godot/modules/multiplayer/scene_multiplayer.cpp
Fabio Alessandrelli 531c72f30d [MP] Avoid error spam in relay protocol when clients disconnect
When multiple clients are connected, and the server is using the relay
sub-protocol, it might happen that a client disconnects while a packet
sent to it from another peer is still in transit.

In that case, when the packet reaches the server for relaying, it used
to generate an error (as the destination client did no longer exists).

This commit changes check to suppress the error message while still
skipping the packet.
2024-08-06 09:51:28 +02:00

697 lines
27 KiB
C++

/**************************************************************************/
/* scene_multiplayer.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_multiplayer.h"
#include "core/debugger/engine_debugger.h"
#include "core/io/marshalls.h"
#ifdef DEBUG_ENABLED
#include "core/os/os.h"
#endif
#include <stdint.h>
#ifdef DEBUG_ENABLED
_FORCE_INLINE_ void SceneMultiplayer::_profile_bandwidth(const String &p_what, int p_value) {
if (EngineDebugger::is_profiling("multiplayer:bandwidth")) {
Array values;
values.push_back(p_what);
values.push_back(OS::get_singleton()->get_ticks_msec());
values.push_back(p_value);
EngineDebugger::profiler_add_frame_data("multiplayer:bandwidth", values);
}
}
#endif
void SceneMultiplayer::_update_status() {
MultiplayerPeer::ConnectionStatus status = multiplayer_peer.is_valid() ? multiplayer_peer->get_connection_status() : MultiplayerPeer::CONNECTION_DISCONNECTED;
if (last_connection_status != status) {
if (status == MultiplayerPeer::CONNECTION_DISCONNECTED) {
if (last_connection_status == MultiplayerPeer::CONNECTION_CONNECTING) {
emit_signal(SNAME("connection_failed"));
} else {
emit_signal(SNAME("server_disconnected"));
}
clear();
}
last_connection_status = status;
}
}
Error SceneMultiplayer::poll() {
_update_status();
if (last_connection_status == MultiplayerPeer::CONNECTION_DISCONNECTED) {
return OK;
}
multiplayer_peer->poll();
_update_status();
if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) {
// We might be still connecting, or polling might have resulted in a disconnection.
return OK;
}
while (multiplayer_peer->get_available_packet_count()) {
int sender = multiplayer_peer->get_packet_peer();
const uint8_t *packet;
int len;
int channel = multiplayer_peer->get_packet_channel();
MultiplayerPeer::TransferMode mode = multiplayer_peer->get_packet_mode();
Error err = multiplayer_peer->get_packet(&packet, len);
ERR_FAIL_COND_V_MSG(err != OK, err, vformat("Error getting packet! %d", err));
#ifdef DEBUG_ENABLED
_profile_bandwidth("in", len);
#endif
if (pending_peers.has(sender)) {
ERR_CONTINUE(len < 2 || (packet[0] & CMD_MASK) != NETWORK_COMMAND_SYS || packet[1] != SYS_COMMAND_AUTH);
// Auth message.
PackedByteArray pba;
pba.resize(len - 2);
if (pba.size()) {
memcpy(pba.ptrw(), &packet[2], len - 2);
// User callback
const Variant sv = sender;
const Variant pbav = pba;
const Variant *argv[2] = { &sv, &pbav };
Variant ret;
Callable::CallError ce;
auth_callback.callp(argv, 2, ret, ce);
ERR_CONTINUE_MSG(ce.error != Callable::CallError::CALL_OK, "Failed to call authentication callback");
} else {
// Remote complete notification.
pending_peers[sender].remote = true;
if (pending_peers[sender].local) {
pending_peers.erase(sender);
_admit_peer(sender);
}
}
continue; // Auth in progress.
}
ERR_CONTINUE(!connected_peers.has(sender));
if (len && (packet[0] & CMD_MASK) == NETWORK_COMMAND_SYS) {
// Sys messages are processed separately since they might call _process_packet themselves.
if (len > 1 && packet[1] == SYS_COMMAND_AUTH) {
ERR_CONTINUE(len != 2);
// If we are here, we already admitted the peer locally, and this is just a confirmation packet.
continue;
}
_process_sys(sender, packet, len, mode, channel);
} else {
remote_sender_id = sender;
_process_packet(sender, packet, len);
remote_sender_id = 0;
}
_update_status();
if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) { // It's possible that processing a packet might have resulted in a disconnection, so check here.
return OK;
}
}
if (pending_peers.size() && auth_timeout) {
HashSet<int> to_drop;
uint64_t time = OS::get_singleton()->get_ticks_msec();
for (const KeyValue<int, PendingPeer> &pending : pending_peers) {
if (pending.value.time + auth_timeout <= time) {
multiplayer_peer->disconnect_peer(pending.key);
to_drop.insert(pending.key);
}
}
for (const int &P : to_drop) {
// Each signal might trigger a disconnection.
pending_peers.erase(P);
emit_signal(SNAME("peer_authentication_failed"), P);
}
}
_update_status();
if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) { // Signals might have triggered disconnection.
return OK;
}
replicator->on_network_process();
return OK;
}
void SceneMultiplayer::clear() {
last_connection_status = MultiplayerPeer::CONNECTION_DISCONNECTED;
pending_peers.clear();
connected_peers.clear();
packet_cache.clear();
replicator->on_reset();
cache->clear();
relay_buffer->clear();
}
void SceneMultiplayer::set_root_path(const NodePath &p_path) {
ERR_FAIL_COND_MSG(!p_path.is_absolute() && !p_path.is_empty(), "SceneMultiplayer root path must be absolute.");
root_path = p_path;
}
NodePath SceneMultiplayer::get_root_path() const {
return root_path;
}
void SceneMultiplayer::set_multiplayer_peer(const Ref<MultiplayerPeer> &p_peer) {
if (p_peer == multiplayer_peer) {
return; // Nothing to do
}
ERR_FAIL_COND_MSG(p_peer.is_valid() && p_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED,
"Supplied MultiplayerPeer must be connecting or connected.");
if (multiplayer_peer.is_valid()) {
multiplayer_peer->disconnect("peer_connected", callable_mp(this, &SceneMultiplayer::_add_peer));
multiplayer_peer->disconnect("peer_disconnected", callable_mp(this, &SceneMultiplayer::_del_peer));
clear();
}
multiplayer_peer = p_peer;
if (multiplayer_peer.is_valid()) {
multiplayer_peer->connect("peer_connected", callable_mp(this, &SceneMultiplayer::_add_peer));
multiplayer_peer->connect("peer_disconnected", callable_mp(this, &SceneMultiplayer::_del_peer));
}
_update_status();
}
Ref<MultiplayerPeer> SceneMultiplayer::get_multiplayer_peer() {
return multiplayer_peer;
}
void SceneMultiplayer::_process_packet(int p_from, const uint8_t *p_packet, int p_packet_len) {
ERR_FAIL_COND_MSG(root_path.is_empty(), "Multiplayer root was not initialized. If you are using custom multiplayer, remember to set the root path via SceneMultiplayer.set_root_path before using it.");
ERR_FAIL_COND_MSG(p_packet_len < 1, "Invalid packet received. Size too small.");
// Extract the `packet_type` from the LSB three bits:
uint8_t packet_type = p_packet[0] & CMD_MASK;
switch (packet_type) {
case NETWORK_COMMAND_SIMPLIFY_PATH: {
cache->process_simplify_path(p_from, p_packet, p_packet_len);
} break;
case NETWORK_COMMAND_CONFIRM_PATH: {
cache->process_confirm_path(p_from, p_packet, p_packet_len);
} break;
case NETWORK_COMMAND_REMOTE_CALL: {
rpc->process_rpc(p_from, p_packet, p_packet_len);
} break;
case NETWORK_COMMAND_RAW: {
_process_raw(p_from, p_packet, p_packet_len);
} break;
case NETWORK_COMMAND_SPAWN: {
replicator->on_spawn_receive(p_from, p_packet, p_packet_len);
} break;
case NETWORK_COMMAND_DESPAWN: {
replicator->on_despawn_receive(p_from, p_packet, p_packet_len);
} break;
case NETWORK_COMMAND_SYNC: {
replicator->on_sync_receive(p_from, p_packet, p_packet_len);
} break;
default: {
ERR_FAIL_MSG("Invalid network command from " + itos(p_from));
} break;
}
}
#ifdef DEBUG_ENABLED
_FORCE_INLINE_ Error SceneMultiplayer::_send(const uint8_t *p_packet, int p_packet_len) {
_profile_bandwidth("out", p_packet_len);
return multiplayer_peer->put_packet(p_packet, p_packet_len);
}
#endif
Error SceneMultiplayer::send_command(int p_to, const uint8_t *p_packet, int p_packet_len) {
if (server_relay && get_unique_id() != 1 && p_to != 1 && multiplayer_peer->is_server_relay_supported()) {
// Send relay packet.
relay_buffer->seek(0);
relay_buffer->put_u8(NETWORK_COMMAND_SYS);
relay_buffer->put_u8(SYS_COMMAND_RELAY);
relay_buffer->put_32(p_to); // Set the destination.
relay_buffer->put_data(p_packet, p_packet_len);
multiplayer_peer->set_target_peer(1);
const Vector<uint8_t> data = relay_buffer->get_data_array();
return _send(data.ptr(), relay_buffer->get_position());
}
if (p_to > 0) {
ERR_FAIL_COND_V(!connected_peers.has(p_to), ERR_BUG);
multiplayer_peer->set_target_peer(p_to);
return _send(p_packet, p_packet_len);
} else {
for (const int &pid : connected_peers) {
if (p_to && pid == -p_to) {
continue;
}
multiplayer_peer->set_target_peer(pid);
_send(p_packet, p_packet_len);
}
return OK;
}
}
void SceneMultiplayer::_process_sys(int p_from, const uint8_t *p_packet, int p_packet_len, MultiplayerPeer::TransferMode p_mode, int p_channel) {
ERR_FAIL_COND_MSG(p_packet_len < SYS_CMD_SIZE, "Invalid packet received. Size too small.");
uint8_t sys_cmd_type = p_packet[1];
int32_t peer = int32_t(decode_uint32(&p_packet[2]));
switch (sys_cmd_type) {
case SYS_COMMAND_ADD_PEER: {
ERR_FAIL_COND(!server_relay || !multiplayer_peer->is_server_relay_supported() || get_unique_id() == 1 || p_from != 1);
_admit_peer(peer); // Relayed peers are automatically accepted.
} break;
case SYS_COMMAND_DEL_PEER: {
ERR_FAIL_COND(!server_relay || !multiplayer_peer->is_server_relay_supported() || get_unique_id() == 1 || p_from != 1);
_del_peer(peer);
} break;
case SYS_COMMAND_RELAY: {
ERR_FAIL_COND(!server_relay || !multiplayer_peer->is_server_relay_supported());
ERR_FAIL_COND(p_packet_len < SYS_CMD_SIZE + 1);
const uint8_t *packet = p_packet + SYS_CMD_SIZE;
int len = p_packet_len - SYS_CMD_SIZE;
bool should_process = false;
if (get_unique_id() == 1) { // I am the server.
// The requested target might have disconnected while the packet was in transit.
if (unlikely(peer > 0 && !connected_peers.has(peer))) {
return;
}
// Send relay packet.
relay_buffer->seek(0);
relay_buffer->put_u8(NETWORK_COMMAND_SYS);
relay_buffer->put_u8(SYS_COMMAND_RELAY);
relay_buffer->put_32(p_from); // Set the source.
relay_buffer->put_data(packet, len);
const Vector<uint8_t> data = relay_buffer->get_data_array();
multiplayer_peer->set_transfer_mode(p_mode);
multiplayer_peer->set_transfer_channel(p_channel);
if (peer > 0) {
multiplayer_peer->set_target_peer(peer);
_send(data.ptr(), relay_buffer->get_position());
} else {
for (const int &P : connected_peers) {
// Not to sender, nor excluded.
if (P == p_from || (peer < 0 && P != -peer)) {
continue;
}
multiplayer_peer->set_target_peer(P);
_send(data.ptr(), relay_buffer->get_position());
}
}
if (peer == 0 || peer == -1) {
should_process = true;
peer = p_from; // Process as the source.
}
} else {
ERR_FAIL_COND(p_from != 1); // Bug.
should_process = true;
}
if (should_process) {
remote_sender_id = peer;
_process_packet(peer, packet, len);
remote_sender_id = 0;
}
} break;
default: {
ERR_FAIL();
}
}
}
void SceneMultiplayer::_add_peer(int p_id) {
if (auth_callback.is_valid()) {
pending_peers[p_id] = PendingPeer();
pending_peers[p_id].time = OS::get_singleton()->get_ticks_msec();
emit_signal(SNAME("peer_authenticating"), p_id);
return;
} else {
_admit_peer(p_id);
}
}
void SceneMultiplayer::_admit_peer(int p_id) {
if (server_relay && get_unique_id() == 1 && multiplayer_peer->is_server_relay_supported()) {
// Notify others of connection, and send connected peers to newly connected one.
uint8_t buf[SYS_CMD_SIZE];
buf[0] = NETWORK_COMMAND_SYS;
buf[1] = SYS_COMMAND_ADD_PEER;
multiplayer_peer->set_transfer_channel(0);
multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
for (const int &P : connected_peers) {
// Send new peer to already connected.
encode_uint32(p_id, &buf[2]);
multiplayer_peer->set_target_peer(P);
_send(buf, sizeof(buf));
// Send already connected to new peer.
encode_uint32(P, &buf[2]);
multiplayer_peer->set_target_peer(p_id);
_send(buf, sizeof(buf));
}
}
connected_peers.insert(p_id);
cache->on_peer_change(p_id, true);
replicator->on_peer_change(p_id, true);
if (p_id == 1) {
emit_signal(SNAME("connected_to_server"));
}
emit_signal(SNAME("peer_connected"), p_id);
}
void SceneMultiplayer::_del_peer(int p_id) {
if (pending_peers.has(p_id)) {
pending_peers.erase(p_id);
emit_signal(SNAME("peer_authentication_failed"), p_id);
return;
} else if (!connected_peers.has(p_id)) {
return;
}
if (server_relay && get_unique_id() == 1 && multiplayer_peer->is_server_relay_supported()) {
// Notify others of disconnection.
uint8_t buf[SYS_CMD_SIZE];
buf[0] = NETWORK_COMMAND_SYS;
buf[1] = SYS_COMMAND_DEL_PEER;
multiplayer_peer->set_transfer_channel(0);
multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
encode_uint32(p_id, &buf[2]);
for (const int &P : connected_peers) {
if (P == p_id) {
continue;
}
multiplayer_peer->set_target_peer(P);
_send(buf, sizeof(buf));
}
}
replicator->on_peer_change(p_id, false);
cache->on_peer_change(p_id, false);
connected_peers.erase(p_id);
emit_signal(SNAME("peer_disconnected"), p_id);
}
void SceneMultiplayer::disconnect_peer(int p_id) {
ERR_FAIL_COND(multiplayer_peer.is_null() || multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED);
// Block signals to avoid emitting peer_disconnected.
bool blocking = is_blocking_signals();
set_block_signals(true);
_del_peer(p_id);
set_block_signals(blocking);
multiplayer_peer->disconnect_peer(p_id);
}
Error SceneMultiplayer::send_bytes(Vector<uint8_t> p_data, int p_to, MultiplayerPeer::TransferMode p_mode, int p_channel) {
ERR_FAIL_COND_V_MSG(p_data.is_empty(), ERR_INVALID_DATA, "Trying to send an empty raw packet.");
ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), ERR_UNCONFIGURED, "Trying to send a raw packet while no multiplayer peer is active.");
ERR_FAIL_COND_V_MSG(multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED, "Trying to send a raw packet via a multiplayer peer which is not connected.");
if (packet_cache.size() < p_data.size() + 1) {
packet_cache.resize(p_data.size() + 1);
}
const uint8_t *r = p_data.ptr();
packet_cache.write[0] = NETWORK_COMMAND_RAW;
memcpy(&packet_cache.write[1], &r[0], p_data.size());
multiplayer_peer->set_transfer_channel(p_channel);
multiplayer_peer->set_transfer_mode(p_mode);
return send_command(p_to, packet_cache.ptr(), p_data.size() + 1);
}
Error SceneMultiplayer::send_auth(int p_to, Vector<uint8_t> p_data) {
ERR_FAIL_COND_V(multiplayer_peer.is_null() || multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED);
ERR_FAIL_COND_V(!pending_peers.has(p_to), ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(p_data.is_empty(), ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V_MSG(pending_peers[p_to].local, ERR_FILE_CANT_WRITE, "The authentication session was previously marked as completed, no more authentication data can be sent.");
ERR_FAIL_COND_V_MSG(pending_peers[p_to].remote, ERR_FILE_CANT_WRITE, "The remote peer notified that the authentication session was completed, no more authentication data can be sent.");
if (packet_cache.size() < p_data.size() + 2) {
packet_cache.resize(p_data.size() + 2);
}
packet_cache.write[0] = NETWORK_COMMAND_SYS;
packet_cache.write[1] = SYS_COMMAND_AUTH;
memcpy(&packet_cache.write[2], p_data.ptr(), p_data.size());
multiplayer_peer->set_target_peer(p_to);
multiplayer_peer->set_transfer_channel(0);
multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
return _send(packet_cache.ptr(), p_data.size() + 2);
}
Error SceneMultiplayer::complete_auth(int p_peer) {
ERR_FAIL_COND_V(multiplayer_peer.is_null() || multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED);
ERR_FAIL_COND_V(!pending_peers.has(p_peer), ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V_MSG(pending_peers[p_peer].local, ERR_FILE_CANT_WRITE, "The authentication session was already marked as completed.");
pending_peers[p_peer].local = true;
// Notify the remote peer that the authentication has completed.
uint8_t buf[2] = { NETWORK_COMMAND_SYS, SYS_COMMAND_AUTH };
multiplayer_peer->set_target_peer(p_peer);
multiplayer_peer->set_transfer_channel(0);
multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
Error err = _send(buf, 2);
// The remote peer already reported the authentication as completed, so admit the peer.
// May generate new packets, so it must happen after sending confirmation.
if (pending_peers[p_peer].remote) {
pending_peers.erase(p_peer);
_admit_peer(p_peer);
}
return err;
}
void SceneMultiplayer::set_auth_callback(Callable p_callback) {
auth_callback = p_callback;
}
Callable SceneMultiplayer::get_auth_callback() const {
return auth_callback;
}
void SceneMultiplayer::set_auth_timeout(double p_timeout) {
ERR_FAIL_COND_MSG(p_timeout < 0, "Timeout must be greater or equal to 0 (where 0 means no timeout)");
auth_timeout = uint64_t(p_timeout * 1000);
}
double SceneMultiplayer::get_auth_timeout() const {
return double(auth_timeout) / 1000.0;
}
void SceneMultiplayer::_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(SNAME("peer_packet"), p_from, out);
}
int SceneMultiplayer::get_unique_id() {
ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), 0, "No multiplayer peer is assigned. Unable to get unique ID.");
return multiplayer_peer->get_unique_id();
}
void SceneMultiplayer::set_refuse_new_connections(bool p_refuse) {
ERR_FAIL_COND_MSG(!multiplayer_peer.is_valid(), "No multiplayer peer is assigned. Unable to set 'refuse_new_connections'.");
multiplayer_peer->set_refuse_new_connections(p_refuse);
}
bool SceneMultiplayer::is_refusing_new_connections() const {
ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), false, "No multiplayer peer is assigned. Unable to get 'refuse_new_connections'.");
return multiplayer_peer->is_refusing_new_connections();
}
Vector<int> SceneMultiplayer::get_peer_ids() {
ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), Vector<int>(), "No multiplayer peer is assigned. Assume no peers are connected.");
Vector<int> ret;
for (const int &E : connected_peers) {
ret.push_back(E);
}
return ret;
}
Vector<int> SceneMultiplayer::get_authenticating_peer_ids() {
Vector<int> out;
out.resize(pending_peers.size());
int idx = 0;
for (const KeyValue<int, PendingPeer> &E : pending_peers) {
out.write[idx++] = E.key;
}
return out;
}
void SceneMultiplayer::set_allow_object_decoding(bool p_enable) {
allow_object_decoding = p_enable;
}
bool SceneMultiplayer::is_object_decoding_allowed() const {
return allow_object_decoding;
}
String SceneMultiplayer::get_rpc_md5(const Object *p_obj) {
return rpc->get_rpc_md5(p_obj);
}
Error SceneMultiplayer::rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) {
return rpc->rpcp(p_obj, p_peer_id, p_method, p_arg, p_argcount);
}
Error SceneMultiplayer::object_configuration_add(Object *p_obj, Variant p_config) {
if (p_obj == nullptr && p_config.get_type() == Variant::NODE_PATH) {
set_root_path(p_config);
return OK;
}
MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object());
MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object());
if (spawner) {
return replicator->on_spawn(p_obj, p_config);
} else if (sync) {
return replicator->on_replication_start(p_obj, p_config);
}
return ERR_INVALID_PARAMETER;
}
Error SceneMultiplayer::object_configuration_remove(Object *p_obj, Variant p_config) {
if (p_obj == nullptr && p_config.get_type() == Variant::NODE_PATH) {
ERR_FAIL_COND_V(root_path != p_config.operator NodePath(), ERR_INVALID_PARAMETER);
set_root_path(NodePath());
return OK;
}
MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object());
MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object());
if (spawner) {
return replicator->on_despawn(p_obj, p_config);
}
if (sync) {
return replicator->on_replication_stop(p_obj, p_config);
}
return ERR_INVALID_PARAMETER;
}
void SceneMultiplayer::set_server_relay_enabled(bool p_enabled) {
server_relay = p_enabled;
}
bool SceneMultiplayer::is_server_relay_enabled() const {
return server_relay;
}
void SceneMultiplayer::set_max_sync_packet_size(int p_size) {
replicator->set_max_sync_packet_size(p_size);
}
int SceneMultiplayer::get_max_sync_packet_size() const {
return replicator->get_max_sync_packet_size();
}
void SceneMultiplayer::set_max_delta_packet_size(int p_size) {
replicator->set_max_delta_packet_size(p_size);
}
int SceneMultiplayer::get_max_delta_packet_size() const {
return replicator->get_max_delta_packet_size();
}
void SceneMultiplayer::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_root_path", "path"), &SceneMultiplayer::set_root_path);
ClassDB::bind_method(D_METHOD("get_root_path"), &SceneMultiplayer::get_root_path);
ClassDB::bind_method(D_METHOD("clear"), &SceneMultiplayer::clear);
ClassDB::bind_method(D_METHOD("disconnect_peer", "id"), &SceneMultiplayer::disconnect_peer);
ClassDB::bind_method(D_METHOD("get_authenticating_peers"), &SceneMultiplayer::get_authenticating_peer_ids);
ClassDB::bind_method(D_METHOD("send_auth", "id", "data"), &SceneMultiplayer::send_auth);
ClassDB::bind_method(D_METHOD("complete_auth", "id"), &SceneMultiplayer::complete_auth);
ClassDB::bind_method(D_METHOD("set_auth_callback", "callback"), &SceneMultiplayer::set_auth_callback);
ClassDB::bind_method(D_METHOD("get_auth_callback"), &SceneMultiplayer::get_auth_callback);
ClassDB::bind_method(D_METHOD("set_auth_timeout", "timeout"), &SceneMultiplayer::set_auth_timeout);
ClassDB::bind_method(D_METHOD("get_auth_timeout"), &SceneMultiplayer::get_auth_timeout);
ClassDB::bind_method(D_METHOD("set_refuse_new_connections", "refuse"), &SceneMultiplayer::set_refuse_new_connections);
ClassDB::bind_method(D_METHOD("is_refusing_new_connections"), &SceneMultiplayer::is_refusing_new_connections);
ClassDB::bind_method(D_METHOD("set_allow_object_decoding", "enable"), &SceneMultiplayer::set_allow_object_decoding);
ClassDB::bind_method(D_METHOD("is_object_decoding_allowed"), &SceneMultiplayer::is_object_decoding_allowed);
ClassDB::bind_method(D_METHOD("set_server_relay_enabled", "enabled"), &SceneMultiplayer::set_server_relay_enabled);
ClassDB::bind_method(D_METHOD("is_server_relay_enabled"), &SceneMultiplayer::is_server_relay_enabled);
ClassDB::bind_method(D_METHOD("send_bytes", "bytes", "id", "mode", "channel"), &SceneMultiplayer::send_bytes, DEFVAL(MultiplayerPeer::TARGET_PEER_BROADCAST), DEFVAL(MultiplayerPeer::TRANSFER_MODE_RELIABLE), DEFVAL(0));
ClassDB::bind_method(D_METHOD("get_max_sync_packet_size"), &SceneMultiplayer::get_max_sync_packet_size);
ClassDB::bind_method(D_METHOD("set_max_sync_packet_size", "size"), &SceneMultiplayer::set_max_sync_packet_size);
ClassDB::bind_method(D_METHOD("get_max_delta_packet_size"), &SceneMultiplayer::get_max_delta_packet_size);
ClassDB::bind_method(D_METHOD("set_max_delta_packet_size", "size"), &SceneMultiplayer::set_max_delta_packet_size);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_path"), "set_root_path", "get_root_path");
ADD_PROPERTY(PropertyInfo(Variant::CALLABLE, "auth_callback"), "set_auth_callback", "get_auth_callback");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "auth_timeout", PROPERTY_HINT_RANGE, "0,30,0.1,or_greater,suffix:s"), "set_auth_timeout", "get_auth_timeout");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "allow_object_decoding"), "set_allow_object_decoding", "is_object_decoding_allowed");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_connections"), "set_refuse_new_connections", "is_refusing_new_connections");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "server_relay"), "set_server_relay_enabled", "is_server_relay_enabled");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_sync_packet_size"), "set_max_sync_packet_size", "get_max_sync_packet_size");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_delta_packet_size"), "set_max_delta_packet_size", "get_max_delta_packet_size");
ADD_PROPERTY_DEFAULT("refuse_new_connections", false);
ADD_SIGNAL(MethodInfo("peer_authenticating", PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("peer_authentication_failed", PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("peer_packet", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::PACKED_BYTE_ARRAY, "packet")));
}
SceneMultiplayer::SceneMultiplayer() {
relay_buffer.instantiate();
cache = Ref<SceneCacheInterface>(memnew(SceneCacheInterface(this)));
replicator = Ref<SceneReplicationInterface>(memnew(SceneReplicationInterface(this, cache.ptr())));
rpc = Ref<SceneRPCInterface>(memnew(SceneRPCInterface(this, cache.ptr(), replicator.ptr())));
set_multiplayer_peer(Ref<OfflineMultiplayerPeer>(memnew(OfflineMultiplayerPeer)));
}
SceneMultiplayer::~SceneMultiplayer() {
clear();
// Ensure unref in reverse order for safety (we shouldn't use those pointers in the deconstructors anyway).
rpc.unref();
replicator.unref();
cache.unref();
}