godot/core/io/multiplayer_api.cpp

1255 lines
44 KiB
C++

/*************************************************************************/
/* multiplayer_api.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 "multiplayer_api.h"
#include "core/debugger/engine_debugger.h"
#include "core/io/marshalls.h"
#include "scene/main/node.h"
#include <stdint.h>
#define NODE_ID_COMPRESSION_SHIFT 3
#define NAME_ID_COMPRESSION_SHIFT 5
#define BYTE_ONLY_OR_NO_ARGS_SHIFT 6
#ifdef DEBUG_ENABLED
#include "core/os/os.h"
#endif
_FORCE_INLINE_ bool _should_call_local(MultiplayerAPI::RPCMode mode, bool is_master, bool &r_skip_rpc) {
switch (mode) {
case MultiplayerAPI::RPC_MODE_DISABLED: {
// Do nothing.
} break;
case MultiplayerAPI::RPC_MODE_REMOTE: {
// Do nothing also. Remote cannot produce a local call.
} break;
case MultiplayerAPI::RPC_MODE_MASTERSYNC: {
if (is_master) {
r_skip_rpc = true; // I am the master, so skip remote call.
}
[[fallthrough]];
}
case MultiplayerAPI::RPC_MODE_REMOTESYNC:
case MultiplayerAPI::RPC_MODE_PUPPETSYNC: {
// Call it, sync always results in a local call.
return true;
} break;
case MultiplayerAPI::RPC_MODE_MASTER: {
if (is_master) {
r_skip_rpc = true; // I am the master, so skip remote call.
}
return is_master;
} break;
case MultiplayerAPI::RPC_MODE_PUPPET: {
return !is_master;
} break;
}
return false;
}
_FORCE_INLINE_ bool _can_call_mode(Node *p_node, MultiplayerAPI::RPCMode mode, int p_remote_id) {
switch (mode) {
case MultiplayerAPI::RPC_MODE_DISABLED: {
return false;
} break;
case MultiplayerAPI::RPC_MODE_REMOTE:
case MultiplayerAPI::RPC_MODE_REMOTESYNC: {
return true;
} break;
case MultiplayerAPI::RPC_MODE_MASTERSYNC:
case MultiplayerAPI::RPC_MODE_MASTER: {
return p_node->is_network_master();
} break;
case MultiplayerAPI::RPC_MODE_PUPPETSYNC:
case MultiplayerAPI::RPC_MODE_PUPPET: {
return !p_node->is_network_master() && p_remote_id == p_node->get_network_master();
} break;
}
return false;
}
void MultiplayerAPI::poll() {
if (!network_peer.is_valid() || network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED) {
return;
}
network_peer->poll();
if (!network_peer.is_valid()) { // It's possible that polling might have resulted in a disconnection, so check here.
return;
}
while (network_peer->get_available_packet_count()) {
int sender = network_peer->get_packet_peer();
const uint8_t *packet;
int len;
Error err = network_peer->get_packet(&packet, len);
if (err != OK) {
ERR_PRINT("Error getting packet!");
break; // Something is wrong!
}
rpc_sender_id = sender;
_process_packet(sender, packet, len);
rpc_sender_id = 0;
if (!network_peer.is_valid()) {
break; // It's also possible that a packet or RPC caused a disconnection, so also check here.
}
}
}
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_network_peer(const Ref<NetworkedMultiplayerPeer> &p_peer) {
if (p_peer == network_peer) {
return; // Nothing to do
}
ERR_FAIL_COND_MSG(p_peer.is_valid() && p_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED,
"Supplied NetworkedMultiplayerPeer must be connecting or connected.");
if (network_peer.is_valid()) {
network_peer->disconnect("peer_connected", callable_mp(this, &MultiplayerAPI::_add_peer));
network_peer->disconnect("peer_disconnected", callable_mp(this, &MultiplayerAPI::_del_peer));
network_peer->disconnect("connection_succeeded", callable_mp(this, &MultiplayerAPI::_connected_to_server));
network_peer->disconnect("connection_failed", callable_mp(this, &MultiplayerAPI::_connection_failed));
network_peer->disconnect("server_disconnected", callable_mp(this, &MultiplayerAPI::_server_disconnected));
clear();
}
network_peer = p_peer;
if (network_peer.is_valid()) {
network_peer->connect("peer_connected", callable_mp(this, &MultiplayerAPI::_add_peer));
network_peer->connect("peer_disconnected", callable_mp(this, &MultiplayerAPI::_del_peer));
network_peer->connect("connection_succeeded", callable_mp(this, &MultiplayerAPI::_connected_to_server));
network_peer->connect("connection_failed", callable_mp(this, &MultiplayerAPI::_connection_failed));
network_peer->connect("server_disconnected", callable_mp(this, &MultiplayerAPI::_server_disconnected));
}
}
Ref<NetworkedMultiplayerPeer> MultiplayerAPI::get_network_peer() const {
return network_peer;
}
#ifdef DEBUG_ENABLED
void _profile_node_data(const String &p_what, ObjectID p_id) {
if (EngineDebugger::is_profiling("multiplayer")) {
Array values;
values.push_back("node");
values.push_back(p_id);
values.push_back(p_what);
EngineDebugger::profiler_add_frame_data("multiplayer", values);
}
}
void _profile_bandwidth_data(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
// Returns the packet size stripping the node path added when the node is not yet cached.
int get_packet_len(uint32_t p_node_target, int p_packet_len) {
if (p_node_target & 0x80000000) {
int ofs = p_node_target & 0x7FFFFFFF;
return p_packet_len - (p_packet_len - ofs);
} else {
return p_packet_len;
}
}
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_data("in", p_packet_len);
#endif
// Extract the `packet_type` from the LSB three bits:
uint8_t packet_type = p_packet[0] & 7;
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:
case NETWORK_COMMAND_REMOTE_SET: {
// Extract packet meta
int packet_min_size = 1;
int name_id_offset = 1;
ERR_FAIL_COND_MSG(p_packet_len < packet_min_size, "Invalid packet received. Size too small.");
// Compute the meta size, which depends on the compression level.
int node_id_compression = (p_packet[0] & 24) >> NODE_ID_COMPRESSION_SHIFT;
int name_id_compression = (p_packet[0] & 32) >> NAME_ID_COMPRESSION_SHIFT;
switch (node_id_compression) {
case NETWORK_NODE_ID_COMPRESSION_8:
packet_min_size += 1;
name_id_offset += 1;
break;
case NETWORK_NODE_ID_COMPRESSION_16:
packet_min_size += 2;
name_id_offset += 2;
break;
case NETWORK_NODE_ID_COMPRESSION_32:
packet_min_size += 4;
name_id_offset += 4;
break;
default:
ERR_FAIL_MSG("Was not possible to extract the node id compression mode.");
}
switch (name_id_compression) {
case NETWORK_NAME_ID_COMPRESSION_8:
packet_min_size += 1;
break;
case NETWORK_NAME_ID_COMPRESSION_16:
packet_min_size += 2;
break;
default:
ERR_FAIL_MSG("Was not possible to extract the name id compression mode.");
}
ERR_FAIL_COND_MSG(p_packet_len < packet_min_size, "Invalid packet received. Size too small.");
uint32_t node_target = 0;
switch (node_id_compression) {
case NETWORK_NODE_ID_COMPRESSION_8:
node_target = p_packet[1];
break;
case NETWORK_NODE_ID_COMPRESSION_16:
node_target = decode_uint16(p_packet + 1);
break;
case NETWORK_NODE_ID_COMPRESSION_32:
node_target = decode_uint32(p_packet + 1);
break;
default:
// Unreachable, checked before.
CRASH_NOW();
}
Node *node = _process_get_node(p_from, p_packet, node_target, p_packet_len);
ERR_FAIL_COND_MSG(node == nullptr, "Invalid packet received. Requested node was not found.");
uint16_t name_id = 0;
switch (name_id_compression) {
case NETWORK_NAME_ID_COMPRESSION_8:
name_id = p_packet[name_id_offset];
break;
case NETWORK_NAME_ID_COMPRESSION_16:
name_id = decode_uint16(p_packet + name_id_offset);
break;
default:
// Unreachable, checked before.
CRASH_NOW();
}
const int packet_len = get_packet_len(node_target, p_packet_len);
if (packet_type == NETWORK_COMMAND_REMOTE_CALL) {
_process_rpc(node, name_id, p_from, p_packet, packet_len, packet_min_size);
} else {
_process_rset(node, name_id, p_from, p_packet, packet_len, packet_min_size);
}
} break;
case NETWORK_COMMAND_RAW: {
_process_raw(p_from, p_packet, p_packet_len);
} break;
}
}
Node *MultiplayerAPI::_process_get_node(int p_from, const uint8_t *p_packet, uint32_t p_node_target, int p_packet_len) {
Node *node = nullptr;
if (p_node_target & 0x80000000) {
// Use full path (not cached yet).
int ofs = p_node_target & 0x7FFFFFFF;
ERR_FAIL_COND_V_MSG(ofs >= p_packet_len, nullptr, "Invalid packet received. Size smaller than declared.");
String paths;
paths.parse_utf8((const char *)&p_packet[ofs], p_packet_len - ofs);
NodePath np = paths;
node = root_node->get_node(np);
if (!node) {
ERR_PRINT("Failed to get path from RPC: " + String(np) + ".");
}
} else {
// Use cached path.
int id = p_node_target;
Map<int, PathGetCache>::Element *E = path_get_cache.find(p_from);
ERR_FAIL_COND_V_MSG(!E, nullptr, "Invalid packet received. Requests invalid peer cache.");
Map<int, PathGetCache::NodeInfo>::Element *F = E->get().nodes.find(id);
ERR_FAIL_COND_V_MSG(!F, nullptr, "Invalid packet received. Unabled to find requested cached node.");
PathGetCache::NodeInfo *ni = &F->get();
// Do proper caching later.
node = root_node->get_node(ni->path);
if (!node) {
ERR_PRINT("Failed to get cached path from RPC: " + String(ni->path) + ".");
}
}
return node;
}
void MultiplayerAPI::_process_rpc(Node *p_node, const uint16_t p_rpc_method_id, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset) {
ERR_FAIL_COND_MSG(p_offset > p_packet_len, "Invalid packet received. Size too small.");
// Check that remote can call the RPC on this node.
StringName name = p_node->get_node_rpc_method(p_rpc_method_id);
RPCMode rpc_mode = p_node->get_node_rpc_mode_by_id(p_rpc_method_id);
if (name == StringName() && p_node->get_script_instance()) {
name = p_node->get_script_instance()->get_rpc_method(p_rpc_method_id);
rpc_mode = p_node->get_script_instance()->get_rpc_mode_by_id(p_rpc_method_id);
}
ERR_FAIL_COND(name == StringName());
bool can_call = _can_call_mode(p_node, rpc_mode, p_from);
ERR_FAIL_COND_MSG(!can_call, "RPC '" + String(name) + "' is not allowed on node " + p_node->get_path() + " from: " + itos(p_from) + ". Mode is " + itos((int)rpc_mode) + ", master is " + itos(p_node->get_network_master()) + ".");
int argc = 0;
bool byte_only = false;
const bool byte_only_or_no_args = ((p_packet[0] & 64) >> BYTE_ONLY_OR_NO_ARGS_SHIFT) == 1;
if (byte_only_or_no_args) {
if (p_offset < p_packet_len) {
// This packet contains only bytes.
argc = 1;
byte_only = true;
} else {
// This rpc calls a method without parameters.
}
} else {
// Normal variant, takes the argument count from the packet.
ERR_FAIL_COND_MSG(p_offset >= p_packet_len, "Invalid packet received. Size too small.");
argc = p_packet[p_offset];
p_offset += 1;
}
Vector<Variant> args;
Vector<const Variant *> argp;
args.resize(argc);
argp.resize(argc);
#ifdef DEBUG_ENABLED
_profile_node_data("in_rpc", p_node->get_instance_id());
#endif
if (byte_only) {
Vector<uint8_t> pure_data;
const int len = p_packet_len - p_offset;
pure_data.resize(len);
memcpy(pure_data.ptrw(), &p_packet[p_offset], len);
args.write[0] = pure_data;
argp.write[0] = &args[0];
p_offset += len;
} else {
for (int i = 0; i < argc; i++) {
ERR_FAIL_COND_MSG(p_offset >= p_packet_len, "Invalid packet received. Size too small.");
int vlen;
Error err = _decode_and_decompress_variant(args.write[i], &p_packet[p_offset], p_packet_len - p_offset, &vlen);
ERR_FAIL_COND_MSG(err != OK, "Invalid packet received. Unable to decode RPC argument.");
argp.write[i] = &args[i];
p_offset += vlen;
}
}
Callable::CallError ce;
p_node->call(name, (const Variant **)argp.ptr(), argc, ce);
if (ce.error != Callable::CallError::CALL_OK) {
String error = Variant::get_call_error_text(p_node, name, (const Variant **)argp.ptr(), argc, ce);
error = "RPC - " + error;
ERR_PRINT(error);
}
}
void MultiplayerAPI::_process_rset(Node *p_node, const uint16_t p_rpc_property_id, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset) {
ERR_FAIL_COND_MSG(p_offset >= p_packet_len, "Invalid packet received. Size too small.");
// Check that remote can call the RSET on this node.
StringName name = p_node->get_node_rset_property(p_rpc_property_id);
RPCMode rset_mode = p_node->get_node_rset_mode_by_id(p_rpc_property_id);
if (name == StringName() && p_node->get_script_instance()) {
name = p_node->get_script_instance()->get_rset_property(p_rpc_property_id);
rset_mode = p_node->get_script_instance()->get_rset_mode_by_id(p_rpc_property_id);
}
ERR_FAIL_COND(name == StringName());
bool can_call = _can_call_mode(p_node, rset_mode, p_from);
ERR_FAIL_COND_MSG(!can_call, "RSET '" + String(name) + "' is not allowed on node " + p_node->get_path() + " from: " + itos(p_from) + ". Mode is " + itos((int)rset_mode) + ", master is " + itos(p_node->get_network_master()) + ".");
#ifdef DEBUG_ENABLED
_profile_node_data("in_rset", p_node->get_instance_id());
#endif
Variant value;
Error err = _decode_and_decompress_variant(value, &p_packet[p_offset], p_packet_len - p_offset, nullptr);
ERR_FAIL_COND_MSG(err != OK, "Invalid packet received. Unable to decode RSET value.");
bool valid;
p_node->set(name, value, &valid);
if (!valid) {
String error = "Error setting remote property '" + String(name) + "', not found in object of type " + p_node->get_class() + ".";
ERR_PRINT(error);
}
}
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 = node->get_rpc_md5() == 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<uint8_t> 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]);
network_peer->set_transfer_mode(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
network_peer->set_target_peer(p_from);
network_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<int, bool>::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<int> peers_to_add; // If one is missing, take note to add it.
for (Set<int>::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<int, bool>::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 = p_node->get_rpc_md5();
const int methods_md5_len = 33; // 32 + 1 for the `0` that is added by the encoder.
Vector<uint8_t> 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 (List<int>::Element *E = peers_to_add.front(); E; E = E->next()) {
network_peer->set_target_peer(E->get()); // To all of you.
network_peer->set_transfer_mode(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
network_peer->put_packet(packet.ptr(), packet.size());
psc->confirmed_peers.insert(E->get(), 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) {
// 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, allow_object_decoding);
if (err != OK) {
return err;
}
if (r_buffer) {
// The first byte is not used by the marshaling, 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) {
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, allow_object_decoding);
if (err != OK) {
return err;
}
}
return OK;
}
void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p_set, const StringName &p_name, const Variant **p_arg, int p_argcount) {
ERR_FAIL_COND_MSG(network_peer.is_null(), "Attempt to remote call/set when networking is not active in SceneTree.");
ERR_FAIL_COND_MSG(network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_CONNECTING, "Attempt to remote call/set when networking is not connected yet in SceneTree.");
ERR_FAIL_COND_MSG(network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED, "Attempt to remote call/set when networking is disconnected.");
ERR_FAIL_COND_MSG(p_argcount > 255, "Too many arguments >255.");
if (p_to != 0 && !connected_peers.has(ABS(p_to))) {
ERR_FAIL_COND_MSG(p_to == network_peer->get_unique_id(), "Attempt to remote call/set yourself! unique ID: " + itos(network_peer->get_unique_id()) + ".");
ERR_FAIL_MSG("Attempt to remote call unexisting ID: " + itos(p_to) + ".");
}
NodePath from_path = (root_node->get_path()).rel_path_to(p_from->get_path());
ERR_FAIL_COND_MSG(from_path.is_empty(), "Unable to send RPC. Relative path is empty. THIS IS LIKELY A BUG IN THE ENGINE!");
// See if the path is cached.
PathSentCache *psc = path_send_cache.getptr(from_path);
if (!psc) {
// Path is not cached, create.
path_send_cache[from_path] = PathSentCache();
psc = path_send_cache.getptr(from_path);
psc->id = last_send_cache_id++;
}
// See if all peers have cached path (if so, call can be fast).
const bool has_all_peers = _send_confirm_path(p_from, from_path, psc, p_to);
// Create base packet, lots of hardcode because it must be tight.
int ofs = 0;
#define MAKE_ROOM(m_amount) \
if (packet_cache.size() < m_amount) \
packet_cache.resize(m_amount);
// Encode meta.
// The meta is composed by a single byte that contains (starting from the least segnificant bit):
// - `NetworkCommands` in the first three bits.
// - `NetworkNodeIdCompression` in the next 2 bits.
// - `NetworkNameIdCompression` in the next 1 bit.
// - `byte_only_or_no_args` in the next 1 bit.
// - So we still have the last bit free!
uint8_t command_type = p_set ? NETWORK_COMMAND_REMOTE_SET : NETWORK_COMMAND_REMOTE_CALL;
uint8_t node_id_compression = UINT8_MAX;
uint8_t name_id_compression = UINT8_MAX;
bool byte_only_or_no_args = false;
MAKE_ROOM(1);
// The meta is composed along the way, so just set 0 for now.
packet_cache.write[0] = 0;
ofs += 1;
// Encode Node ID.
if (has_all_peers) {
// Compress the node ID only if all the target peers already know it.
if (psc->id >= 0 && psc->id <= 255) {
// We can encode the id in 1 byte
node_id_compression = NETWORK_NODE_ID_COMPRESSION_8;
MAKE_ROOM(ofs + 1);
packet_cache.write[ofs] = static_cast<uint8_t>(psc->id);
ofs += 1;
} else if (psc->id >= 0 && psc->id <= 65535) {
// We can encode the id in 2 bytes
node_id_compression = NETWORK_NODE_ID_COMPRESSION_16;
MAKE_ROOM(ofs + 2);
encode_uint16(static_cast<uint16_t>(psc->id), &(packet_cache.write[ofs]));
ofs += 2;
} else {
// Too big, let's use 4 bytes.
node_id_compression = NETWORK_NODE_ID_COMPRESSION_32;
MAKE_ROOM(ofs + 4);
encode_uint32(psc->id, &(packet_cache.write[ofs]));
ofs += 4;
}
} else {
// The targets doesn't know the node yet, so we need to use 32 bits int.
node_id_compression = NETWORK_NODE_ID_COMPRESSION_32;
MAKE_ROOM(ofs + 4);
encode_uint32(psc->id, &(packet_cache.write[ofs]));
ofs += 4;
}
if (p_set) {
// Take the rpc property ID
uint16_t property_id = p_from->get_node_rset_property_id(p_name);
if (property_id == UINT16_MAX && p_from->get_script_instance()) {
property_id = p_from->get_script_instance()->get_rset_property_id(p_name);
}
ERR_FAIL_COND_MSG(property_id == UINT16_MAX, "Unable to take the `property_id` for the property:" + p_name + ". this can happen only if this property is not marked as `remote`.");
if (property_id <= UINT8_MAX) {
// The ID fits in 1 byte
name_id_compression = NETWORK_NAME_ID_COMPRESSION_8;
MAKE_ROOM(ofs + 1);
packet_cache.write[ofs] = static_cast<uint8_t>(property_id);
ofs += 1;
} else {
// The ID is larger, let's use 2 bytes
name_id_compression = NETWORK_NAME_ID_COMPRESSION_16;
MAKE_ROOM(ofs + 2);
encode_uint16(property_id, &(packet_cache.write[ofs]));
ofs += 2;
}
// Set argument.
int len(0);
Error err = _encode_and_compress_variant(*p_arg[0], nullptr, len);
ERR_FAIL_COND_MSG(err != OK, "Unable to encode RSET value. THIS IS LIKELY A BUG IN THE ENGINE!");
MAKE_ROOM(ofs + len);
_encode_and_compress_variant(*p_arg[0], &(packet_cache.write[ofs]), len);
ofs += len;
} else {
// Take the rpc method ID
uint16_t method_id = p_from->get_node_rpc_method_id(p_name);
if (method_id == UINT16_MAX && p_from->get_script_instance()) {
method_id = p_from->get_script_instance()->get_rpc_method_id(p_name);
}
ERR_FAIL_COND_MSG(method_id == UINT16_MAX,
vformat("Unable to take the `method_id` for the function \"%s\" at path: \"%s\". This happens when the method is not marked as `remote`.", p_name, p_from->get_path()));
if (method_id <= UINT8_MAX) {
// The ID fits in 1 byte
name_id_compression = NETWORK_NAME_ID_COMPRESSION_8;
MAKE_ROOM(ofs + 1);
packet_cache.write[ofs] = static_cast<uint8_t>(method_id);
ofs += 1;
} else {
// The ID is larger, let's use 2 bytes
name_id_compression = NETWORK_NAME_ID_COMPRESSION_16;
MAKE_ROOM(ofs + 2);
encode_uint16(method_id, &(packet_cache.write[ofs]));
ofs += 2;
}
if (p_argcount == 0) {
byte_only_or_no_args = true;
} else if (p_argcount == 1 && p_arg[0]->get_type() == Variant::PACKED_BYTE_ARRAY) {
byte_only_or_no_args = true;
// Special optimization when only the byte vector is sent.
const Vector<uint8_t> data = *p_arg[0];
MAKE_ROOM(ofs + data.size());
copymem(&(packet_cache.write[ofs]), data.ptr(), sizeof(uint8_t) * data.size());
ofs += data.size();
} else {
// Arguments
MAKE_ROOM(ofs + 1);
packet_cache.write[ofs] = p_argcount;
ofs += 1;
for (int i = 0; i < p_argcount; i++) {
int len(0);
Error err = _encode_and_compress_variant(*p_arg[i], nullptr, len);
ERR_FAIL_COND_MSG(err != OK, "Unable to encode RPC argument. THIS IS LIKELY A BUG IN THE ENGINE!");
MAKE_ROOM(ofs + len);
_encode_and_compress_variant(*p_arg[i], &(packet_cache.write[ofs]), len);
ofs += len;
}
}
}
ERR_FAIL_COND(command_type > 7);
ERR_FAIL_COND(node_id_compression > 3);
ERR_FAIL_COND(name_id_compression > 1);
// We can now set the meta
packet_cache.write[0] = command_type + (node_id_compression << NODE_ID_COMPRESSION_SHIFT) + (name_id_compression << NAME_ID_COMPRESSION_SHIFT) + ((byte_only_or_no_args ? 1 : 0) << BYTE_ONLY_OR_NO_ARGS_SHIFT);
#ifdef DEBUG_ENABLED
_profile_bandwidth_data("out", ofs);
#endif
// Take chance and set transfer mode, since all send methods will use it.
network_peer->set_transfer_mode(p_unreliable ? NetworkedMultiplayerPeer::TRANSFER_MODE_UNRELIABLE : NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
if (has_all_peers) {
// They all have verified paths, so send fast.
network_peer->set_target_peer(p_to); // To all of you.
network_peer->put_packet(packet_cache.ptr(), ofs); // A message with love.
} else {
// Unreachable because the node ID is never compressed if the peers doesn't know it.
CRASH_COND(node_id_compression != NETWORK_NODE_ID_COMPRESSION_32);
// Not all verified path, so send one by one.
// Append path at the end, since we will need it for some packets.
CharString pname = String(from_path).utf8();
int path_len = encode_cstring(pname.get_data(), nullptr);
MAKE_ROOM(ofs + path_len);
encode_cstring(pname.get_data(), &(packet_cache.write[ofs]));
for (Set<int>::Element *E = connected_peers.front(); E; E = E->next()) {
if (p_to < 0 && E->get() == -p_to) {
continue; // Continue, excluded.
}
if (p_to > 0 && E->get() != p_to) {
continue; // Continue, not for this peer.
}
Map<int, bool>::Element *F = psc->confirmed_peers.find(E->get());
ERR_CONTINUE(!F); // Should never happen.
network_peer->set_target_peer(E->get()); // To this one specifically.
if (F->get()) {
// This one confirmed path, so use id.
encode_uint32(psc->id, &(packet_cache.write[1]));
network_peer->put_packet(packet_cache.ptr(), ofs);
} else {
// This one did not confirm path yet, so use entire path (sorry!).
encode_uint32(0x80000000 | ofs, &(packet_cache.write[1])); // Offset to path and flag.
network_peer->put_packet(packet_cache.ptr(), ofs + path_len);
}
}
}
}
void MultiplayerAPI::_add_peer(int p_id) {
connected_peers.insert(p_id);
path_get_cache.insert(p_id, PathGetCache());
emit_signal("network_peer_connected", p_id);
}
void MultiplayerAPI::_del_peer(int p_id) {
connected_peers.erase(p_id);
// 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<NodePath> keys;
path_send_cache.get_key_list(&keys);
for (List<NodePath>::Element *E = keys.front(); E; E = E->next()) {
PathSentCache *psc = path_send_cache.getptr(E->get());
psc->confirmed_peers.erase(p_id);
}
emit_signal("network_peer_disconnected", p_id);
}
void MultiplayerAPI::_connected_to_server() {
emit_signal("connected_to_server");
}
void MultiplayerAPI::_connection_failed() {
emit_signal("connection_failed");
}
void MultiplayerAPI::_server_disconnected() {
emit_signal("server_disconnected");
}
void MultiplayerAPI::rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount) {
ERR_FAIL_COND_MSG(!network_peer.is_valid(), "Trying to call an RPC while no network peer is active.");
ERR_FAIL_COND_MSG(!p_node->is_inside_tree(), "Trying to call an RPC on a node which is not inside SceneTree.");
ERR_FAIL_COND_MSG(network_peer->get_connection_status() != NetworkedMultiplayerPeer::CONNECTION_CONNECTED, "Trying to call an RPC via a network peer which is not connected.");
int node_id = network_peer->get_unique_id();
bool skip_rpc = node_id == p_peer_id;
bool call_local_native = false;
bool call_local_script = false;
bool is_master = p_node->is_network_master();
if (p_peer_id == 0 || p_peer_id == node_id || (p_peer_id < 0 && p_peer_id != -node_id)) {
// Check that send mode can use local call.
RPCMode rpc_mode = p_node->get_node_rpc_mode(p_method);
call_local_native = _should_call_local(rpc_mode, is_master, skip_rpc);
if (call_local_native) {
// Done below.
} else if (p_node->get_script_instance()) {
// Attempt with script.
rpc_mode = p_node->get_script_instance()->get_rpc_mode(p_method);
call_local_script = _should_call_local(rpc_mode, is_master, skip_rpc);
}
}
if (!skip_rpc) {
#ifdef DEBUG_ENABLED
_profile_node_data("out_rpc", p_node->get_instance_id());
#endif
_send_rpc(p_node, p_peer_id, p_unreliable, false, p_method, p_arg, p_argcount);
}
if (call_local_native) {
int temp_id = rpc_sender_id;
rpc_sender_id = get_network_unique_id();
Callable::CallError ce;
p_node->call(p_method, p_arg, p_argcount, ce);
rpc_sender_id = temp_id;
if (ce.error != Callable::CallError::CALL_OK) {
String error = Variant::get_call_error_text(p_node, p_method, p_arg, p_argcount, ce);
error = "rpc() aborted in local call: - " + error + ".";
ERR_PRINT(error);
return;
}
}
if (call_local_script) {
int temp_id = rpc_sender_id;
rpc_sender_id = get_network_unique_id();
Callable::CallError ce;
ce.error = Callable::CallError::CALL_OK;
p_node->get_script_instance()->call(p_method, p_arg, p_argcount, ce);
rpc_sender_id = temp_id;
if (ce.error != Callable::CallError::CALL_OK) {
String error = Variant::get_call_error_text(p_node, p_method, p_arg, p_argcount, ce);
error = "rpc() aborted in script local call: - " + error + ".";
ERR_PRINT(error);
return;
}
}
ERR_FAIL_COND_MSG(skip_rpc && !(call_local_native || call_local_script), "RPC '" + p_method + "' on yourself is not allowed by selected mode.");
}
void MultiplayerAPI::rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value) {
ERR_FAIL_COND_MSG(!network_peer.is_valid(), "Trying to RSET while no network peer is active.");
ERR_FAIL_COND_MSG(!p_node->is_inside_tree(), "Trying to RSET on a node which is not inside SceneTree.");
ERR_FAIL_COND_MSG(network_peer->get_connection_status() != NetworkedMultiplayerPeer::CONNECTION_CONNECTED, "Trying to send an RSET via a network peer which is not connected.");
int node_id = network_peer->get_unique_id();
bool is_master = p_node->is_network_master();
bool skip_rset = node_id == p_peer_id;
bool set_local = false;
if (p_peer_id == 0 || p_peer_id == node_id || (p_peer_id < 0 && p_peer_id != -node_id)) {
// Check that send mode can use local call.
RPCMode rpc_mode = p_node->get_node_rset_mode(p_property);
set_local = _should_call_local(rpc_mode, is_master, skip_rset);
if (set_local) {
bool valid;
int temp_id = rpc_sender_id;
rpc_sender_id = get_network_unique_id();
p_node->set(p_property, p_value, &valid);
rpc_sender_id = temp_id;
if (!valid) {
String error = "rset() aborted in local set, property not found: - " + String(p_property) + ".";
ERR_PRINT(error);
return;
}
} else if (p_node->get_script_instance()) {
// Attempt with script.
rpc_mode = p_node->get_script_instance()->get_rset_mode(p_property);
set_local = _should_call_local(rpc_mode, is_master, skip_rset);
if (set_local) {
int temp_id = rpc_sender_id;
rpc_sender_id = get_network_unique_id();
bool valid = p_node->get_script_instance()->set(p_property, p_value);
rpc_sender_id = temp_id;
if (!valid) {
String error = "rset() aborted in local script set, property not found: - " + String(p_property) + ".";
ERR_PRINT(error);
return;
}
}
}
}
if (skip_rset) {
ERR_FAIL_COND_MSG(!set_local, "RSET for '" + p_property + "' on yourself is not allowed by selected mode.");
return;
}
#ifdef DEBUG_ENABLED
_profile_node_data("out_rset", p_node->get_instance_id());
#endif
const Variant *vptr = &p_value;
_send_rpc(p_node, p_peer_id, p_unreliable, true, p_property, &vptr, 1);
}
Error MultiplayerAPI::send_bytes(Vector<uint8_t> p_data, int p_to, NetworkedMultiplayerPeer::TransferMode p_mode) {
ERR_FAIL_COND_V_MSG(p_data.size() < 1, ERR_INVALID_DATA, "Trying to send an empty raw packet.");
ERR_FAIL_COND_V_MSG(!network_peer.is_valid(), ERR_UNCONFIGURED, "Trying to send a raw packet while no network peer is active.");
ERR_FAIL_COND_V_MSG(network_peer->get_connection_status() != NetworkedMultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED, "Trying to send a raw packet via a network peer which is not connected.");
MAKE_ROOM(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());
network_peer->set_target_peer(p_to);
network_peer->set_transfer_mode(p_mode);
return network_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<uint8_t> out;
int len = p_packet_len - 1;
out.resize(len);
{
uint8_t *w = out.ptrw();
memcpy(&w[0], &p_packet[1], len);
}
emit_signal("network_peer_packet", p_from, out);
}
int MultiplayerAPI::get_network_unique_id() const {
ERR_FAIL_COND_V_MSG(!network_peer.is_valid(), 0, "No network peer is assigned. Unable to get unique network ID.");
return network_peer->get_unique_id();
}
bool MultiplayerAPI::is_network_server() const {
// XXX Maybe fail silently? Maybe should actually return true to make development of both local and online multiplayer easier?
ERR_FAIL_COND_V_MSG(!network_peer.is_valid(), false, "No network peer is assigned. I can't be a server.");
return network_peer->is_server();
}
void MultiplayerAPI::set_refuse_new_network_connections(bool p_refuse) {
ERR_FAIL_COND_MSG(!network_peer.is_valid(), "No network peer is assigned. Unable to set 'refuse_new_connections'.");
network_peer->set_refuse_new_connections(p_refuse);
}
bool MultiplayerAPI::is_refusing_new_network_connections() const {
ERR_FAIL_COND_V_MSG(!network_peer.is_valid(), false, "No network peer is assigned. Unable to get 'refuse_new_connections'.");
return network_peer->is_refusing_new_connections();
}
Vector<int> MultiplayerAPI::get_network_connected_peers() const {
ERR_FAIL_COND_V_MSG(!network_peer.is_valid(), Vector<int>(), "No network peer is assigned. Assume no peers are connected.");
Vector<int> ret;
for (Set<int>::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::_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"), &MultiplayerAPI::send_bytes, DEFVAL(NetworkedMultiplayerPeer::TARGET_PEER_BROADCAST), DEFVAL(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE));
ClassDB::bind_method(D_METHOD("has_network_peer"), &MultiplayerAPI::has_network_peer);
ClassDB::bind_method(D_METHOD("get_network_peer"), &MultiplayerAPI::get_network_peer);
ClassDB::bind_method(D_METHOD("get_network_unique_id"), &MultiplayerAPI::get_network_unique_id);
ClassDB::bind_method(D_METHOD("is_network_server"), &MultiplayerAPI::is_network_server);
ClassDB::bind_method(D_METHOD("get_rpc_sender_id"), &MultiplayerAPI::get_rpc_sender_id);
ClassDB::bind_method(D_METHOD("set_network_peer", "peer"), &MultiplayerAPI::set_network_peer);
ClassDB::bind_method(D_METHOD("poll"), &MultiplayerAPI::poll);
ClassDB::bind_method(D_METHOD("clear"), &MultiplayerAPI::clear);
ClassDB::bind_method(D_METHOD("get_network_connected_peers"), &MultiplayerAPI::get_network_connected_peers);
ClassDB::bind_method(D_METHOD("set_refuse_new_network_connections", "refuse"), &MultiplayerAPI::set_refuse_new_network_connections);
ClassDB::bind_method(D_METHOD("is_refusing_new_network_connections"), &MultiplayerAPI::is_refusing_new_network_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_network_connections"), "set_refuse_new_network_connections", "is_refusing_new_network_connections");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "network_peer", PROPERTY_HINT_RESOURCE_TYPE, "NetworkedMultiplayerPeer", 0), "set_network_peer", "get_network_peer");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "root_node", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "set_root_node", "get_root_node");
ADD_PROPERTY_DEFAULT("refuse_new_network_connections", false);
ADD_SIGNAL(MethodInfo("network_peer_connected", PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("network_peer_disconnected", PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("network_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"));
BIND_ENUM_CONSTANT(RPC_MODE_DISABLED);
BIND_ENUM_CONSTANT(RPC_MODE_REMOTE);
BIND_ENUM_CONSTANT(RPC_MODE_MASTER);
BIND_ENUM_CONSTANT(RPC_MODE_PUPPET);
BIND_ENUM_CONSTANT(RPC_MODE_REMOTESYNC);
BIND_ENUM_CONSTANT(RPC_MODE_MASTERSYNC);
BIND_ENUM_CONSTANT(RPC_MODE_PUPPETSYNC);
}
MultiplayerAPI::MultiplayerAPI() {
clear();
}
MultiplayerAPI::~MultiplayerAPI() {
clear();
}