godot/scene/multiplayer/scene_cache_interface.cpp
Fabio Alessandrelli ddee5f6050 Add peer visibility to MultiplayerSynchronizer.
MultiplayerSynchronizers can now be configured to limit their visibility
to a subset of the connected peers, if the synchronized node was spawned
by a MultiplayerSpawner (either automatically or via custom spawn) the
given node will also be despawned remotely.

The replication system doesn't have the logic to handle subspawn
directly, but it is possible to handle them appropriately by manually
updating the visibility of the parent before changing the one of the
nested spawns via the "update_visibility" function.

The visibility of each MultiplayerSynchronizer can be controlled by
adding or remove filters via "[add|remove]_visibility_filter(callable)".

To further optimize the network code, visibility filters can be configured
to be automatically updated during idle or physics frame, or set to always
require manual update (via the "update_visibility" function).
2022-07-20 19:08:35 +02:00

275 lines
10 KiB
C++

/*************************************************************************/
/* scene_cache_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 */
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/* 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.*/
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/*************************************************************************/
#include "scene_cache_interface.h"
#include "core/io/marshalls.h"
#include "scene/main/node.h"
#include "scene/main/window.h"
MultiplayerCacheInterface *SceneCacheInterface::_create(MultiplayerAPI *p_multiplayer) {
return memnew(SceneCacheInterface(p_multiplayer));
}
void SceneCacheInterface::make_default() {
MultiplayerAPI::create_default_cache_interface = _create;
}
void SceneCacheInterface::on_peer_change(int p_id, bool p_connected) {
if (p_connected) {
path_get_cache.insert(p_id, PathGetCache());
} else {
// Cleanup get cache.
path_get_cache.erase(p_id);
// Cleanup sent cache.
// Some refactoring is needed to make this faster and do paths GC.
for (const KeyValue<NodePath, PathSentCache> &E : path_send_cache) {
PathSentCache *psc = path_send_cache.getptr(E.key);
psc->confirmed_peers.erase(p_id);
}
}
}
void SceneCacheInterface::process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len) {
Node *root_node = SceneTree::get_singleton()->get_root()->get_node(multiplayer->get_root_path());
ERR_FAIL_COND(!root_node);
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 = multiplayer->get_rpc_md5(node) == methods_md5;
if (valid_rpc_checksum == false) {
ERR_PRINT("The rpc node checksum failed. Make sure to have the same methods on both nodes. Node path: " + path);
}
PathGetCache::NodeInfo ni;
ni.path = path;
path_get_cache[p_from].nodes[id] = ni;
// Encode path to send ack.
CharString pname = String(path).utf8();
int len = encode_cstring(pname.get_data(), nullptr);
Vector<uint8_t> packet;
packet.resize(1 + 1 + len);
packet.write[0] = MultiplayerAPI::NETWORK_COMMAND_CONFIRM_PATH;
packet.write[1] = valid_rpc_checksum;
encode_cstring(pname.get_data(), &packet.write[2]);
Ref<MultiplayerPeer> multiplayer_peer = multiplayer->get_multiplayer_peer();
ERR_FAIL_COND(multiplayer_peer.is_null());
#ifdef DEBUG_ENABLED
multiplayer->profile_bandwidth("out", packet.size());
#endif
multiplayer_peer->set_transfer_channel(0);
multiplayer_peer->set_transfer_mode(Multiplayer::TRANSFER_MODE_RELIABLE);
multiplayer_peer->set_target_peer(p_from);
multiplayer_peer->put_packet(packet.ptr(), packet.size());
}
void SceneCacheInterface::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.");
HashMap<int, bool>::Iterator 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->value = true;
}
Error SceneCacheInterface::_send_confirm_path(Node *p_node, NodePath p_path, PathSentCache *psc, const List<int> &p_peers) {
// 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 = multiplayer->get_rpc_md5(p_node);
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] = MultiplayerAPI::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]);
Ref<MultiplayerPeer> multiplayer_peer = multiplayer->get_multiplayer_peer();
ERR_FAIL_COND_V(multiplayer_peer.is_null(), ERR_BUG);
#ifdef DEBUG_ENABLED
multiplayer->profile_bandwidth("out", packet.size() * p_peers.size());
#endif
Error err = OK;
for (int peer_id : p_peers) {
multiplayer_peer->set_target_peer(peer_id);
multiplayer_peer->set_transfer_channel(0);
multiplayer_peer->set_transfer_mode(Multiplayer::TRANSFER_MODE_RELIABLE);
err = multiplayer_peer->put_packet(packet.ptr(), packet.size());
ERR_FAIL_COND_V(err != OK, err);
// Insert into confirmed, but as false since it was not confirmed.
psc->confirmed_peers.insert(peer_id, false);
}
return err;
}
bool SceneCacheInterface::is_cache_confirmed(NodePath p_path, int p_peer) {
const PathSentCache *psc = path_send_cache.getptr(p_path);
ERR_FAIL_COND_V(!psc, false);
HashMap<int, bool>::ConstIterator F = psc->confirmed_peers.find(p_peer);
ERR_FAIL_COND_V(!F, false); // Should never happen.
return F->value;
}
int SceneCacheInterface::make_object_cache(Object *p_obj) {
Node *node = Object::cast_to<Node>(p_obj);
ERR_FAIL_COND_V(!node, -1);
NodePath for_path = multiplayer->get_root_path().rel_path_to(node->get_path());
// See if the path is cached.
PathSentCache *psc = path_send_cache.getptr(for_path);
if (!psc) {
// Path is not cached, create.
path_send_cache[for_path] = PathSentCache();
psc = path_send_cache.getptr(for_path);
psc->id = last_send_cache_id++;
}
return psc->id;
}
bool SceneCacheInterface::send_object_cache(Object *p_obj, int p_peer_id, int &r_id) {
Node *node = Object::cast_to<Node>(p_obj);
ERR_FAIL_COND_V(!node, false);
r_id = make_object_cache(p_obj);
ERR_FAIL_COND_V(r_id < 0, false);
NodePath for_path = multiplayer->get_root_path().rel_path_to(node->get_path());
PathSentCache *psc = path_send_cache.getptr(for_path);
bool has_all_peers = true;
List<int> peers_to_add; // If one is missing, take note to add it.
if (p_peer_id > 0) {
// Fast single peer check.
HashMap<int, bool>::Iterator F = psc->confirmed_peers.find(p_peer_id);
if (!F) {
peers_to_add.push_back(p_peer_id); // Need to also be notified.
has_all_peers = false;
} else if (!F->value) {
has_all_peers = false;
}
} else {
// Long and painful.
for (const int &E : multiplayer->get_connected_peers()) {
if (p_peer_id < 0 && E == -p_peer_id) {
continue; // Continue, excluded.
}
if (p_peer_id > 0 && E != p_peer_id) {
continue; // Continue, not for this peer.
}
HashMap<int, bool>::Iterator F = psc->confirmed_peers.find(E);
if (!F) {
peers_to_add.push_back(E); // Need to also be notified.
has_all_peers = false;
} else if (!F->value) {
has_all_peers = false;
}
}
}
if (peers_to_add.size()) {
_send_confirm_path(node, for_path, psc, peers_to_add);
}
return has_all_peers;
}
Object *SceneCacheInterface::get_cached_object(int p_from, uint32_t p_cache_id) {
Node *root_node = SceneTree::get_singleton()->get_root()->get_node(multiplayer->get_root_path());
ERR_FAIL_COND_V(!root_node, nullptr);
HashMap<int, PathGetCache>::Iterator E = path_get_cache.find(p_from);
ERR_FAIL_COND_V_MSG(!E, nullptr, vformat("No cache found for peer %d.", p_from));
HashMap<int, PathGetCache::NodeInfo>::Iterator F = E->value.nodes.find(p_cache_id);
ERR_FAIL_COND_V_MSG(!F, nullptr, vformat("ID %d not found in cache of peer %d.", p_cache_id, p_from));
PathGetCache::NodeInfo *ni = &F->value;
Node *node = root_node->get_node(ni->path);
if (!node) {
ERR_PRINT("Failed to get cached path: " + String(ni->path) + ".");
}
return node;
}
void SceneCacheInterface::clear() {
path_get_cache.clear();
path_send_cache.clear();
last_send_cache_id = 1;
}