/*************************************************************************/ /* multiplayer_replicator.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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 "core/io/multiplayer_replicator.h" #include "core/io/marshalls.h" #include "scene/main/node.h" #include "scene/resources/packed_scene.h" #define MAKE_ROOM(m_amount) \ if (packet_cache.size() < m_amount) \ packet_cache.resize(m_amount); Error MultiplayerReplicator::_sync_all_default(const ResourceUID::ID &p_scene_id, int p_peer) { ERR_FAIL_COND_V(!replications.has(p_scene_id), ERR_INVALID_PARAMETER); SceneConfig &cfg = replications[p_scene_id]; int full_size = 0; bool same_size = true; int last_size = 0; bool all_raw = true; struct EncodeInfo { int size = 0; bool raw = false; List state; }; Map state; if (tracked_objects.has(p_scene_id)) { for (const ObjectID &obj_id : tracked_objects[p_scene_id]) { Object *obj = ObjectDB::get_instance(obj_id); if (obj) { struct EncodeInfo info; Error err = _get_state(cfg.sync_properties, obj, info.state); ERR_CONTINUE(err); err = _encode_state(info.state, nullptr, info.size, &info.raw); ERR_CONTINUE(err); state[obj_id] = info; full_size += info.size; if (last_size && info.size != last_size) { same_size = false; } all_raw = all_raw && info.raw; last_size = info.size; } } } // Default implementation do not send empty updates. if (!full_size) { return OK; } #ifdef DEBUG_ENABLED if (full_size > 4096 && cfg.sync_interval) { WARN_PRINT_ONCE(vformat("The timed state update for scene %d is big (%d bytes) consider optimizing it", p_scene_id)); } #endif if (same_size) { // This is fast and small. Should we allow more than 256 objects per type? // This costs us 1 byte. MAKE_ROOM(SYNC_CMD_OFFSET + 1 + 2 + 2 + full_size); } else { MAKE_ROOM(SYNC_CMD_OFFSET + 1 + 2 + state.size() * 2 + full_size); } int ofs = 0; uint8_t *ptr = packet_cache.ptrw(); ptr[0] = MultiplayerAPI::NETWORK_COMMAND_SYNC + ((same_size ? 1 : 0) << MultiplayerAPI::BYTE_ONLY_OR_NO_ARGS_SHIFT); ofs = 1; ofs += encode_uint64(p_scene_id, &ptr[ofs]); ptr[ofs] = cfg.sync_recv++; ofs += 1; ofs += encode_uint16(state.size(), &ptr[ofs]); if (same_size) { ofs += encode_uint16(last_size + (all_raw ? 1 << 15 : 0), &ptr[ofs]); } for (const ObjectID &obj_id : tracked_objects[p_scene_id]) { if (!state.has(obj_id)) { continue; } struct EncodeInfo &info = state[obj_id]; Object *obj = ObjectDB::get_instance(obj_id); ERR_CONTINUE(!obj); int size = 0; if (!same_size) { // We need to encode the size of every object. ofs += encode_uint16(info.size + (info.raw ? 1 << 15 : 0), &ptr[ofs]); } Error err = _encode_state(info.state, &ptr[ofs], size, &info.raw); ERR_CONTINUE(err); ofs += size; } Ref network_peer = multiplayer->get_network_peer(); network_peer->set_target_peer(p_peer); network_peer->set_transfer_channel(0); network_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_UNRELIABLE); return network_peer->put_packet(ptr, ofs); } void MultiplayerReplicator::_process_default_sync(const ResourceUID::ID &p_id, const uint8_t *p_packet, int p_packet_len) { ERR_FAIL_COND_MSG(p_packet_len < SYNC_CMD_OFFSET + 5, "Invalid spawn packet received"); ERR_FAIL_COND_MSG(!replications.has(p_id), "Invalid spawn ID received " + itos(p_id)); SceneConfig &cfg = replications[p_id]; ERR_FAIL_COND_MSG(cfg.mode != REPLICATION_MODE_SERVER || multiplayer->is_network_server(), "The defualt implementation only allows sync packets from the server"); const bool same_size = ((p_packet[0] & 64) >> MultiplayerAPI::BYTE_ONLY_OR_NO_ARGS_SHIFT) == 1; int ofs = SYNC_CMD_OFFSET; int time = p_packet[ofs]; // Skip old update. if (time < cfg.sync_recv && cfg.sync_recv - time < 127) { return; } cfg.sync_recv = time; ofs += 1; int count = decode_uint16(&p_packet[ofs]); ofs += 2; #ifdef DEBUG_ENABLED ERR_FAIL_COND(!tracked_objects.has(p_id) || tracked_objects[p_id].size() != count); #else if (!tracked_objects.has(p_id) || tracked_objects[p_id].size() != count) { return; } #endif int data_size = 0; bool raw = false; if (same_size) { // This is fast and optimized. data_size = decode_uint16(&p_packet[ofs]); raw = (data_size & (1 << 15)) != 0; data_size = data_size & ~(1 << 15); ofs += 2; ERR_FAIL_COND(p_packet_len - ofs < data_size * count); } for (const ObjectID &obj_id : tracked_objects[p_id]) { Object *obj = ObjectDB::get_instance(obj_id); ERR_CONTINUE(!obj); if (!same_size) { // This is slow and wasteful. data_size = decode_uint16(&p_packet[ofs]); raw = (data_size & (1 << 15)) != 0; data_size = data_size & ~(1 << 15); ofs += 2; ERR_FAIL_COND(p_packet_len - ofs < data_size); } int size = 0; Error err = _decode_state(cfg.sync_properties, obj, &p_packet[ofs], data_size, size, raw); ofs += data_size; ERR_CONTINUE(err); ERR_CONTINUE(size != data_size); } } Error MultiplayerReplicator::_send_default_spawn_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, Object *p_obj, const NodePath &p_path, bool p_spawn) { ERR_FAIL_COND_V(p_spawn && !p_obj, ERR_INVALID_PARAMETER); ERR_FAIL_COND_V(!replications.has(p_scene_id), ERR_INVALID_PARAMETER); Error err; // Prepare state List state_variants; int state_len = 0; const SceneConfig &cfg = replications[p_scene_id]; if (p_spawn) { if ((err = _get_state(cfg.properties, p_obj, state_variants)) != OK) { return err; } } bool is_raw = false; if (state_variants.size() == 1 && state_variants[0].get_type() == Variant::PACKED_BYTE_ARRAY) { is_raw = true; const PackedByteArray pba = state_variants[0]; state_len = pba.size(); } else if (state_variants.size()) { err = _encode_state(state_variants, nullptr, state_len); ERR_FAIL_COND_V(err, err); } else { is_raw = true; } int ofs = 0; // Prepare simplified path const Node *root_node = multiplayer->get_root_node(); ERR_FAIL_COND_V(!root_node, ERR_UNCONFIGURED); NodePath rel_path = (root_node->get_path()).rel_path_to(p_path); const Vector names = rel_path.get_names(); ERR_FAIL_COND_V(names.size() < 2, ERR_INVALID_PARAMETER); NodePath parent = NodePath(names.subarray(0, names.size() - 2), false); ERR_FAIL_COND_V_MSG(!root_node->has_node(parent), ERR_INVALID_PARAMETER, "Path not found: " + parent); int path_id = 0; multiplayer->send_confirm_path(root_node->get_node(parent), parent, p_peer_id, path_id); // Encode name and parent ID. CharString cname = String(names[names.size() - 1]).utf8(); int nlen = encode_cstring(cname.get_data(), nullptr); MAKE_ROOM(SPAWN_CMD_OFFSET + 4 + 4 + nlen + state_len); uint8_t *ptr = packet_cache.ptrw(); ptr[0] = (p_spawn ? MultiplayerAPI::NETWORK_COMMAND_SPAWN : MultiplayerAPI::NETWORK_COMMAND_DESPAWN) + ((is_raw ? 1 : 0) << MultiplayerAPI::BYTE_ONLY_OR_NO_ARGS_SHIFT); ofs = 1; ofs += encode_uint64(p_scene_id, &ptr[ofs]); ofs += encode_uint32(path_id, &ptr[ofs]); ofs += encode_uint32(nlen, &ptr[ofs]); ofs += encode_cstring(cname.get_data(), &ptr[ofs]); // Encode state. if (!is_raw) { _encode_state(state_variants, &ptr[ofs], state_len); } else if (state_len) { PackedByteArray pba = state_variants[0]; memcpy(&ptr[ofs], pba.ptr(), state_len); } Ref network_peer = multiplayer->get_network_peer(); network_peer->set_target_peer(p_peer_id); network_peer->set_transfer_channel(0); network_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE); return network_peer->put_packet(ptr, ofs + state_len); } void MultiplayerReplicator::_process_default_spawn_despawn(int p_from, const ResourceUID::ID &p_scene_id, const uint8_t *p_packet, int p_packet_len, bool p_spawn) { ERR_FAIL_COND_MSG(p_packet_len < SPAWN_CMD_OFFSET + 9, "Invalid spawn packet received"); int ofs = SPAWN_CMD_OFFSET; uint32_t node_target = decode_uint32(&p_packet[ofs]); Node *parent = multiplayer->get_cached_node(p_from, node_target); ofs += 4; ERR_FAIL_COND_MSG(parent == nullptr, "Invalid packet received. Requested node was not found."); uint32_t name_len = decode_uint32(&p_packet[ofs]); ofs += 4; ERR_FAIL_COND_MSG(name_len > uint32_t(p_packet_len - ofs), vformat("Invalid spawn packet size: %d, wants: %d", p_packet_len, ofs + name_len)); ERR_FAIL_COND_MSG(name_len < 1, "Zero spawn name size."); const String name = String::utf8((const char *)&p_packet[ofs], name_len); // We need to make sure no trickery happens here (e.g. despawning a subpath), but we want to allow autogenerated ("@") node names. ERR_FAIL_COND_MSG(name.validate_node_name() != name.replace("@", ""), vformat("Invalid node name received: '%s'", name)); ofs += name_len; const SceneConfig &cfg = replications[p_scene_id]; if (cfg.mode == REPLICATION_MODE_SERVER && p_from == 1) { String scene_path = ResourceUID::get_singleton()->get_id_path(p_scene_id); if (p_spawn) { const bool is_raw = ((p_packet[0] & 64) >> MultiplayerAPI::BYTE_ONLY_OR_NO_ARGS_SHIFT) == 1; ERR_FAIL_COND_MSG(parent->has_node(name), vformat("Unable to spawn node. Node already exists: %s/%s", parent->get_path(), name)); RES res = ResourceLoader::load(scene_path); ERR_FAIL_COND_MSG(!res.is_valid(), "Unable to load scene to spawn at path: " + scene_path); PackedScene *scene = Object::cast_to(res.ptr()); ERR_FAIL_COND(!scene); Node *node = scene->instantiate(); ERR_FAIL_COND(!node); replicated_nodes[node->get_instance_id()] = p_scene_id; _track(p_scene_id, node); int size; _decode_state(cfg.properties, node, &p_packet[ofs], p_packet_len - ofs, size, is_raw); parent->_add_child_nocheck(node, name); emit_signal(SNAME("spawned"), p_scene_id, node); } else { ERR_FAIL_COND_MSG(!parent->has_node(name), vformat("Path not found: %s/%s", parent->get_path(), name)); Node *node = parent->get_node(name); ERR_FAIL_COND_MSG(!replicated_nodes.has(node->get_instance_id()), vformat("Trying to despawn a Node that was not replicated: %s/%s", parent->get_path(), name)); emit_signal(SNAME("despawned"), p_scene_id, node); _untrack(p_scene_id, node); replicated_nodes.erase(node->get_instance_id()); node->queue_delete(); } } else { PackedByteArray data; if (p_packet_len > ofs) { data.resize(p_packet_len - ofs); memcpy(data.ptrw(), &p_packet[ofs], data.size()); } if (p_spawn) { emit_signal(SNAME("spawn_requested"), p_from, p_scene_id, parent, name, data); } else { emit_signal(SNAME("despawn_requested"), p_from, p_scene_id, parent, name, data); } } } void MultiplayerReplicator::process_spawn_despawn(int p_from, const uint8_t *p_packet, int p_packet_len, bool p_spawn) { ERR_FAIL_COND_MSG(p_packet_len < SPAWN_CMD_OFFSET, "Invalid spawn packet received"); ResourceUID::ID id = decode_uint64(&p_packet[1]); ERR_FAIL_COND_MSG(!replications.has(id), "Invalid spawn ID received " + itos(id)); const SceneConfig &cfg = replications[id]; if (cfg.on_spawn_despawn_receive.is_valid()) { int ofs = SPAWN_CMD_OFFSET; bool is_raw = ((p_packet[0] & 64) >> MultiplayerAPI::BYTE_ONLY_OR_NO_ARGS_SHIFT) == 1; Variant data; int left = p_packet_len - ofs; if (is_raw && left) { PackedByteArray pba; pba.resize(left); memcpy(pba.ptrw(), &p_packet[ofs], pba.size()); data = pba; } else if (left) { ERR_FAIL_COND(decode_variant(data, &p_packet[ofs], left) != OK); } Variant args[4]; args[0] = p_from; args[1] = id; args[2] = data; args[3] = p_spawn; const Variant *argp[] = { &args[0], &args[1], &args[2], &args[3] }; Callable::CallError ce; Variant ret; cfg.on_spawn_despawn_receive.call(argp, 4, ret, ce); ERR_FAIL_COND_MSG(ce.error != Callable::CallError::CALL_OK, "Custom receive function failed"); } else { _process_default_spawn_despawn(p_from, id, p_packet, p_packet_len, p_spawn); } } void MultiplayerReplicator::process_sync(int p_from, const uint8_t *p_packet, int p_packet_len) { ERR_FAIL_COND_MSG(p_packet_len < SPAWN_CMD_OFFSET, "Invalid spawn packet received"); ResourceUID::ID id = decode_uint64(&p_packet[1]); ERR_FAIL_COND_MSG(!replications.has(id), "Invalid spawn ID received " + itos(id)); const SceneConfig &cfg = replications[id]; if (cfg.on_sync_receive.is_valid()) { Array objs; if (tracked_objects.has(id)) { objs.resize(tracked_objects[id].size()); int idx = 0; for (const ObjectID &obj_id : tracked_objects[id]) { objs[idx++] = ObjectDB::get_instance(obj_id); } } PackedByteArray pba; pba.resize(p_packet_len - SPAWN_CMD_OFFSET); if (pba.size()) { memcpy(pba.ptrw(), p_packet, p_packet_len - SPAWN_CMD_OFFSET); } Variant args[4] = { p_from, id, objs, pba }; Variant *argp[4] = { args, &args[1], &args[2], &args[3] }; Callable::CallError ce; Variant ret; cfg.on_sync_receive.call((const Variant **)argp, 4, ret, ce); ERR_FAIL_COND_MSG(ce.error != Callable::CallError::CALL_OK, "Custom sync function failed"); } else { ERR_FAIL_COND_MSG(p_from != 1, "Default sync implementation only allow syncing from server to client"); _process_default_sync(id, p_packet, p_packet_len); } } Error MultiplayerReplicator::_get_state(const List &p_properties, const Object *p_obj, List &r_variant) { ERR_FAIL_COND_V_MSG(!p_obj, ERR_INVALID_PARAMETER, "Cannot encode null object"); for (const StringName &prop : p_properties) { bool valid = false; const Variant v = p_obj->get(prop, &valid); ERR_FAIL_COND_V_MSG(!valid, ERR_INVALID_DATA, vformat("Property '%s' not found.", prop)); r_variant.push_back(v); } return OK; } Error MultiplayerReplicator::_encode_state(const List &p_variants, uint8_t *p_buffer, int &r_len, bool *r_raw) { r_len = 0; int size = 0; // Try raw encoding optimization. if (r_raw && p_variants.size() == 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 { multiplayer->encode_and_compress_variant(v, p_buffer, size); r_len += size; } return OK; } // Regular encoding. for (const Variant &v : p_variants) { multiplayer->encode_and_compress_variant(v, p_buffer ? p_buffer + r_len : nullptr, size); r_len += size; } return OK; } Error MultiplayerReplicator::_decode_state(const List &p_properties, Object *p_obj, const uint8_t *p_buffer, int p_len, int &r_len, bool p_raw) { r_len = 0; int argc = p_properties.size(); if (argc == 0 && p_raw) { ERR_FAIL_COND_V_MSG(p_len != 0, ERR_INVALID_DATA, "Buffer has trailing bytes."); 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); p_obj->set(p_properties[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 = multiplayer->decode_and_decompress_variant(args.write[i], &p_buffer[r_len], p_len - r_len, &vlen); ERR_FAIL_COND_V_MSG(err != OK, err, "Invalid packet received. Unable to decode state variable."); r_len += vlen; } ERR_FAIL_COND_V_MSG(p_len - r_len != 0, ERR_INVALID_DATA, "Buffer has trailing bytes."); int i = 0; for (const StringName &prop : p_properties) { p_obj->set(prop, args[i]); i += 1; } return OK; } Error MultiplayerReplicator::spawn_config(const ResourceUID::ID &p_id, ReplicationMode p_mode, const TypedArray &p_props, const Callable &p_on_send, const Callable &p_on_recv) { ERR_FAIL_COND_V(p_mode < REPLICATION_MODE_NONE || p_mode > REPLICATION_MODE_CUSTOM, ERR_INVALID_PARAMETER); ERR_FAIL_COND_V(!ResourceUID::get_singleton()->has_id(p_id), ERR_INVALID_PARAMETER); ERR_FAIL_COND_V_MSG(p_on_send.is_valid() != p_on_recv.is_valid(), ERR_INVALID_PARAMETER, "Send and receive custom callables must be both valid or both empty"); #ifdef TOOLS_ENABLED if (!p_on_send.is_valid()) { // We allow non scene spawning with custom callables. String path = ResourceUID::get_singleton()->get_id_path(p_id); RES res = ResourceLoader::load(path); ERR_FAIL_COND_V(!res->is_class("PackedScene"), ERR_INVALID_PARAMETER); } #endif if (p_mode == REPLICATION_MODE_NONE) { if (replications.has(p_id)) { replications.erase(p_id); } } else { SceneConfig cfg; cfg.mode = p_mode; for (int i = 0; i < p_props.size(); i++) { cfg.properties.push_back(StringName(p_props[i])); } cfg.on_spawn_despawn_send = p_on_send; cfg.on_spawn_despawn_receive = p_on_recv; replications[p_id] = cfg; } return OK; } Error MultiplayerReplicator::sync_config(const ResourceUID::ID &p_id, uint64_t p_interval, const TypedArray &p_props, const Callable &p_on_send, const Callable &p_on_recv) { ERR_FAIL_COND_V(!ResourceUID::get_singleton()->has_id(p_id), ERR_INVALID_PARAMETER); ERR_FAIL_COND_V_MSG(p_on_send.is_valid() != p_on_recv.is_valid(), ERR_INVALID_PARAMETER, "Send and receive custom callables must be both valid or both empty"); ERR_FAIL_COND_V(!replications.has(p_id), ERR_UNCONFIGURED); SceneConfig &cfg = replications[p_id]; ERR_FAIL_COND_V_MSG(p_interval && cfg.mode != REPLICATION_MODE_SERVER && !p_on_send.is_valid(), ERR_INVALID_PARAMETER, "Timed updates in custom mode are only allowed if custom callbacks are also specified"); for (int i = 0; i < p_props.size(); i++) { cfg.sync_properties.push_back(p_props[i]); } cfg.on_sync_send = p_on_send; cfg.on_sync_receive = p_on_recv; cfg.sync_interval = p_interval * 1000; return OK; } Error MultiplayerReplicator::_send_spawn_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data, bool p_spawn) { int data_size = 0; int is_raw = false; if (p_data.get_type() == Variant::PACKED_BYTE_ARRAY) { const PackedByteArray pba = p_data; is_raw = true; data_size = p_data.operator PackedByteArray().size(); } else if (p_data.get_type() == Variant::NIL) { is_raw = true; } else { Error err = encode_variant(p_data, nullptr, data_size); ERR_FAIL_COND_V(err, err); } MAKE_ROOM(SPAWN_CMD_OFFSET + data_size); uint8_t *ptr = packet_cache.ptrw(); ptr[0] = (p_spawn ? MultiplayerAPI::NETWORK_COMMAND_SPAWN : MultiplayerAPI::NETWORK_COMMAND_DESPAWN) + ((is_raw ? 1 : 0) << MultiplayerAPI::BYTE_ONLY_OR_NO_ARGS_SHIFT); encode_uint64(p_scene_id, &ptr[1]); if (p_data.get_type() == Variant::PACKED_BYTE_ARRAY) { const PackedByteArray pba = p_data; memcpy(&ptr[SPAWN_CMD_OFFSET], pba.ptr(), pba.size()); } else if (data_size) { encode_variant(p_data, &ptr[SPAWN_CMD_OFFSET], data_size); } Ref network_peer = multiplayer->get_network_peer(); network_peer->set_target_peer(p_peer_id); network_peer->set_transfer_channel(0); network_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE); return network_peer->put_packet(ptr, SPAWN_CMD_OFFSET + data_size); } Error MultiplayerReplicator::send_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data, const NodePath &p_path) { ERR_FAIL_COND_V(!multiplayer->has_network_peer(), ERR_UNCONFIGURED); ERR_FAIL_COND_V_MSG(!replications.has(p_scene_id), ERR_INVALID_PARAMETER, vformat("Spawnable not found: %d", p_scene_id)); const SceneConfig &cfg = replications[p_scene_id]; if (cfg.on_spawn_despawn_send.is_valid()) { return _send_spawn_despawn(p_peer_id, p_scene_id, p_data, true); } else { ERR_FAIL_COND_V_MSG(cfg.mode == REPLICATION_MODE_SERVER && multiplayer->is_network_server(), ERR_UNAVAILABLE, "Manual despawn is restricted in default server mode implementation. Use custom mode if you desire control over server spawn requests."); NodePath path = p_path; Object *obj = p_data.get_type() == Variant::OBJECT ? p_data.get_validated_object() : nullptr; if (path.is_empty() && obj) { Node *node = Object::cast_to(obj); if (node && node->is_inside_tree()) { path = node->get_path(); } } ERR_FAIL_COND_V_MSG(path.is_empty(), ERR_INVALID_PARAMETER, "Despawn default implementation requires a despawn path, or the data to be a node inside the SceneTree"); return _send_default_spawn_despawn(p_peer_id, p_scene_id, obj, path, false); } } Error MultiplayerReplicator::send_spawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data, const NodePath &p_path) { ERR_FAIL_COND_V(!multiplayer->has_network_peer(), ERR_UNCONFIGURED); ERR_FAIL_COND_V_MSG(!replications.has(p_scene_id), ERR_INVALID_PARAMETER, vformat("Spawnable not found: %d", p_scene_id)); const SceneConfig &cfg = replications[p_scene_id]; if (cfg.on_spawn_despawn_send.is_valid()) { return _send_spawn_despawn(p_peer_id, p_scene_id, p_data, false); } else { ERR_FAIL_COND_V_MSG(cfg.mode == REPLICATION_MODE_SERVER && multiplayer->is_network_server(), ERR_UNAVAILABLE, "Manual spawn is restricted in default server mode implementation. Use custom mode if you desire control over server spawn requests."); NodePath path = p_path; Object *obj = p_data.get_type() == Variant::OBJECT ? p_data.get_validated_object() : nullptr; ERR_FAIL_COND_V_MSG(!obj, ERR_INVALID_PARAMETER, "Spawn default implementation requires the data to be an object."); if (path.is_empty()) { Node *node = Object::cast_to(obj); if (node && node->is_inside_tree()) { path = node->get_path(); } } ERR_FAIL_COND_V_MSG(path.is_empty(), ERR_INVALID_PARAMETER, "Spawn default implementation requires a spawn path, or the data to be a node inside the SceneTree"); return _send_default_spawn_despawn(p_peer_id, p_scene_id, obj, path, true); } } Error MultiplayerReplicator::_spawn_despawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer, bool p_spawn) { ERR_FAIL_COND_V_MSG(!replications.has(p_scene_id), ERR_INVALID_PARAMETER, vformat("Spawnable not found: %d", p_scene_id)); const SceneConfig &cfg = replications[p_scene_id]; if (cfg.on_spawn_despawn_send.is_valid()) { Variant args[4]; args[0] = p_peer; args[1] = p_scene_id; args[2] = p_obj; args[3] = true; const Variant *argp[] = { &args[0], &args[1], &args[2], &args[3] }; Callable::CallError ce; Variant ret; cfg.on_spawn_despawn_send.call(argp, 4, ret, ce); ERR_FAIL_COND_V_MSG(ce.error != Callable::CallError::CALL_OK, FAILED, "Custom send function failed"); return OK; } else { Node *node = Object::cast_to(p_obj); ERR_FAIL_COND_V_MSG(!p_obj, ERR_INVALID_PARAMETER, "Only nodes can be replicated by the default implementation"); return _send_default_spawn_despawn(p_peer, p_scene_id, node, node->get_path(), p_spawn); } } Error MultiplayerReplicator::spawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer) { return _spawn_despawn(p_scene_id, p_obj, p_peer, true); } Error MultiplayerReplicator::despawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer) { return _spawn_despawn(p_scene_id, p_obj, p_peer, false); } PackedByteArray MultiplayerReplicator::encode_state(const ResourceUID::ID &p_scene_id, const Object *p_obj, bool p_initial) { PackedByteArray state; ERR_FAIL_COND_V_MSG(!replications.has(p_scene_id), state, vformat("Spawnable not found: %d", p_scene_id)); const SceneConfig &cfg = replications[p_scene_id]; int len = 0; List state_vars; const List props = p_initial ? cfg.properties : cfg.sync_properties; Error err = _get_state(props, p_obj, state_vars); ERR_FAIL_COND_V_MSG(err != OK, state, "Unable to retrieve object state."); err = _encode_state(state_vars, nullptr, len); ERR_FAIL_COND_V_MSG(err != OK, state, "Unable to encode object state."); state.resize(len); _encode_state(state_vars, state.ptrw(), len); return state; } Error MultiplayerReplicator::decode_state(const ResourceUID::ID &p_scene_id, Object *p_obj, const PackedByteArray p_data, bool p_initial) { ERR_FAIL_COND_V_MSG(!replications.has(p_scene_id), ERR_INVALID_PARAMETER, vformat("Spawnable not found: %d", p_scene_id)); const SceneConfig &cfg = replications[p_scene_id]; const List props = p_initial ? cfg.properties : cfg.sync_properties; int size; return _decode_state(props, p_obj, p_data.ptr(), p_data.size(), size); } void MultiplayerReplicator::scene_enter_exit_notify(const String &p_scene, Node *p_node, bool p_enter) { if (!multiplayer->has_network_peer()) { return; } Node *root_node = multiplayer->get_root_node(); ERR_FAIL_COND(!p_node || !p_node->get_parent() || !root_node); NodePath path = (root_node->get_path()).rel_path_to(p_node->get_parent()->get_path()); if (path.is_empty()) { return; } ResourceUID::ID id = ResourceLoader::get_resource_uid(p_scene); if (!replications.has(id)) { return; } const SceneConfig &cfg = replications[id]; if (p_enter) { if (cfg.mode == REPLICATION_MODE_SERVER && multiplayer->is_network_server()) { replicated_nodes[p_node->get_instance_id()] = id; _track(id, p_node); spawn(id, p_node, 0); } emit_signal(SNAME("replicated_instance_added"), id, p_node); } else { if (cfg.mode == REPLICATION_MODE_SERVER && multiplayer->is_network_server() && replicated_nodes.has(p_node->get_instance_id())) { replicated_nodes.erase(p_node->get_instance_id()); _untrack(id, p_node); despawn(id, p_node, 0); } emit_signal(SNAME("replicated_instance_removed"), id, p_node); } } void MultiplayerReplicator::spawn_all(int p_peer) { for (const KeyValue &E : replicated_nodes) { // Only server mode adds to replicated_nodes, no need to check it. Object *obj = ObjectDB::get_instance(E.key); ERR_CONTINUE(!obj); Node *node = Object::cast_to(obj); ERR_CONTINUE(!node); spawn(E.value, node, p_peer); } } void MultiplayerReplicator::poll() { for (KeyValue &E : replications) { if (!E.value.sync_interval) { continue; } if (E.value.mode == REPLICATION_MODE_SERVER && !multiplayer->is_network_server()) { continue; } uint64_t time = OS::get_singleton()->get_ticks_usec(); if (E.value.sync_last + E.value.sync_interval <= time) { sync_all(E.key, 0); E.value.sync_last = time; } // Handle wrapping. if (E.value.sync_last > time) { E.value.sync_last = time; } } } void MultiplayerReplicator::track(const ResourceUID::ID &p_scene_id, Object *p_obj) { ERR_FAIL_COND(!replications.has(p_scene_id)); const SceneConfig &cfg = replications[p_scene_id]; ERR_FAIL_COND_MSG(cfg.mode == REPLICATION_MODE_SERVER, "Manual object tracking is not allowed in server mode."); _track(p_scene_id, p_obj); } void MultiplayerReplicator::_track(const ResourceUID::ID &p_scene_id, Object *p_obj) { ERR_FAIL_COND(!p_obj); ERR_FAIL_COND(!replications.has(p_scene_id)); if (!tracked_objects.has(p_scene_id)) { tracked_objects[p_scene_id] = List(); } tracked_objects[p_scene_id].push_back(p_obj->get_instance_id()); } void MultiplayerReplicator::untrack(const ResourceUID::ID &p_scene_id, Object *p_obj) { ERR_FAIL_COND(!replications.has(p_scene_id)); const SceneConfig &cfg = replications[p_scene_id]; ERR_FAIL_COND_MSG(cfg.mode == REPLICATION_MODE_SERVER, "Manual object tracking is not allowed in server mode."); _untrack(p_scene_id, p_obj); } void MultiplayerReplicator::_untrack(const ResourceUID::ID &p_scene_id, Object *p_obj) { ERR_FAIL_COND(!p_obj); ERR_FAIL_COND(!replications.has(p_scene_id)); if (tracked_objects.has(p_scene_id)) { tracked_objects[p_scene_id].erase(p_obj->get_instance_id()); } } Error MultiplayerReplicator::sync_all(const ResourceUID::ID &p_scene_id, int p_peer) { ERR_FAIL_COND_V(!replications.has(p_scene_id), ERR_INVALID_PARAMETER); if (!tracked_objects.has(p_scene_id)) { return OK; } const SceneConfig &cfg = replications[p_scene_id]; if (cfg.on_sync_send.is_valid()) { Array objs; if (tracked_objects.has(p_scene_id)) { objs.resize(tracked_objects[p_scene_id].size()); int idx = 0; for (const ObjectID &obj_id : tracked_objects[p_scene_id]) { objs[idx++] = ObjectDB::get_instance(obj_id); } } Variant args[3] = { p_scene_id, objs, p_peer }; Variant *argp[3] = { args, &args[1], &args[2] }; Callable::CallError ce; Variant ret; cfg.on_sync_send.call((const Variant **)argp, 3, ret, ce); ERR_FAIL_COND_V_MSG(ce.error != Callable::CallError::CALL_OK, FAILED, "Custom sync function failed"); return OK; } else if (cfg.sync_properties.size()) { return _sync_all_default(p_scene_id, p_peer); } return OK; } Error MultiplayerReplicator::send_sync(int p_peer_id, const ResourceUID::ID &p_scene_id, PackedByteArray p_data, MultiplayerPeer::TransferMode p_transfer_mode, int p_channel) { ERR_FAIL_COND_V(!multiplayer->has_network_peer(), ERR_UNCONFIGURED); ERR_FAIL_COND_V(!replications.has(p_scene_id), ERR_INVALID_PARAMETER); const SceneConfig &cfg = replications[p_scene_id]; ERR_FAIL_COND_V_MSG(!cfg.on_sync_send.is_valid(), ERR_UNCONFIGURED, "Sending raw sync messages is only available with custom functions"); MAKE_ROOM(SYNC_CMD_OFFSET + p_data.size()); uint8_t *ptr = packet_cache.ptrw(); ptr[0] = MultiplayerAPI::NETWORK_COMMAND_SYNC; encode_uint64(p_scene_id, &ptr[1]); Ref network_peer = multiplayer->get_network_peer(); network_peer->set_target_peer(p_peer_id); network_peer->set_transfer_channel(p_channel); network_peer->set_transfer_mode(p_transfer_mode); return network_peer->put_packet(ptr, SYNC_CMD_OFFSET + p_data.size()); } void MultiplayerReplicator::clear() { tracked_objects.clear(); replicated_nodes.clear(); } void MultiplayerReplicator::_bind_methods() { ClassDB::bind_method(D_METHOD("spawn_config", "scene_id", "spawn_mode", "properties", "custom_send", "custom_receive"), &MultiplayerReplicator::spawn_config, DEFVAL(TypedArray()), DEFVAL(Callable()), DEFVAL(Callable())); ClassDB::bind_method(D_METHOD("sync_config", "scene_id", "interval", "properties", "custom_send", "custom_receive"), &MultiplayerReplicator::sync_config, DEFVAL(TypedArray()), DEFVAL(Callable()), DEFVAL(Callable())); ClassDB::bind_method(D_METHOD("despawn", "scene_id", "object", "peer_id"), &MultiplayerReplicator::despawn, DEFVAL(0)); ClassDB::bind_method(D_METHOD("spawn", "scene_id", "object", "peer_id"), &MultiplayerReplicator::spawn, DEFVAL(0)); ClassDB::bind_method(D_METHOD("send_despawn", "peer_id", "scene_id", "data", "path"), &MultiplayerReplicator::send_despawn, DEFVAL(Variant()), DEFVAL(NodePath())); ClassDB::bind_method(D_METHOD("send_spawn", "peer_id", "scene_id", "data", "path"), &MultiplayerReplicator::send_spawn, DEFVAL(Variant()), DEFVAL(NodePath())); ClassDB::bind_method(D_METHOD("send_sync", "peer_id", "scene_id", "data", "transfer_mode", "channel"), &MultiplayerReplicator::send_sync, DEFVAL(MultiplayerPeer::TRANSFER_MODE_RELIABLE), DEFVAL(0)); ClassDB::bind_method(D_METHOD("sync_all", "scene_id", "peer_id"), &MultiplayerReplicator::sync_all, DEFVAL(0)); ClassDB::bind_method(D_METHOD("track", "scene_id", "object"), &MultiplayerReplicator::track); ClassDB::bind_method(D_METHOD("untrack", "scene_id", "object"), &MultiplayerReplicator::untrack); ClassDB::bind_method(D_METHOD("encode_state", "scene_id", "object", "initial"), &MultiplayerReplicator::encode_state, DEFVAL(true)); ClassDB::bind_method(D_METHOD("decode_state", "scene_id", "object", "data", "initial"), &MultiplayerReplicator::decode_state, DEFVAL(true)); ADD_SIGNAL(MethodInfo("despawned", PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); ADD_SIGNAL(MethodInfo("spawned", PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); ADD_SIGNAL(MethodInfo("despawn_requested", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "parent", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::PACKED_BYTE_ARRAY, "data"))); ADD_SIGNAL(MethodInfo("spawn_requested", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "parent", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::PACKED_BYTE_ARRAY, "data"))); ADD_SIGNAL(MethodInfo("replicated_instance_added", PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); ADD_SIGNAL(MethodInfo("replicated_instance_removed", PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); BIND_ENUM_CONSTANT(REPLICATION_MODE_NONE); BIND_ENUM_CONSTANT(REPLICATION_MODE_SERVER); BIND_ENUM_CONSTANT(REPLICATION_MODE_CUSTOM); }