godot/modules/multiplayer/scene_replication_interface...

784 lines
30 KiB
C++

/**************************************************************************/
/* scene_replication_interface.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_replication_interface.h"
#include "scene_multiplayer.h"
#include "core/debugger/engine_debugger.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);
#ifdef DEBUG_ENABLED
_FORCE_INLINE_ void SceneReplicationInterface::_profile_node_data(const String &p_what, ObjectID p_id, int p_size) {
if (EngineDebugger::is_profiling("multiplayer:replication")) {
Array values;
values.push_back(p_what);
values.push_back(p_id);
values.push_back(p_size);
EngineDebugger::profiler_add_frame_data("multiplayer:replication", values);
}
}
#endif
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_free();
}
}
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() {
// Prevent endless stalling in case of unforeseen spawn errors.
if (spawn_queue.size()) {
ERR_PRINT("An error happened during last spawn, this usually means the 'ready' signal was not emitted by the spawned node.");
for (const ObjectID &oid : spawn_queue) {
Node *node = get_id_as<Node>(oid);
ERR_CONTINUE(!node);
if (node->is_connected(SceneStringNames::get_singleton()->ready, callable_mp(this, &SceneReplicationInterface::_node_ready))) {
node->disconnect(SceneStringNames::get_singleton()->ready, callable_mp(this, &SceneReplicationInterface::_node_ready));
}
}
spawn_queue.clear();
}
// Process timed syncs.
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);
// Spawn state needs to be callected after "ready", but the spawn order follows "enter_tree".
ERR_FAIL_COND_V(tobj.spawner != ObjectID(), ERR_ALREADY_IN_USE);
tobj.spawner = spawner->get_instance_id();
spawn_queue.insert(oid);
node->connect(SceneStringNames::get_singleton()->ready, callable_mp(this, &SceneReplicationInterface::_node_ready).bind(oid), Node::CONNECT_ONE_SHOT);
return OK;
}
void SceneReplicationInterface::_node_ready(const ObjectID &p_oid) {
ERR_FAIL_COND(!spawn_queue.has(p_oid)); // Bug.
// If we are a nested spawn, we need to wait until the parent is ready.
if (p_oid != *(spawn_queue.begin())) {
return;
}
for (const ObjectID &oid : spawn_queue) {
ERR_CONTINUE(!tracked_nodes.has(oid));
TrackedNode &tobj = tracked_nodes[oid];
MultiplayerSpawner *spawner = get_id_as<MultiplayerSpawner>(tobj.spawner);
ERR_CONTINUE(!spawner);
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);
}
}
spawn_queue.clear();
}
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) && p_peer != multiplayer->get_unique_id()) {
_update_spawn_visibility(p_peer, oid);
}
_update_sync_visibility(p_peer, sync);
}
bool SceneReplicationInterface::is_rpc_visible(const ObjectID &p_oid, int p_peer) const {
if (!tracked_nodes.has(p_oid)) {
return true; // Untracked nodes are always visible to RPCs.
}
ERR_FAIL_COND_V(p_peer < 0, false);
const TrackedNode &tnode = tracked_nodes[p_oid];
if (tnode.synchronizers.is_empty()) {
return true; // No synchronizers means no visibility restrictions.
}
if (tnode.remote_peer && uint32_t(p_peer) == tnode.remote_peer) {
return true; // RPCs on spawned nodes are always visible to spawner.
} else if (spawned_nodes.has(p_oid)) {
// It's a spwaned node we control, this can be fast
if (p_peer) {
return peers_info.has(p_peer) && peers_info[p_peer].spawn_nodes.has(p_oid);
} else {
for (const KeyValue<int, PeerInfo> &E : peers_info) {
if (!E.value.spawn_nodes.has(p_oid)) {
return false; // Not public.
}
}
return true; // All peers have this node.
}
} else {
// Cycle object synchronizers to check visibility.
for (const ObjectID &sid : tnode.synchronizers) {
MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(sid);
ERR_CONTINUE(!sync);
// RPC visibility is composed using OR when multiple synchronizers are present.
// Note that we don't really care about authority here which may lead to unexpected
// results when using multiple synchronizers to control the same node.
if (sync->is_visible_to(p_peer)) {
return true;
}
}
return false; // Not visible.
}
}
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() || p_peer == multiplayer->get_unique_id()) {
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.
bool is_visible_to_peer = is_visible || p_sync->is_visible_to(E.key);
if (is_visible_to_peer == E.value.sync_nodes.has(sid)) {
continue;
}
if (is_visible_to_peer) {
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 visible 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->has_multiplayer_peer(), ERR_UNCONFIGURED);
Ref<MultiplayerPeer> peer = multiplayer->get_multiplayer_peer();
peer->set_transfer_channel(0);
peer->set_transfer_mode(p_reliable ? MultiplayerPeer::TRANSFER_MODE_RELIABLE : MultiplayerPeer::TRANSFER_MODE_UNRELIABLE);
return multiplayer->send_command(p_peer, 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_free();
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;
}
#ifdef DEBUG_ENABLED
_profile_node_data("sync_out", oid, size);
#endif
}
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;
ERR_FAIL_COND_V(size > uint32_t(p_buffer_len - ofs), ERR_INVALID_DATA);
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) {
// Not valid for me.
ofs += size;
ERR_CONTINUE_MSG(true, "Ignoring sync data from non-authority or for missing node.");
}
if (!sync->update_inbound_sync_time(time)) {
// State is too old.
ofs += size;
continue;
}
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;
#ifdef DEBUG_ENABLED
_profile_node_data("sync_in", sync->get_instance_id(), size);
#endif
}
return OK;
}