784 lines
30 KiB
C++
784 lines
30 KiB
C++
/**************************************************************************/
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/* scene_replication_interface.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "scene_replication_interface.h"
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#include "scene_multiplayer.h"
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#include "core/debugger/engine_debugger.h"
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#include "core/io/marshalls.h"
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#include "scene/main/node.h"
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#include "scene/scene_string_names.h"
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#define MAKE_ROOM(m_amount) \
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if (packet_cache.size() < m_amount) \
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packet_cache.resize(m_amount);
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#ifdef DEBUG_ENABLED
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_FORCE_INLINE_ void SceneReplicationInterface::_profile_node_data(const String &p_what, ObjectID p_id, int p_size) {
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if (EngineDebugger::is_profiling("multiplayer:replication")) {
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Array values;
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values.push_back(p_what);
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values.push_back(p_id);
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values.push_back(p_size);
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EngineDebugger::profiler_add_frame_data("multiplayer:replication", values);
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}
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}
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#endif
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SceneReplicationInterface::TrackedNode &SceneReplicationInterface::_track(const ObjectID &p_id) {
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if (!tracked_nodes.has(p_id)) {
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tracked_nodes[p_id] = TrackedNode(p_id);
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Node *node = get_id_as<Node>(p_id);
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node->connect(SceneStringNames::get_singleton()->tree_exited, callable_mp(this, &SceneReplicationInterface::_untrack).bind(p_id), Node::CONNECT_ONE_SHOT);
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}
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return tracked_nodes[p_id];
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}
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void SceneReplicationInterface::_untrack(const ObjectID &p_id) {
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if (!tracked_nodes.has(p_id)) {
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return;
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}
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uint32_t net_id = tracked_nodes[p_id].net_id;
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uint32_t peer = tracked_nodes[p_id].remote_peer;
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tracked_nodes.erase(p_id);
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// If it was spawned by a remote, remove it from the received nodes.
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if (peer && peers_info.has(peer)) {
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peers_info[peer].recv_nodes.erase(net_id);
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}
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// If we spawned or synced it, we need to remove it from any peer it was sent to.
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if (net_id || peer == 0) {
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for (KeyValue<int, PeerInfo> &E : peers_info) {
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E.value.spawn_nodes.erase(p_id);
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}
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}
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}
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void SceneReplicationInterface::_free_remotes(const PeerInfo &p_info) {
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for (const KeyValue<uint32_t, ObjectID> &E : p_info.recv_nodes) {
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Node *node = tracked_nodes.has(E.value) ? get_id_as<Node>(E.value) : nullptr;
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ERR_CONTINUE(!node);
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node->queue_free();
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}
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}
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void SceneReplicationInterface::on_peer_change(int p_id, bool p_connected) {
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if (p_connected) {
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peers_info[p_id] = PeerInfo();
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for (const ObjectID &oid : spawned_nodes) {
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_update_spawn_visibility(p_id, oid);
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}
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for (const ObjectID &oid : sync_nodes) {
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_update_sync_visibility(p_id, get_id_as<MultiplayerSynchronizer>(oid));
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}
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} else {
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ERR_FAIL_COND(!peers_info.has(p_id));
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_free_remotes(peers_info[p_id]);
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peers_info.erase(p_id);
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}
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}
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void SceneReplicationInterface::on_reset() {
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for (const KeyValue<int, PeerInfo> &E : peers_info) {
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_free_remotes(E.value);
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}
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peers_info.clear();
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// Tracked nodes are cleared on deletion, here we only reset the ids so they can be later re-assigned.
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for (KeyValue<ObjectID, TrackedNode> &E : tracked_nodes) {
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TrackedNode &tobj = E.value;
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tobj.net_id = 0;
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tobj.remote_peer = 0;
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}
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for (const ObjectID &oid : sync_nodes) {
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MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(oid);
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ERR_CONTINUE(!sync);
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sync->reset();
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}
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last_net_id = 0;
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}
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void SceneReplicationInterface::on_network_process() {
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// Prevent endless stalling in case of unforeseen spawn errors.
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if (spawn_queue.size()) {
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ERR_PRINT("An error happened during last spawn, this usually means the 'ready' signal was not emitted by the spawned node.");
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for (const ObjectID &oid : spawn_queue) {
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Node *node = get_id_as<Node>(oid);
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ERR_CONTINUE(!node);
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if (node->is_connected(SceneStringNames::get_singleton()->ready, callable_mp(this, &SceneReplicationInterface::_node_ready))) {
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node->disconnect(SceneStringNames::get_singleton()->ready, callable_mp(this, &SceneReplicationInterface::_node_ready));
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}
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}
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spawn_queue.clear();
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}
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// Process timed syncs.
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uint64_t msec = OS::get_singleton()->get_ticks_msec();
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for (KeyValue<int, PeerInfo> &E : peers_info) {
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const HashSet<ObjectID> to_sync = E.value.sync_nodes;
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if (to_sync.is_empty()) {
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continue; // Nothing to sync
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}
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uint16_t sync_net_time = ++E.value.last_sent_sync;
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_send_sync(E.key, to_sync, sync_net_time, msec);
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}
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}
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Error SceneReplicationInterface::on_spawn(Object *p_obj, Variant p_config) {
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Node *node = Object::cast_to<Node>(p_obj);
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ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER);
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MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object());
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ERR_FAIL_COND_V(!spawner, ERR_INVALID_PARAMETER);
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// Track node.
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const ObjectID oid = node->get_instance_id();
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TrackedNode &tobj = _track(oid);
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// Spawn state needs to be callected after "ready", but the spawn order follows "enter_tree".
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ERR_FAIL_COND_V(tobj.spawner != ObjectID(), ERR_ALREADY_IN_USE);
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tobj.spawner = spawner->get_instance_id();
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spawn_queue.insert(oid);
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node->connect(SceneStringNames::get_singleton()->ready, callable_mp(this, &SceneReplicationInterface::_node_ready).bind(oid), Node::CONNECT_ONE_SHOT);
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return OK;
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}
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void SceneReplicationInterface::_node_ready(const ObjectID &p_oid) {
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ERR_FAIL_COND(!spawn_queue.has(p_oid)); // Bug.
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// If we are a nested spawn, we need to wait until the parent is ready.
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if (p_oid != *(spawn_queue.begin())) {
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return;
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}
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for (const ObjectID &oid : spawn_queue) {
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ERR_CONTINUE(!tracked_nodes.has(oid));
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TrackedNode &tobj = tracked_nodes[oid];
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MultiplayerSpawner *spawner = get_id_as<MultiplayerSpawner>(tobj.spawner);
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ERR_CONTINUE(!spawner);
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spawned_nodes.insert(oid);
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if (multiplayer->has_multiplayer_peer() && spawner->is_multiplayer_authority()) {
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if (tobj.net_id == 0) {
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tobj.net_id = ++last_net_id;
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}
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_update_spawn_visibility(0, oid);
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}
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}
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spawn_queue.clear();
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}
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Error SceneReplicationInterface::on_despawn(Object *p_obj, Variant p_config) {
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Node *node = Object::cast_to<Node>(p_obj);
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ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER);
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MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object());
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ERR_FAIL_COND_V(!p_obj || !spawner, ERR_INVALID_PARAMETER);
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// Forcibly despawn to all peers that knowns me.
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int len = 0;
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Error err = _make_despawn_packet(node, len);
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ERR_FAIL_COND_V(err != OK, ERR_BUG);
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const ObjectID oid = p_obj->get_instance_id();
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for (const KeyValue<int, PeerInfo> &E : peers_info) {
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if (!E.value.spawn_nodes.has(oid)) {
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continue;
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}
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_send_raw(packet_cache.ptr(), len, E.key, true);
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}
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// Also remove spawner tracking from the replication state.
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ERR_FAIL_COND_V(!tracked_nodes.has(oid), ERR_INVALID_PARAMETER);
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TrackedNode &tobj = _track(oid);
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ERR_FAIL_COND_V(tobj.spawner != spawner->get_instance_id(), ERR_INVALID_PARAMETER);
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tobj.spawner = ObjectID();
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spawned_nodes.erase(oid);
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for (KeyValue<int, PeerInfo> &E : peers_info) {
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E.value.spawn_nodes.erase(oid);
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}
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return OK;
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}
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Error SceneReplicationInterface::on_replication_start(Object *p_obj, Variant p_config) {
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Node *node = Object::cast_to<Node>(p_obj);
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ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER);
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MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object());
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ERR_FAIL_COND_V(!sync, ERR_INVALID_PARAMETER);
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// Add to synchronizer list.
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TrackedNode &tobj = _track(p_obj->get_instance_id());
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const ObjectID sid = sync->get_instance_id();
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tobj.synchronizers.insert(sid);
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sync_nodes.insert(sid);
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// Update visibility.
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sync->connect("visibility_changed", callable_mp(this, &SceneReplicationInterface::_visibility_changed).bind(sync->get_instance_id()));
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_update_sync_visibility(0, sync);
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if (pending_spawn == p_obj->get_instance_id() && sync->get_multiplayer_authority() == pending_spawn_remote) {
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// Try to apply synchronizer Net ID
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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()));
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ERR_FAIL_COND_V(!peers_info.has(pending_spawn_remote), ERR_INVALID_DATA);
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uint32_t net_id = pending_sync_net_ids[0];
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pending_sync_net_ids.pop_front();
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peers_info[pending_spawn_remote].recv_sync_ids[net_id] = sync->get_instance_id();
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// Try to apply spawn state (before ready).
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if (pending_buffer_size > 0) {
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ERR_FAIL_COND_V(!node || sync->get_replication_config().is_null(), ERR_UNCONFIGURED);
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int consumed = 0;
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const List<NodePath> props = sync->get_replication_config()->get_spawn_properties();
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Vector<Variant> vars;
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vars.resize(props.size());
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Error err = MultiplayerAPI::decode_and_decompress_variants(vars, pending_buffer, pending_buffer_size, consumed);
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ERR_FAIL_COND_V(err, err);
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if (consumed > 0) {
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pending_buffer += consumed;
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pending_buffer_size -= consumed;
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err = MultiplayerSynchronizer::set_state(props, node, vars);
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ERR_FAIL_COND_V(err, err);
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}
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}
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}
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return OK;
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}
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Error SceneReplicationInterface::on_replication_stop(Object *p_obj, Variant p_config) {
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Node *node = Object::cast_to<Node>(p_obj);
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ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER);
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MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object());
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ERR_FAIL_COND_V(!sync, ERR_INVALID_PARAMETER);
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sync->disconnect("visibility_changed", callable_mp(this, &SceneReplicationInterface::_visibility_changed));
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// Untrack synchronizer.
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const ObjectID oid = node->get_instance_id();
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const ObjectID sid = sync->get_instance_id();
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ERR_FAIL_COND_V(!tracked_nodes.has(oid), ERR_INVALID_PARAMETER);
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TrackedNode &tobj = _track(oid);
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tobj.synchronizers.erase(sid);
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sync_nodes.erase(sid);
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for (KeyValue<int, PeerInfo> &E : peers_info) {
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E.value.sync_nodes.erase(sid);
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if (sync->get_net_id()) {
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E.value.recv_sync_ids.erase(sync->get_net_id());
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}
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}
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return OK;
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}
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void SceneReplicationInterface::_visibility_changed(int p_peer, ObjectID p_sid) {
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MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(p_sid);
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ERR_FAIL_COND(!sync); // Bug.
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Node *node = sync->get_root_node();
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ERR_FAIL_COND(!node); // Bug.
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const ObjectID oid = node->get_instance_id();
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if (spawned_nodes.has(oid) && p_peer != multiplayer->get_unique_id()) {
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_update_spawn_visibility(p_peer, oid);
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}
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_update_sync_visibility(p_peer, sync);
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}
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bool SceneReplicationInterface::is_rpc_visible(const ObjectID &p_oid, int p_peer) const {
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if (!tracked_nodes.has(p_oid)) {
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return true; // Untracked nodes are always visible to RPCs.
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}
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ERR_FAIL_COND_V(p_peer < 0, false);
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const TrackedNode &tnode = tracked_nodes[p_oid];
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if (tnode.synchronizers.is_empty()) {
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return true; // No synchronizers means no visibility restrictions.
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}
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if (tnode.remote_peer && uint32_t(p_peer) == tnode.remote_peer) {
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return true; // RPCs on spawned nodes are always visible to spawner.
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} else if (spawned_nodes.has(p_oid)) {
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// It's a spwaned node we control, this can be fast
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if (p_peer) {
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return peers_info.has(p_peer) && peers_info[p_peer].spawn_nodes.has(p_oid);
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} else {
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for (const KeyValue<int, PeerInfo> &E : peers_info) {
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if (!E.value.spawn_nodes.has(p_oid)) {
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return false; // Not public.
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}
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}
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return true; // All peers have this node.
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}
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} else {
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// Cycle object synchronizers to check visibility.
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for (const ObjectID &sid : tnode.synchronizers) {
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MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(sid);
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ERR_CONTINUE(!sync);
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// RPC visibility is composed using OR when multiple synchronizers are present.
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// Note that we don't really care about authority here which may lead to unexpected
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// results when using multiple synchronizers to control the same node.
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if (sync->is_visible_to(p_peer)) {
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return true;
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}
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}
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return false; // Not visible.
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}
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}
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Error SceneReplicationInterface::_update_sync_visibility(int p_peer, MultiplayerSynchronizer *p_sync) {
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ERR_FAIL_COND_V(!p_sync, ERR_BUG);
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if (!multiplayer->has_multiplayer_peer() || !p_sync->is_multiplayer_authority() || p_peer == multiplayer->get_unique_id()) {
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return OK;
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}
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const ObjectID &sid = p_sync->get_instance_id();
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bool is_visible = p_sync->is_visible_to(p_peer);
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if (p_peer == 0) {
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for (KeyValue<int, PeerInfo> &E : peers_info) {
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// Might be visible to this specific peer.
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bool is_visible_to_peer = is_visible || p_sync->is_visible_to(E.key);
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if (is_visible_to_peer == E.value.sync_nodes.has(sid)) {
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continue;
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}
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if (is_visible_to_peer) {
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E.value.sync_nodes.insert(sid);
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} else {
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E.value.sync_nodes.erase(sid);
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}
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}
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return OK;
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} else {
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ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
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if (is_visible == peers_info[p_peer].sync_nodes.has(sid)) {
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return OK;
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}
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if (is_visible) {
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peers_info[p_peer].sync_nodes.insert(sid);
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} else {
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peers_info[p_peer].sync_nodes.erase(sid);
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}
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return OK;
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}
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}
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Error SceneReplicationInterface::_update_spawn_visibility(int p_peer, const ObjectID &p_oid) {
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const TrackedNode *tnode = tracked_nodes.getptr(p_oid);
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ERR_FAIL_COND_V(!tnode, ERR_BUG);
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MultiplayerSpawner *spawner = get_id_as<MultiplayerSpawner>(tnode->spawner);
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Node *node = get_id_as<Node>(p_oid);
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ERR_FAIL_COND_V(!node || !spawner || !spawner->is_multiplayer_authority(), ERR_BUG);
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ERR_FAIL_COND_V(!tracked_nodes.has(p_oid), ERR_BUG);
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const HashSet<ObjectID> synchronizers = tracked_nodes[p_oid].synchronizers;
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bool is_visible = true;
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for (const ObjectID &sid : synchronizers) {
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MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(sid);
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ERR_CONTINUE(!sync);
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if (!sync->is_multiplayer_authority()) {
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continue;
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}
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// Spawn visibility is composed using OR when multiple synchronizers are present.
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if (sync->is_visible_to(p_peer)) {
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is_visible = true;
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break;
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}
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is_visible = false;
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}
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// Spawn (and despawn) when needed.
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HashSet<int> to_spawn;
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HashSet<int> to_despawn;
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if (p_peer) {
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ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
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if (is_visible == peers_info[p_peer].spawn_nodes.has(p_oid)) {
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return OK;
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}
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if (is_visible) {
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to_spawn.insert(p_peer);
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} else {
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|
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;
|
|
}
|