += encode_cstring(methods_md5.utf8().get_data(), &packet.write[ofs]); ofs += encode_uint32(psc->id, &packet.write[ofs]); ofs += encode_cstring(path.get_data(), &packet.write[ofs]); for (int &E : peers_to_add) { multiplayer_peer->set_target_peer(E); // To all of you. multiplayer_peer->set_transfer_channel(0); multiplayer_peer->set_transfer_mode(Multiplayer::TRANSFER_MODE_RELIABLE); multiplayer_peer->put_packet(packet.ptr(), packet.size()); psc->confirmed_peers.insert(E, false); // Insert into confirmed, but as false since it was not confirmed. } } return has_all_peers; } // The variant is compressed and encoded; The first byte contains all the meta // information and the format is: // - The first LSB 5 bits are used for the variant type. // - The next two bits are used to store the encoding mode. // - The most significant is used to store the boolean value. #define VARIANT_META_TYPE_MASK 0x1F #define VARIANT_META_EMODE_MASK 0x60 #define VARIANT_META_BOOL_MASK 0x80 #define ENCODE_8 0 << 5 #define ENCODE_16 1 << 5 #define ENCODE_32 2 << 5 #define ENCODE_64 3 << 5 Error MultiplayerAPI::encode_and_compress_variant(const Variant &p_variant, uint8_t *r_buffer, int &r_len, bool p_allow_object_decoding) { // Unreachable because `VARIANT_MAX` == 27 and `ENCODE_VARIANT_MASK` == 31 CRASH_COND(p_variant.get_type() > VARIANT_META_TYPE_MASK); uint8_t *buf = r_buffer; r_len = 0; uint8_t encode_mode = 0; switch (p_variant.get_type()) { case Variant::BOOL: { if (buf) { // We still have 1 free bit in the meta, so let's use it. buf[0] = (p_variant.operator bool()) ? (1 << 7) : 0; buf[0] |= encode_mode | p_variant.get_type(); } r_len += 1; } break; case Variant::INT: { if (buf) { // Reserve the first byte for the meta. buf += 1; } r_len += 1; int64_t val = p_variant; if (val <= (int64_t)INT8_MAX && val >= (int64_t)INT8_MIN) { // Use 8 bit encode_mode = ENCODE_8; if (buf) { buf[0] = val; } r_len += 1; } else if (val <= (int64_t)INT16_MAX && val >= (int64_t)INT16_MIN) { // Use 16 bit encode_mode = ENCODE_16; if (buf) { encode_uint16(val, buf); } r_len += 2; } else if (val <= (int64_t)INT32_MAX && val >= (int64_t)INT32_MIN) { // Use 32 bit encode_mode = ENCODE_32; if (buf) { encode_uint32(val, buf); } r_len += 4; } else { // Use 64 bit encode_mode = ENCODE_64; if (buf) { encode_uint64(val, buf); } r_len += 8; } // Store the meta if (buf) { buf -= 1; buf[0] = encode_mode | p_variant.get_type(); } } break; default: // Any other case is not yet compressed. Error err = encode_variant(p_variant, r_buffer, r_len, p_allow_object_decoding); if (err != OK) { return err; } if (r_buffer) { // The first byte is not used by the marshalling, so store the type // so we know how to decompress and decode this variant. r_buffer[0] = p_variant.get_type(); } } return OK; } Error MultiplayerAPI::decode_and_decompress_variant(Variant &r_variant, const uint8_t *p_buffer, int p_len, int *r_len, bool p_allow_object_decoding) { const uint8_t *buf = p_buffer; int len = p_len; ERR_FAIL_COND_V(len < 1, ERR_INVALID_DATA); uint8_t type = buf[0] & VARIANT_META_TYPE_MASK; uint8_t encode_mode = buf[0] & VARIANT_META_EMODE_MASK; ERR_FAIL_COND_V(type >= Variant::VARIANT_MAX, ERR_INVALID_DATA); switch (type) { case Variant::BOOL: { bool val = (buf[0] & VARIANT_META_BOOL_MASK) > 0; r_variant = val; if (r_len) { *r_len = 1; } } break; case Variant::INT: { buf += 1; len -= 1; if (r_len) { *r_len = 1; } if (encode_mode == ENCODE_8) { // 8 bits. ERR_FAIL_COND_V(len < 1, ERR_INVALID_DATA); int8_t val = buf[0]; r_variant = val; if (r_len) { (*r_len) += 1; } } else if (encode_mode == ENCODE_16) { // 16 bits. ERR_FAIL_COND_V(len < 2, ERR_INVALID_DATA); int16_t val = decode_uint16(buf); r_variant = val; if (r_len) { (*r_len) += 2; } } else if (encode_mode == ENCODE_32) { // 32 bits. ERR_FAIL_COND_V(len < 4, ERR_INVALID_DATA); int32_t val = decode_uint32(buf); r_variant = val; if (r_len) { (*r_len) += 4; } } else { // 64 bits. ERR_FAIL_COND_V(len < 8, ERR_INVALID_DATA); int64_t val = decode_uint64(buf); r_variant = val; if (r_len) { (*r_len) += 8; } } } break; default: Error err = decode_variant(r_variant, p_buffer, p_len, r_len, p_allow_object_decoding); if (err != OK) { return err; } } return OK; } Error MultiplayerAPI::encode_and_compress_variants(const Variant **p_variants, int p_count, uint8_t *p_buffer, int &r_len, bool *r_raw, bool p_allow_object_decoding) { r_len = 0; int size = 0; if (p_count == 0) { if (r_raw) { *r_raw = true; } return OK; } // Try raw encoding optimization. if (r_raw && p_count == 1) { *r_raw = false; const Variant &v = *(p_variants[0]); if (v.get_type() == Variant::PACKED_BYTE_ARRAY) { *r_raw = true; const PackedByteArray pba = v; if (p_buffer) { memcpy(p_buffer, pba.ptr(), pba.size()); } r_len += pba.size(); } else { encode_and_compress_variant(v, p_buffer, size, p_allow_object_decoding); r_len += size; } return OK; } // Regular encoding. for (int i = 0; i < p_count; i++) { const Variant &v = *(p_variants[i]); encode_and_compress_variant(v, p_buffer ? p_buffer + r_len : nullptr, size, p_allow_object_decoding); r_len += size; } return OK; } Error MultiplayerAPI::decode_and_decompress_variants(Vector &r_variants, const uint8_t *p_buffer, int p_len, int &r_len, bool p_raw, bool p_allow_object_decoding) { r_len = 0; int argc = r_variants.size(); if (argc == 0 && p_raw) { return OK; } ERR_FAIL_COND_V(p_raw && argc != 1, ERR_INVALID_DATA); if (p_raw) { r_len = p_len; PackedByteArray pba; pba.resize(p_len); memcpy(pba.ptrw(), p_buffer, p_len); r_variants.write[0] = pba; return OK; } Vector args; Vector argp; args.resize(argc); for (int i = 0; i < argc; i++) { ERR_FAIL_COND_V_MSG(r_len >= p_len, ERR_INVALID_DATA, "Invalid packet received. Size too small."); int vlen; Error err = MultiplayerAPI::decode_and_decompress_variant(r_variants.write[i], &p_buffer[r_len], p_len - r_len, &vlen, p_allow_object_decoding); ERR_FAIL_COND_V_MSG(err != OK, err, "Invalid packet received. Unable to decode state variable."); r_len += vlen; } return OK; } void MultiplayerAPI::_add_peer(int p_id) { connected_peers.insert(p_id); path_get_cache.insert(p_id, PathGetCache()); replicator->on_peer_change(p_id, true); emit_signal(SNAME("peer_connected"), p_id); } void MultiplayerAPI::_del_peer(int p_id) { replicator->on_peer_change(p_id, false); // Cleanup get cache. path_get_cache.erase(p_id); // Cleanup sent cache. // Some refactoring is needed to make this faster and do paths GC. List keys; path_send_cache.get_key_list(&keys); for (const NodePath &E : keys) { PathSentCache *psc = path_send_cache.getptr(E); psc->confirmed_peers.erase(p_id); } connected_peers.erase(p_id); emit_signal(SNAME("peer_disconnected"), p_id); } void MultiplayerAPI::_connected_to_server() { emit_signal(SNAME("connected_to_server")); } void MultiplayerAPI::_connection_failed() { emit_signal(SNAME("connection_failed")); } void MultiplayerAPI::_server_disconnected() { replicator->on_reset(); emit_signal(SNAME("server_disconnected")); } Error MultiplayerAPI::send_bytes(Vector p_data, int p_to, Multiplayer::TransferMode p_mode, int p_channel) { ERR_FAIL_COND_V_MSG(p_data.size() < 1, ERR_INVALID_DATA, "Trying to send an empty raw packet."); ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), ERR_UNCONFIGURED, "Trying to send a raw packet while no multiplayer peer is active."); ERR_FAIL_COND_V_MSG(multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED, "Trying to send a raw packet via a multiplayer peer which is not connected."); if (packet_cache.size() < p_data.size() + 1) { packet_cache.resize(p_data.size() + 1); } const uint8_t *r = p_data.ptr(); packet_cache.write[0] = NETWORK_COMMAND_RAW; memcpy(&packet_cache.write[1], &r[0], p_data.size()); multiplayer_peer->set_target_peer(p_to); multiplayer_peer->set_transfer_channel(p_channel); multiplayer_peer->set_transfer_mode(p_mode); return multiplayer_peer->put_packet(packet_cache.ptr(), p_data.size() + 1); } void MultiplayerAPI::_process_raw(int p_from, const uint8_t *p_packet, int p_packet_len) { ERR_FAIL_COND_MSG(p_packet_len < 2, "Invalid packet received. Size too small."); Vector out; int len = p_packet_len - 1; out.resize(len); { uint8_t *w = out.ptrw(); memcpy(&w[0], &p_packet[1], len); } emit_signal(SNAME("peer_packet"), p_from, out); } bool MultiplayerAPI::is_cache_confirmed(NodePath p_path, int p_peer) { const PathSentCache *psc = path_send_cache.getptr(p_path); ERR_FAIL_COND_V(!psc, false); const Map::Element *F = psc->confirmed_peers.find(p_peer); ERR_FAIL_COND_V(!F, false); // Should never happen. return F->get(); } bool MultiplayerAPI::send_confirm_path(Node *p_node, NodePath p_path, int p_peer_id, int &r_id) { // See if the path is cached. PathSentCache *psc = path_send_cache.getptr(p_path); if (!psc) { // Path is not cached, create. path_send_cache[p_path] = PathSentCache(); psc = path_send_cache.getptr(p_path); psc->id = last_send_cache_id++; } r_id = psc->id; // See if all peers have cached path (if so, call can be fast). return _send_confirm_path(p_node, p_path, psc, p_peer_id); } Node *MultiplayerAPI::get_cached_node(int p_from, uint32_t p_node_id) { Map::Element *E = path_get_cache.find(p_from); ERR_FAIL_COND_V_MSG(!E, nullptr, vformat("No cache found for peer %d.", p_from)); Map::Element *F = E->get().nodes.find(p_node_id); ERR_FAIL_COND_V_MSG(!F, nullptr, vformat("ID %d not found in cache of peer %d.", p_node_id, p_from)); PathGetCache::NodeInfo *ni = &F->get(); Node *node = root_node->get_node(ni->path); if (!node) { ERR_PRINT("Failed to get cached path: " + String(ni->path) + "."); } return node; } int MultiplayerAPI::get_unique_id() const { ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), 0, "No multiplayer peer is assigned. Unable to get unique ID."); return multiplayer_peer->get_unique_id(); } bool MultiplayerAPI::is_server() const { return multiplayer_peer.is_valid() && multiplayer_peer->is_server(); } void MultiplayerAPI::set_refuse_new_connections(bool p_refuse) { ERR_FAIL_COND_MSG(!multiplayer_peer.is_valid(), "No multiplayer peer is assigned. Unable to set 'refuse_new_connections'."); multiplayer_peer->set_refuse_new_connections(p_refuse); } bool MultiplayerAPI::is_refusing_new_connections() const { ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), false, "No multiplayer peer is assigned. Unable to get 'refuse_new_connections'."); return multiplayer_peer->is_refusing_new_connections(); } Vector MultiplayerAPI::get_peer_ids() const { ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), Vector(), "No multiplayer peer is assigned. Assume no peers are connected."); Vector ret; for (Set::Element *E = connected_peers.front(); E; E = E->next()) { ret.push_back(E->get()); } return ret; } void MultiplayerAPI::set_allow_object_decoding(bool p_enable) { allow_object_decoding = p_enable; } bool MultiplayerAPI::is_object_decoding_allowed() const { return allow_object_decoding; } void MultiplayerAPI::rpcp(Node *p_node, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) { rpc_manager->rpcp(p_node, p_peer_id, p_method, p_arg, p_argcount); } Error MultiplayerAPI::spawn(Object *p_object, Variant p_config) { return replicator->on_spawn(p_object, p_config); } Error MultiplayerAPI::despawn(Object *p_object, Variant p_config) { return replicator->on_despawn(p_object, p_config); } Error MultiplayerAPI::replication_start(Object *p_object, Variant p_config) { return replicator->on_replication_start(p_object, p_config); } Error MultiplayerAPI::replication_stop(Object *p_object, Variant p_config) { return replicator->on_replication_stop(p_object, p_config); } void MultiplayerAPI::_bind_methods() { ClassDB::bind_method(D_METHOD("set_root_node", "node"), &MultiplayerAPI::set_root_node); ClassDB::bind_method(D_METHOD("get_root_node"), &MultiplayerAPI::get_root_node); ClassDB::bind_method(D_METHOD("send_bytes", "bytes", "id", "mode", "channel"), &MultiplayerAPI::send_bytes, DEFVAL(MultiplayerPeer::TARGET_PEER_BROADCAST), DEFVAL(Multiplayer::TRANSFER_MODE_RELIABLE), DEFVAL(0)); ClassDB::bind_method(D_METHOD("has_multiplayer_peer"), &MultiplayerAPI::has_multiplayer_peer); ClassDB::bind_method(D_METHOD("get_multiplayer_peer"), &MultiplayerAPI::get_multiplayer_peer); ClassDB::bind_method(D_METHOD("set_multiplayer_peer", "peer"), &MultiplayerAPI::set_multiplayer_peer); ClassDB::bind_method(D_METHOD("get_unique_id"), &MultiplayerAPI::get_unique_id); ClassDB::bind_method(D_METHOD("is_server"), &MultiplayerAPI::is_server); ClassDB::bind_method(D_METHOD("get_remote_sender_id"), &MultiplayerAPI::get_remote_sender_id); ClassDB::bind_method(D_METHOD("poll"), &MultiplayerAPI::poll); ClassDB::bind_method(D_METHOD("clear"), &MultiplayerAPI::clear); ClassDB::bind_method(D_METHOD("get_peers"), &MultiplayerAPI::get_peer_ids); ClassDB::bind_method(D_METHOD("set_refuse_new_connections", "refuse"), &MultiplayerAPI::set_refuse_new_connections); ClassDB::bind_method(D_METHOD("is_refusing_new_connections"), &MultiplayerAPI::is_refusing_new_connections); ClassDB::bind_method(D_METHOD("set_allow_object_decoding", "enable"), &MultiplayerAPI::set_allow_object_decoding); ClassDB::bind_method(D_METHOD("is_object_decoding_allowed"), &MultiplayerAPI::is_object_decoding_allowed); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "allow_object_decoding"), "set_allow_object_decoding", "is_object_decoding_allowed"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_connections"), "set_refuse_new_connections", "is_refusing_new_connections"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multiplayer_peer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerPeer", PROPERTY_USAGE_NONE), "set_multiplayer_peer", "get_multiplayer_peer"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "root_node", PROPERTY_HINT_RESOURCE_TYPE, "Node", PROPERTY_USAGE_NONE), "set_root_node", "get_root_node"); ADD_PROPERTY_DEFAULT("refuse_new_connections", false); ADD_SIGNAL(MethodInfo("peer_connected", PropertyInfo(Variant::INT, "id"))); ADD_SIGNAL(MethodInfo("peer_disconnected", PropertyInfo(Variant::INT, "id"))); ADD_SIGNAL(MethodInfo("peer_packet", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::PACKED_BYTE_ARRAY, "packet"))); ADD_SIGNAL(MethodInfo("connected_to_server")); ADD_SIGNAL(MethodInfo("connection_failed")); ADD_SIGNAL(MethodInfo("server_disconnected")); } MultiplayerAPI::MultiplayerAPI() { if (create_default_replication_interface) { replicator = Ref(create_default_replication_interface(this)); } else { replicator.instantiate(); } rpc_manager = memnew(RPCManager(this)); clear(); } MultiplayerAPI::~MultiplayerAPI() { clear(); memdelete(rpc_manager); }