godot/modules/multiplayer/scene_replication_interface.cpp
Fabio Alessandrelli 32a62af648 [MP] Allow multiple synchronizers per node.
The same node can now be controlled by multiple synchronizers at once.
Spawn visibility is composed in OR across multiple synchronizers (i.e.
if any synchronizer is visible to the peer, the object will be spawned).

Synchronizers controlling spawned nodes can now have a different
authority then the one spawning the node, in that case, the spawn
variables for that specific synchronizer are simply ignored (other
synchronizers with the same authority of the spawner will correctly
synchronize variables on spawn).

The SceneReplicationState class has been completly removed, since it was
bloating the implementation, the state is now simply stored in the
SceneReplicationInterface.
2022-10-03 14:45:00 +02:00

694 lines
27 KiB
C++

/*************************************************************************/
/* scene_replication_interface.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 "scene_replication_interface.h"
#include "scene_multiplayer.h"
#include "core/io/marshalls.h"
#include "scene/main/node.h"
#include "scene/scene_string_names.h"
#define MAKE_ROOM(m_amount) \
if (packet_cache.size() < m_amount) \
packet_cache.resize(m_amount);
SceneReplicationInterface::TrackedNode &SceneReplicationInterface::_track(const ObjectID &p_id) {
if (!tracked_nodes.has(p_id)) {
tracked_nodes[p_id] = TrackedNode(p_id);
Node *node = get_id_as<Node>(p_id);
node->connect(SceneStringNames::get_singleton()->tree_exited, callable_mp(this, &SceneReplicationInterface::_untrack).bind(p_id), Node::CONNECT_ONE_SHOT);
}
return tracked_nodes[p_id];
}
void SceneReplicationInterface::_untrack(const ObjectID &p_id) {
if (!tracked_nodes.has(p_id)) {
return;
}
uint32_t net_id = tracked_nodes[p_id].net_id;
uint32_t peer = tracked_nodes[p_id].remote_peer;
tracked_nodes.erase(p_id);
// If it was spawned by a remote, remove it from the received nodes.
if (peer && peers_info.has(peer)) {
peers_info[peer].recv_nodes.erase(net_id);
}
// If we spawned or synced it, we need to remove it from any peer it was sent to.
if (net_id || peer == 0) {
for (KeyValue<int, PeerInfo> &E : peers_info) {
E.value.spawn_nodes.erase(p_id);
}
}
}
void SceneReplicationInterface::_free_remotes(const PeerInfo &p_info) {
for (const KeyValue<uint32_t, ObjectID> &E : p_info.recv_nodes) {
Node *node = tracked_nodes.has(E.value) ? get_id_as<Node>(E.value) : nullptr;
ERR_CONTINUE(!node);
node->queue_delete();
}
}
void SceneReplicationInterface::on_peer_change(int p_id, bool p_connected) {
if (p_connected) {
peers_info[p_id] = PeerInfo();
for (const ObjectID &oid : spawned_nodes) {
_update_spawn_visibility(p_id, oid);
}
for (const ObjectID &oid : sync_nodes) {
_update_sync_visibility(p_id, get_id_as<MultiplayerSynchronizer>(oid));
}
} else {
ERR_FAIL_COND(!peers_info.has(p_id));
_free_remotes(peers_info[p_id]);
peers_info.erase(p_id);
}
}
void SceneReplicationInterface::on_reset() {
for (const KeyValue<int, PeerInfo> &E : peers_info) {
_free_remotes(E.value);
}
peers_info.clear();
// Tracked nodes are cleared on deletion, here we only reset the ids so they can be later re-assigned.
for (KeyValue<ObjectID, TrackedNode> &E : tracked_nodes) {
TrackedNode &tobj = E.value;
tobj.net_id = 0;
tobj.remote_peer = 0;
}
for (const ObjectID &oid : sync_nodes) {
MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(oid);
ERR_CONTINUE(!sync);
sync->reset();
}
last_net_id = 0;
}
void SceneReplicationInterface::on_network_process() {
uint64_t msec = OS::get_singleton()->get_ticks_msec();
for (KeyValue<int, PeerInfo> &E : peers_info) {
const HashSet<ObjectID> to_sync = E.value.sync_nodes;
if (to_sync.is_empty()) {
continue; // Nothing to sync
}
uint16_t sync_net_time = ++E.value.last_sent_sync;
_send_sync(E.key, to_sync, sync_net_time, msec);
}
}
Error SceneReplicationInterface::on_spawn(Object *p_obj, Variant p_config) {
Node *node = Object::cast_to<Node>(p_obj);
ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER);
MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object());
ERR_FAIL_COND_V(!spawner, ERR_INVALID_PARAMETER);
// Track node.
const ObjectID oid = node->get_instance_id();
TrackedNode &tobj = _track(oid);
ERR_FAIL_COND_V(tobj.spawner != ObjectID(), ERR_ALREADY_IN_USE);
tobj.spawner = spawner->get_instance_id();
spawned_nodes.insert(oid);
if (multiplayer->has_multiplayer_peer() && spawner->is_multiplayer_authority()) {
if (tobj.net_id == 0) {
tobj.net_id = ++last_net_id;
}
_update_spawn_visibility(0, oid);
}
return OK;
}
Error SceneReplicationInterface::on_despawn(Object *p_obj, Variant p_config) {
Node *node = Object::cast_to<Node>(p_obj);
ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER);
MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object());
ERR_FAIL_COND_V(!p_obj || !spawner, ERR_INVALID_PARAMETER);
// Forcibly despawn to all peers that knowns me.
int len = 0;
Error err = _make_despawn_packet(node, len);
ERR_FAIL_COND_V(err != OK, ERR_BUG);
const ObjectID oid = p_obj->get_instance_id();
for (const KeyValue<int, PeerInfo> &E : peers_info) {
if (!E.value.spawn_nodes.has(oid)) {
continue;
}
_send_raw(packet_cache.ptr(), len, E.key, true);
}
// Also remove spawner tracking from the replication state.
ERR_FAIL_COND_V(!tracked_nodes.has(oid), ERR_INVALID_PARAMETER);
TrackedNode &tobj = _track(oid);
ERR_FAIL_COND_V(tobj.spawner != spawner->get_instance_id(), ERR_INVALID_PARAMETER);
tobj.spawner = ObjectID();
spawned_nodes.erase(oid);
for (KeyValue<int, PeerInfo> &E : peers_info) {
E.value.spawn_nodes.erase(oid);
}
return OK;
}
Error SceneReplicationInterface::on_replication_start(Object *p_obj, Variant p_config) {
Node *node = Object::cast_to<Node>(p_obj);
ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER);
MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object());
ERR_FAIL_COND_V(!sync, ERR_INVALID_PARAMETER);
// Add to synchronizer list.
TrackedNode &tobj = _track(p_obj->get_instance_id());
const ObjectID sid = sync->get_instance_id();
tobj.synchronizers.insert(sid);
sync_nodes.insert(sid);
// Update visibility.
sync->connect("visibility_changed", callable_mp(this, &SceneReplicationInterface::_visibility_changed).bind(sync->get_instance_id()));
_update_sync_visibility(0, sync);
if (pending_spawn == p_obj->get_instance_id() && sync->get_multiplayer_authority() == pending_spawn_remote) {
// Try to apply synchronizer Net ID
ERR_FAIL_COND_V_MSG(pending_sync_net_ids.is_empty(), ERR_INVALID_DATA, vformat("The MultiplayerSynchronizer at path \"%s\" is unable to process the pending spawn since it has no network ID. This might happen when changing the multiplayer authority during the \"_ready\" callback. Make sure to only change the authority of multiplayer synchronizers during \"_enter_tree\" or the \"_spawn_custom\" callback of their multiplayer spawner.", sync->get_path()));
ERR_FAIL_COND_V(!peers_info.has(pending_spawn_remote), ERR_INVALID_DATA);
uint32_t net_id = pending_sync_net_ids[0];
pending_sync_net_ids.pop_front();
peers_info[pending_spawn_remote].recv_sync_ids[net_id] = sync->get_instance_id();
// Try to apply spawn state (before ready).
if (pending_buffer_size > 0) {
ERR_FAIL_COND_V(!node || sync->get_replication_config().is_null(), ERR_UNCONFIGURED);
int consumed = 0;
const List<NodePath> props = sync->get_replication_config()->get_spawn_properties();
Vector<Variant> vars;
vars.resize(props.size());
Error err = MultiplayerAPI::decode_and_decompress_variants(vars, pending_buffer, pending_buffer_size, consumed);
ERR_FAIL_COND_V(err, err);
if (consumed > 0) {
pending_buffer += consumed;
pending_buffer_size -= consumed;
err = MultiplayerSynchronizer::set_state(props, node, vars);
ERR_FAIL_COND_V(err, err);
}
}
}
return OK;
}
Error SceneReplicationInterface::on_replication_stop(Object *p_obj, Variant p_config) {
Node *node = Object::cast_to<Node>(p_obj);
ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER);
MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object());
ERR_FAIL_COND_V(!sync, ERR_INVALID_PARAMETER);
sync->disconnect("visibility_changed", callable_mp(this, &SceneReplicationInterface::_visibility_changed));
// Untrack synchronizer.
const ObjectID oid = node->get_instance_id();
const ObjectID sid = sync->get_instance_id();
ERR_FAIL_COND_V(!tracked_nodes.has(oid), ERR_INVALID_PARAMETER);
TrackedNode &tobj = _track(oid);
tobj.synchronizers.erase(sid);
sync_nodes.erase(sid);
for (KeyValue<int, PeerInfo> &E : peers_info) {
E.value.sync_nodes.erase(sid);
if (sync->get_net_id()) {
E.value.recv_sync_ids.erase(sync->get_net_id());
}
}
return OK;
}
void SceneReplicationInterface::_visibility_changed(int p_peer, ObjectID p_sid) {
MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(p_sid);
ERR_FAIL_COND(!sync); // Bug.
Node *node = sync->get_root_node();
ERR_FAIL_COND(!node); // Bug.
const ObjectID oid = node->get_instance_id();
if (spawned_nodes.has(oid)) {
_update_spawn_visibility(p_peer, oid);
}
_update_sync_visibility(p_peer, sync);
}
Error SceneReplicationInterface::_update_sync_visibility(int p_peer, MultiplayerSynchronizer *p_sync) {
ERR_FAIL_COND_V(!p_sync, ERR_BUG);
if (!multiplayer->has_multiplayer_peer() || !p_sync->is_multiplayer_authority()) {
return OK;
}
const ObjectID &sid = p_sync->get_instance_id();
bool is_visible = p_sync->is_visible_to(p_peer);
if (p_peer == 0) {
for (KeyValue<int, PeerInfo> &E : peers_info) {
// Might be visible to this specific peer.
is_visible = is_visible || p_sync->is_visible_to(E.key);
if (is_visible == E.value.sync_nodes.has(sid)) {
continue;
}
if (is_visible) {
E.value.sync_nodes.insert(sid);
} else {
E.value.sync_nodes.erase(sid);
}
}
return OK;
} else {
ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
if (is_visible == peers_info[p_peer].sync_nodes.has(sid)) {
return OK;
}
if (is_visible) {
peers_info[p_peer].sync_nodes.insert(sid);
} else {
peers_info[p_peer].sync_nodes.erase(sid);
}
return OK;
}
}
Error SceneReplicationInterface::_update_spawn_visibility(int p_peer, const ObjectID &p_oid) {
const TrackedNode *tnode = tracked_nodes.getptr(p_oid);
ERR_FAIL_COND_V(!tnode, ERR_BUG);
MultiplayerSpawner *spawner = get_id_as<MultiplayerSpawner>(tnode->spawner);
Node *node = get_id_as<Node>(p_oid);
ERR_FAIL_COND_V(!node || !spawner || !spawner->is_multiplayer_authority(), ERR_BUG);
ERR_FAIL_COND_V(!tracked_nodes.has(p_oid), ERR_BUG);
const HashSet<ObjectID> synchronizers = tracked_nodes[p_oid].synchronizers;
bool is_visible = true;
for (const ObjectID &sid : synchronizers) {
MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(sid);
ERR_CONTINUE(!sync);
if (!sync->is_multiplayer_authority()) {
continue;
}
// Spawn visibility is composed using OR when multiple synchronizers are present.
if (sync->is_visible_to(p_peer)) {
is_visible = true;
break;
}
is_visible = false;
}
// Spawn (and despawn) when needed.
HashSet<int> to_spawn;
HashSet<int> to_despawn;
if (p_peer) {
ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
if (is_visible == peers_info[p_peer].spawn_nodes.has(p_oid)) {
return OK;
}
if (is_visible) {
to_spawn.insert(p_peer);
} else {
to_despawn.insert(p_peer);
}
} else {
// Check visibility for each peers.
for (const KeyValue<int, PeerInfo> &E : peers_info) {
if (is_visible) {
// This is fast, since the the object is visibile to everyone, we don't need to check each peer.
if (E.value.spawn_nodes.has(p_oid)) {
// Already spawned.
continue;
}
to_spawn.insert(E.key);
} else {
// Need to check visibility for each peer.
_update_spawn_visibility(E.key, p_oid);
}
}
}
if (to_spawn.size()) {
int len = 0;
_make_spawn_packet(node, spawner, len);
for (int pid : to_spawn) {
ERR_CONTINUE(!peers_info.has(pid));
int path_id;
multiplayer->get_path_cache()->send_object_cache(spawner, pid, path_id);
_send_raw(packet_cache.ptr(), len, pid, true);
peers_info[pid].spawn_nodes.insert(p_oid);
}
}
if (to_despawn.size()) {
int len = 0;
_make_despawn_packet(node, len);
for (int pid : to_despawn) {
ERR_CONTINUE(!peers_info.has(pid));
peers_info[pid].spawn_nodes.erase(p_oid);
_send_raw(packet_cache.ptr(), len, pid, true);
}
}
return OK;
}
Error SceneReplicationInterface::_send_raw(const uint8_t *p_buffer, int p_size, int p_peer, bool p_reliable) {
ERR_FAIL_COND_V(!p_buffer || p_size < 1, ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(!multiplayer, ERR_UNCONFIGURED);
ERR_FAIL_COND_V(!multiplayer->has_multiplayer_peer(), ERR_UNCONFIGURED);
#ifdef DEBUG_ENABLED
multiplayer->profile_bandwidth("out", p_size);
#endif
Ref<MultiplayerPeer> peer = multiplayer->get_multiplayer_peer();
peer->set_target_peer(p_peer);
peer->set_transfer_channel(0);
peer->set_transfer_mode(p_reliable ? MultiplayerPeer::TRANSFER_MODE_RELIABLE : MultiplayerPeer::TRANSFER_MODE_UNRELIABLE);
return peer->put_packet(p_buffer, p_size);
}
Error SceneReplicationInterface::_make_spawn_packet(Node *p_node, MultiplayerSpawner *p_spawner, int &r_len) {
ERR_FAIL_COND_V(!multiplayer || !p_node || !p_spawner, ERR_BUG);
const ObjectID oid = p_node->get_instance_id();
const TrackedNode *tnode = tracked_nodes.getptr(oid);
ERR_FAIL_COND_V(!tnode, ERR_INVALID_PARAMETER);
uint32_t nid = tnode->net_id;
ERR_FAIL_COND_V(!nid, ERR_UNCONFIGURED);
// Prepare custom arg and scene_id
uint8_t scene_id = p_spawner->find_spawnable_scene_index_from_object(oid);
bool is_custom = scene_id == MultiplayerSpawner::INVALID_ID;
Variant spawn_arg = p_spawner->get_spawn_argument(oid);
int spawn_arg_size = 0;
if (is_custom) {
Error err = MultiplayerAPI::encode_and_compress_variant(spawn_arg, nullptr, spawn_arg_size, false);
ERR_FAIL_COND_V(err, err);
}
// Prepare spawn state.
List<NodePath> state_props;
List<uint32_t> sync_ids;
const HashSet<ObjectID> synchronizers = tnode->synchronizers;
for (const ObjectID &sid : synchronizers) {
MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(sid);
if (!sync->is_multiplayer_authority()) {
continue;
}
ERR_CONTINUE(!sync);
ERR_FAIL_COND_V(sync->get_replication_config().is_null(), ERR_BUG);
for (const NodePath &prop : sync->get_replication_config()->get_spawn_properties()) {
state_props.push_back(prop);
}
// Ensure the synchronizer has an ID.
if (sync->get_net_id() == 0) {
sync->set_net_id(++last_net_id);
}
sync_ids.push_back(sync->get_net_id());
}
int state_size = 0;
Vector<Variant> state_vars;
Vector<const Variant *> state_varp;
if (state_props.size()) {
Error err = MultiplayerSynchronizer::get_state(state_props, p_node, state_vars, state_varp);
ERR_FAIL_COND_V_MSG(err != OK, err, "Unable to retrieve spawn state.");
err = MultiplayerAPI::encode_and_compress_variants(state_varp.ptrw(), state_varp.size(), nullptr, state_size);
ERR_FAIL_COND_V_MSG(err != OK, err, "Unable to encode spawn state.");
}
// Encode scene ID, path ID, net ID, node name.
int path_id = multiplayer->get_path_cache()->make_object_cache(p_spawner);
CharString cname = p_node->get_name().operator String().utf8();
int nlen = encode_cstring(cname.get_data(), nullptr);
MAKE_ROOM(1 + 1 + 4 + 4 + 4 + 4 * sync_ids.size() + 4 + nlen + (is_custom ? 4 + spawn_arg_size : 0) + state_size);
uint8_t *ptr = packet_cache.ptrw();
ptr[0] = (uint8_t)SceneMultiplayer::NETWORK_COMMAND_SPAWN;
ptr[1] = scene_id;
int ofs = 2;
ofs += encode_uint32(path_id, &ptr[ofs]);
ofs += encode_uint32(nid, &ptr[ofs]);
ofs += encode_uint32(sync_ids.size(), &ptr[ofs]);
ofs += encode_uint32(nlen, &ptr[ofs]);
for (uint32_t snid : sync_ids) {
ofs += encode_uint32(snid, &ptr[ofs]);
}
ofs += encode_cstring(cname.get_data(), &ptr[ofs]);
// Write args
if (is_custom) {
ofs += encode_uint32(spawn_arg_size, &ptr[ofs]);
Error err = MultiplayerAPI::encode_and_compress_variant(spawn_arg, &ptr[ofs], spawn_arg_size, false);
ERR_FAIL_COND_V(err, err);
ofs += spawn_arg_size;
}
// Write state.
if (state_size) {
Error err = MultiplayerAPI::encode_and_compress_variants(state_varp.ptrw(), state_varp.size(), &ptr[ofs], state_size);
ERR_FAIL_COND_V(err, err);
ofs += state_size;
}
r_len = ofs;
return OK;
}
Error SceneReplicationInterface::_make_despawn_packet(Node *p_node, int &r_len) {
const ObjectID oid = p_node->get_instance_id();
const TrackedNode *tnode = tracked_nodes.getptr(oid);
ERR_FAIL_COND_V(!tnode, ERR_INVALID_PARAMETER);
MAKE_ROOM(5);
uint8_t *ptr = packet_cache.ptrw();
ptr[0] = (uint8_t)SceneMultiplayer::NETWORK_COMMAND_DESPAWN;
int ofs = 1;
uint32_t nid = tnode->net_id;
ofs += encode_uint32(nid, &ptr[ofs]);
r_len = ofs;
return OK;
}
Error SceneReplicationInterface::on_spawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) {
ERR_FAIL_COND_V_MSG(p_buffer_len < 18, ERR_INVALID_DATA, "Invalid spawn packet received");
int ofs = 1; // The spawn/despawn command.
uint8_t scene_id = p_buffer[ofs];
ofs += 1;
uint32_t node_target = decode_uint32(&p_buffer[ofs]);
ofs += 4;
MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(multiplayer->get_path_cache()->get_cached_object(p_from, node_target));
ERR_FAIL_COND_V(!spawner, ERR_DOES_NOT_EXIST);
ERR_FAIL_COND_V(p_from != spawner->get_multiplayer_authority(), ERR_UNAUTHORIZED);
uint32_t net_id = decode_uint32(&p_buffer[ofs]);
ofs += 4;
uint32_t sync_len = decode_uint32(&p_buffer[ofs]);
ofs += 4;
uint32_t name_len = decode_uint32(&p_buffer[ofs]);
ofs += 4;
ERR_FAIL_COND_V_MSG(name_len + (sync_len * 4) > uint32_t(p_buffer_len - ofs), ERR_INVALID_DATA, vformat("Invalid spawn packet size: %d, wants: %d", p_buffer_len, ofs + name_len + (sync_len * 4)));
List<uint32_t> sync_ids;
for (uint32_t i = 0; i < sync_len; i++) {
sync_ids.push_back(decode_uint32(&p_buffer[ofs]));
ofs += 4;
}
ERR_FAIL_COND_V_MSG(name_len < 1, ERR_INVALID_DATA, "Zero spawn name size.");
// We need to make sure no trickery happens here, but we want to allow autogenerated ("@") node names.
const String name = String::utf8((const char *)&p_buffer[ofs], name_len);
ERR_FAIL_COND_V_MSG(name.validate_node_name() != name, ERR_INVALID_DATA, vformat("Invalid node name received: '%s'. Make sure to add nodes via 'add_child(node, true)' remotely.", name));
ofs += name_len;
// Check that we can spawn.
Node *parent = spawner->get_node_or_null(spawner->get_spawn_path());
ERR_FAIL_COND_V(!parent, ERR_UNCONFIGURED);
ERR_FAIL_COND_V(parent->has_node(name), ERR_INVALID_DATA);
Node *node = nullptr;
if (scene_id == MultiplayerSpawner::INVALID_ID) {
// Custom spawn.
ERR_FAIL_COND_V(p_buffer_len - ofs < 4, ERR_INVALID_DATA);
uint32_t arg_size = decode_uint32(&p_buffer[ofs]);
ofs += 4;
ERR_FAIL_COND_V(arg_size > uint32_t(p_buffer_len - ofs), ERR_INVALID_DATA);
Variant v;
Error err = MultiplayerAPI::decode_and_decompress_variant(v, &p_buffer[ofs], arg_size, nullptr, false);
ERR_FAIL_COND_V(err != OK, err);
ofs += arg_size;
node = spawner->instantiate_custom(v);
} else {
// Scene based spawn.
node = spawner->instantiate_scene(scene_id);
}
ERR_FAIL_COND_V(!node, ERR_UNAUTHORIZED);
node->set_name(name);
// Add and track remote
ERR_FAIL_COND_V(!peers_info.has(p_from), ERR_UNAVAILABLE);
ERR_FAIL_COND_V(peers_info[p_from].recv_nodes.has(net_id), ERR_ALREADY_IN_USE);
ObjectID oid = node->get_instance_id();
TrackedNode &tobj = _track(oid);
tobj.spawner = spawner->get_instance_id();
tobj.net_id = net_id;
tobj.remote_peer = p_from;
peers_info[p_from].recv_nodes[net_id] = oid;
// The initial state will be applied during the sync config (i.e. before _ready).
pending_spawn = node->get_instance_id();
pending_spawn_remote = p_from;
pending_buffer_size = p_buffer_len - ofs;
pending_buffer = pending_buffer_size > 0 ? &p_buffer[ofs] : nullptr;
pending_sync_net_ids = sync_ids;
parent->add_child(node);
spawner->emit_signal(SNAME("spawned"), node);
pending_spawn = ObjectID();
pending_spawn_remote = 0;
pending_buffer = nullptr;
pending_buffer_size = 0;
if (pending_sync_net_ids.size()) {
pending_sync_net_ids.clear();
ERR_FAIL_V(ERR_INVALID_DATA); // Should have been consumed.
}
return OK;
}
Error SceneReplicationInterface::on_despawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) {
ERR_FAIL_COND_V_MSG(p_buffer_len < 5, ERR_INVALID_DATA, "Invalid spawn packet received");
int ofs = 1; // The spawn/despawn command.
uint32_t net_id = decode_uint32(&p_buffer[ofs]);
ofs += 4;
// Untrack remote
ERR_FAIL_COND_V(!peers_info.has(p_from), ERR_UNAUTHORIZED);
PeerInfo &pinfo = peers_info[p_from];
ERR_FAIL_COND_V(!pinfo.recv_nodes.has(net_id), ERR_UNAUTHORIZED);
Node *node = get_id_as<Node>(pinfo.recv_nodes[net_id]);
ERR_FAIL_COND_V(!node, ERR_BUG);
pinfo.recv_nodes.erase(net_id);
const ObjectID oid = node->get_instance_id();
ERR_FAIL_COND_V(!tracked_nodes.has(oid), ERR_BUG);
MultiplayerSpawner *spawner = get_id_as<MultiplayerSpawner>(tracked_nodes[oid].spawner);
ERR_FAIL_COND_V(!spawner, ERR_DOES_NOT_EXIST);
ERR_FAIL_COND_V(p_from != spawner->get_multiplayer_authority(), ERR_UNAUTHORIZED);
if (node->get_parent() != nullptr) {
node->get_parent()->remove_child(node);
}
node->queue_delete();
spawner->emit_signal(SNAME("despawned"), node);
return OK;
}
void SceneReplicationInterface::_send_sync(int p_peer, const HashSet<ObjectID> p_synchronizers, uint16_t p_sync_net_time, uint64_t p_msec) {
MAKE_ROOM(sync_mtu);
uint8_t *ptr = packet_cache.ptrw();
ptr[0] = SceneMultiplayer::NETWORK_COMMAND_SYNC;
int ofs = 1;
ofs += encode_uint16(p_sync_net_time, &ptr[1]);
// Can only send updates for already notified nodes.
// This is a lazy implementation, we could optimize much more here with by grouping by replication config.
for (const ObjectID &oid : p_synchronizers) {
MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(oid);
ERR_CONTINUE(!sync || !sync->get_replication_config().is_valid() || !sync->is_multiplayer_authority());
if (!sync->update_outbound_sync_time(p_msec)) {
continue; // nothing to sync.
}
Node *node = sync->get_root_node();
ERR_CONTINUE(!node);
uint32_t net_id = sync->get_net_id();
if (net_id == 0 || (net_id & 0x80000000)) {
int path_id = 0;
bool verified = multiplayer->get_path_cache()->send_object_cache(sync, p_peer, path_id);
ERR_CONTINUE_MSG(path_id < 0, "This should never happen!");
if (net_id == 0) {
// First time path based ID.
net_id = path_id | 0x80000000;
sync->set_net_id(net_id | 0x80000000);
}
if (!verified) {
// The path based sync is not yet confirmed, skipping.
continue;
}
}
int size;
Vector<Variant> vars;
Vector<const Variant *> varp;
const List<NodePath> props = sync->get_replication_config()->get_sync_properties();
Error err = MultiplayerSynchronizer::get_state(props, node, vars, varp);
ERR_CONTINUE_MSG(err != OK, "Unable to retrieve sync state.");
err = MultiplayerAPI::encode_and_compress_variants(varp.ptrw(), varp.size(), nullptr, size);
ERR_CONTINUE_MSG(err != OK, "Unable to encode sync state.");
// TODO Handle single state above MTU.
ERR_CONTINUE_MSG(size > 3 + 4 + 4 + sync_mtu, vformat("Node states bigger then MTU will not be sent (%d > %d): %s", size, sync_mtu, node->get_path()));
if (ofs + 4 + 4 + size > sync_mtu) {
// Send what we got, and reset write.
_send_raw(packet_cache.ptr(), ofs, p_peer, false);
ofs = 3;
}
if (size) {
ofs += encode_uint32(sync->get_net_id(), &ptr[ofs]);
ofs += encode_uint32(size, &ptr[ofs]);
MultiplayerAPI::encode_and_compress_variants(varp.ptrw(), varp.size(), &ptr[ofs], size);
ofs += size;
}
}
if (ofs > 3) {
// Got some left over to send.
_send_raw(packet_cache.ptr(), ofs, p_peer, false);
}
}
Error SceneReplicationInterface::on_sync_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) {
ERR_FAIL_COND_V_MSG(p_buffer_len < 11, ERR_INVALID_DATA, "Invalid sync packet received");
uint16_t time = decode_uint16(&p_buffer[1]);
int ofs = 3;
while (ofs + 8 < p_buffer_len) {
uint32_t net_id = decode_uint32(&p_buffer[ofs]);
ofs += 4;
uint32_t size = decode_uint32(&p_buffer[ofs]);
ofs += 4;
MultiplayerSynchronizer *sync = nullptr;
if (net_id & 0x80000000) {
sync = Object::cast_to<MultiplayerSynchronizer>(multiplayer->get_path_cache()->get_cached_object(p_from, net_id & 0x7FFFFFFF));
} else if (peers_info[p_from].recv_sync_ids.has(net_id)) {
const ObjectID &sid = peers_info[p_from].recv_sync_ids[net_id];
sync = get_id_as<MultiplayerSynchronizer>(sid);
}
if (!sync) {
// Not received yet.
ofs += size;
continue;
}
Node *node = sync->get_root_node();
if (sync->get_multiplayer_authority() != p_from || !node) {
ERR_CONTINUE(true);
}
if (!sync->update_inbound_sync_time(time)) {
// State is too old.
ofs += size;
continue;
}
ERR_FAIL_COND_V(size > uint32_t(p_buffer_len - ofs), ERR_BUG);
const List<NodePath> props = sync->get_replication_config()->get_sync_properties();
Vector<Variant> vars;
vars.resize(props.size());
int consumed;
Error err = MultiplayerAPI::decode_and_decompress_variants(vars, &p_buffer[ofs], size, consumed);
ERR_FAIL_COND_V(err, err);
err = MultiplayerSynchronizer::set_state(props, node, vars);
ERR_FAIL_COND_V(err, err);
ofs += size;
}
return OK;
}