513 lines
19 KiB
C++
513 lines
19 KiB
C++
/*************************************************************************/
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/* scene_rpc_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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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/multiplayer/scene_rpc_interface.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 "core/multiplayer/multiplayer_api.h"
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#include "scene/main/node.h"
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#include "scene/main/window.h"
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MultiplayerRPCInterface *SceneRPCInterface::_create(MultiplayerAPI *p_multiplayer) {
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return memnew(SceneRPCInterface(p_multiplayer));
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}
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void SceneRPCInterface::make_default() {
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MultiplayerAPI::create_default_rpc_interface = _create;
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}
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#ifdef DEBUG_ENABLED
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_FORCE_INLINE_ void SceneRPCInterface::_profile_node_data(const String &p_what, ObjectID p_id) {
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if (EngineDebugger::is_profiling("multiplayer")) {
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Array values;
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values.push_back("node");
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values.push_back(p_id);
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values.push_back(p_what);
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EngineDebugger::profiler_add_frame_data("multiplayer", values);
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}
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}
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#else
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_FORCE_INLINE_ void SceneRPCInterface::_profile_node_data(const String &p_what, ObjectID p_id) {}
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#endif
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// Returns the packet size stripping the node path added when the node is not yet cached.
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int get_packet_len(uint32_t p_node_target, int p_packet_len) {
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if (p_node_target & 0x80000000) {
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int ofs = p_node_target & 0x7FFFFFFF;
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return p_packet_len - (p_packet_len - ofs);
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} else {
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return p_packet_len;
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}
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}
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const Multiplayer::RPCConfig _get_rpc_config(const Node *p_node, const StringName &p_method, uint16_t &r_id) {
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const Vector<Multiplayer::RPCConfig> node_config = p_node->get_node_rpc_methods();
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for (int i = 0; i < node_config.size(); i++) {
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if (node_config[i].name == p_method) {
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r_id = ((uint16_t)i) | (1 << 15);
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return node_config[i];
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}
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}
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if (p_node->get_script_instance()) {
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const Vector<Multiplayer::RPCConfig> script_config = p_node->get_script_instance()->get_rpc_methods();
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for (int i = 0; i < script_config.size(); i++) {
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if (script_config[i].name == p_method) {
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r_id = (uint16_t)i;
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return script_config[i];
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}
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}
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}
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return Multiplayer::RPCConfig();
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}
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const Multiplayer::RPCConfig _get_rpc_config_by_id(Node *p_node, uint16_t p_id) {
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Vector<Multiplayer::RPCConfig> config;
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uint16_t id = p_id;
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if (id & (1 << 15)) {
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id = id & ~(1 << 15);
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config = p_node->get_node_rpc_methods();
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} else if (p_node->get_script_instance()) {
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config = p_node->get_script_instance()->get_rpc_methods();
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}
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if (id < config.size()) {
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return config[id];
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}
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return Multiplayer::RPCConfig();
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}
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_FORCE_INLINE_ bool _can_call_mode(Node *p_node, Multiplayer::RPCMode mode, int p_remote_id) {
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switch (mode) {
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case Multiplayer::RPC_MODE_DISABLED: {
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return false;
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} break;
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case Multiplayer::RPC_MODE_ANY_PEER: {
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return true;
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} break;
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case Multiplayer::RPC_MODE_AUTHORITY: {
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return !p_node->is_multiplayer_authority() && p_remote_id == p_node->get_multiplayer_authority();
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} break;
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}
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return false;
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}
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String SceneRPCInterface::get_rpc_md5(const Object *p_obj) const {
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const Node *node = Object::cast_to<Node>(p_obj);
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ERR_FAIL_COND_V(!node, "");
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String rpc_list;
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const Vector<Multiplayer::RPCConfig> node_config = node->get_node_rpc_methods();
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for (int i = 0; i < node_config.size(); i++) {
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rpc_list += String(node_config[i].name);
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}
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if (node->get_script_instance()) {
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const Vector<Multiplayer::RPCConfig> script_config = node->get_script_instance()->get_rpc_methods();
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for (int i = 0; i < script_config.size(); i++) {
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rpc_list += String(script_config[i].name);
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}
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}
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return rpc_list.md5_text();
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}
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Node *SceneRPCInterface::_process_get_node(int p_from, const uint8_t *p_packet, uint32_t p_node_target, int p_packet_len) {
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Node *root_node = SceneTree::get_singleton()->get_root()->get_node(multiplayer->get_root_path());
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ERR_FAIL_COND_V(!root_node, nullptr);
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Node *node = nullptr;
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if (p_node_target & 0x80000000) {
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// Use full path (not cached yet).
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int ofs = p_node_target & 0x7FFFFFFF;
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ERR_FAIL_COND_V_MSG(ofs >= p_packet_len, nullptr, "Invalid packet received. Size smaller than declared.");
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String paths;
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paths.parse_utf8((const char *)&p_packet[ofs], p_packet_len - ofs);
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NodePath np = paths;
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node = root_node->get_node(np);
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if (!node) {
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ERR_PRINT("Failed to get path from RPC: " + String(np) + ".");
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}
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return node;
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} else {
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// Use cached path.
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return Object::cast_to<Node>(multiplayer->get_cached_object(p_from, p_node_target));
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}
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}
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void SceneRPCInterface::process_rpc(int p_from, const uint8_t *p_packet, int p_packet_len) {
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// Extract packet meta
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int packet_min_size = 1;
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int name_id_offset = 1;
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ERR_FAIL_COND_MSG(p_packet_len < packet_min_size, "Invalid packet received. Size too small.");
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// Compute the meta size, which depends on the compression level.
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int node_id_compression = (p_packet[0] & NODE_ID_COMPRESSION_FLAG) >> NODE_ID_COMPRESSION_SHIFT;
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int name_id_compression = (p_packet[0] & NAME_ID_COMPRESSION_FLAG) >> NAME_ID_COMPRESSION_SHIFT;
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switch (node_id_compression) {
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case NETWORK_NODE_ID_COMPRESSION_8:
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packet_min_size += 1;
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name_id_offset += 1;
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break;
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case NETWORK_NODE_ID_COMPRESSION_16:
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packet_min_size += 2;
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name_id_offset += 2;
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break;
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case NETWORK_NODE_ID_COMPRESSION_32:
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packet_min_size += 4;
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name_id_offset += 4;
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break;
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default:
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ERR_FAIL_MSG("Was not possible to extract the node id compression mode.");
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}
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switch (name_id_compression) {
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case NETWORK_NAME_ID_COMPRESSION_8:
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packet_min_size += 1;
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break;
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case NETWORK_NAME_ID_COMPRESSION_16:
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packet_min_size += 2;
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break;
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default:
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ERR_FAIL_MSG("Was not possible to extract the name id compression mode.");
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}
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ERR_FAIL_COND_MSG(p_packet_len < packet_min_size, "Invalid packet received. Size too small.");
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uint32_t node_target = 0;
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switch (node_id_compression) {
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case NETWORK_NODE_ID_COMPRESSION_8:
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node_target = p_packet[1];
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break;
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case NETWORK_NODE_ID_COMPRESSION_16:
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node_target = decode_uint16(p_packet + 1);
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break;
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case NETWORK_NODE_ID_COMPRESSION_32:
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node_target = decode_uint32(p_packet + 1);
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break;
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default:
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// Unreachable, checked before.
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CRASH_NOW();
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}
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Node *node = _process_get_node(p_from, p_packet, node_target, p_packet_len);
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ERR_FAIL_COND_MSG(node == nullptr, "Invalid packet received. Requested node was not found.");
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uint16_t name_id = 0;
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switch (name_id_compression) {
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case NETWORK_NAME_ID_COMPRESSION_8:
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name_id = p_packet[name_id_offset];
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break;
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case NETWORK_NAME_ID_COMPRESSION_16:
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name_id = decode_uint16(p_packet + name_id_offset);
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break;
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default:
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// Unreachable, checked before.
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CRASH_NOW();
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}
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const int packet_len = get_packet_len(node_target, p_packet_len);
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_process_rpc(node, name_id, p_from, p_packet, packet_len, packet_min_size);
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}
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void SceneRPCInterface::_process_rpc(Node *p_node, const uint16_t p_rpc_method_id, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset) {
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ERR_FAIL_COND_MSG(p_offset > p_packet_len, "Invalid packet received. Size too small.");
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// Check that remote can call the RPC on this node.
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const Multiplayer::RPCConfig config = _get_rpc_config_by_id(p_node, p_rpc_method_id);
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ERR_FAIL_COND(config.name == StringName());
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bool can_call = _can_call_mode(p_node, config.rpc_mode, p_from);
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ERR_FAIL_COND_MSG(!can_call, "RPC '" + String(config.name) + "' is not allowed on node " + p_node->get_path() + " from: " + itos(p_from) + ". Mode is " + itos((int)config.rpc_mode) + ", authority is " + itos(p_node->get_multiplayer_authority()) + ".");
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int argc = 0;
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const bool byte_only_or_no_args = p_packet[0] & BYTE_ONLY_OR_NO_ARGS_FLAG;
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if (byte_only_or_no_args) {
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if (p_offset < p_packet_len) {
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// This packet contains only bytes.
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argc = 1;
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}
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} else {
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// Normal variant, takes the argument count from the packet.
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ERR_FAIL_COND_MSG(p_offset >= p_packet_len, "Invalid packet received. Size too small.");
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argc = p_packet[p_offset];
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p_offset += 1;
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}
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Vector<Variant> args;
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Vector<const Variant *> argp;
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args.resize(argc);
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argp.resize(argc);
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#ifdef DEBUG_ENABLED
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_profile_node_data("in_rpc", p_node->get_instance_id());
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#endif
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int out;
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MultiplayerAPI::decode_and_decompress_variants(args, &p_packet[p_offset], p_packet_len - p_offset, out, byte_only_or_no_args, multiplayer->is_object_decoding_allowed());
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for (int i = 0; i < argc; i++) {
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argp.write[i] = &args[i];
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}
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Callable::CallError ce;
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p_node->call(config.name, (const Variant **)argp.ptr(), argc, ce);
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if (ce.error != Callable::CallError::CALL_OK) {
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String error = Variant::get_call_error_text(p_node, config.name, (const Variant **)argp.ptr(), argc, ce);
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error = "RPC - " + error;
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ERR_PRINT(error);
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}
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}
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void SceneRPCInterface::_send_rpc(Node *p_from, int p_to, uint16_t p_rpc_id, const Multiplayer::RPCConfig &p_config, const StringName &p_name, const Variant **p_arg, int p_argcount) {
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Ref<MultiplayerPeer> peer = multiplayer->get_multiplayer_peer();
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ERR_FAIL_COND_MSG(peer.is_null(), "Attempt to call RPC without active multiplayer peer.");
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ERR_FAIL_COND_MSG(peer->get_connection_status() == MultiplayerPeer::CONNECTION_CONNECTING, "Attempt to call RPC while multiplayer peer is not connected yet.");
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ERR_FAIL_COND_MSG(peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED, "Attempt to call RPC while multiplayer peer is disconnected.");
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ERR_FAIL_COND_MSG(p_argcount > 255, "Too many arguments (>255).");
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if (p_to != 0 && !multiplayer->get_connected_peers().has(ABS(p_to))) {
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ERR_FAIL_COND_MSG(p_to == peer->get_unique_id(), "Attempt to call RPC on yourself! Peer unique ID: " + itos(peer->get_unique_id()) + ".");
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ERR_FAIL_MSG("Attempt to call RPC with unknown peer ID: " + itos(p_to) + ".");
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}
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NodePath from_path = multiplayer->get_root_path().rel_path_to(p_from->get_path());
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ERR_FAIL_COND_MSG(from_path.is_empty(), "Unable to send RPC. Relative path is empty. THIS IS LIKELY A BUG IN THE ENGINE!");
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// See if all peers have cached path (if so, call can be fast).
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int psc_id;
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const bool has_all_peers = multiplayer->send_object_cache(p_from, from_path, p_to, psc_id);
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// Create base packet, lots of hardcode because it must be tight.
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int ofs = 0;
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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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// Encode meta.
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uint8_t command_type = MultiplayerAPI::NETWORK_COMMAND_REMOTE_CALL;
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uint8_t node_id_compression = UINT8_MAX;
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uint8_t name_id_compression = UINT8_MAX;
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bool byte_only_or_no_args = false;
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MAKE_ROOM(1);
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// The meta is composed along the way, so just set 0 for now.
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packet_cache.write[0] = 0;
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ofs += 1;
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// Encode Node ID.
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if (has_all_peers) {
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// Compress the node ID only if all the target peers already know it.
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if (psc_id >= 0 && psc_id <= 255) {
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// We can encode the id in 1 byte
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node_id_compression = NETWORK_NODE_ID_COMPRESSION_8;
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MAKE_ROOM(ofs + 1);
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packet_cache.write[ofs] = static_cast<uint8_t>(psc_id);
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ofs += 1;
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} else if (psc_id >= 0 && psc_id <= 65535) {
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// We can encode the id in 2 bytes
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node_id_compression = NETWORK_NODE_ID_COMPRESSION_16;
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MAKE_ROOM(ofs + 2);
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encode_uint16(static_cast<uint16_t>(psc_id), &(packet_cache.write[ofs]));
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ofs += 2;
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} else {
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// Too big, let's use 4 bytes.
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node_id_compression = NETWORK_NODE_ID_COMPRESSION_32;
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MAKE_ROOM(ofs + 4);
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encode_uint32(psc_id, &(packet_cache.write[ofs]));
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ofs += 4;
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}
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} else {
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// The targets don't know the node yet, so we need to use 32 bits int.
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node_id_compression = NETWORK_NODE_ID_COMPRESSION_32;
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MAKE_ROOM(ofs + 4);
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encode_uint32(psc_id, &(packet_cache.write[ofs]));
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ofs += 4;
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}
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// Encode method ID
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if (p_rpc_id <= UINT8_MAX) {
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// The ID fits in 1 byte
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name_id_compression = NETWORK_NAME_ID_COMPRESSION_8;
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MAKE_ROOM(ofs + 1);
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packet_cache.write[ofs] = static_cast<uint8_t>(p_rpc_id);
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ofs += 1;
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} else {
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// The ID is larger, let's use 2 bytes
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name_id_compression = NETWORK_NAME_ID_COMPRESSION_16;
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MAKE_ROOM(ofs + 2);
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encode_uint16(p_rpc_id, &(packet_cache.write[ofs]));
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ofs += 2;
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}
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int len;
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Error err = MultiplayerAPI::encode_and_compress_variants(p_arg, p_argcount, nullptr, len, &byte_only_or_no_args, multiplayer->is_object_decoding_allowed());
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ERR_FAIL_COND_MSG(err != OK, "Unable to encode RPC arguments. THIS IS LIKELY A BUG IN THE ENGINE!");
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if (byte_only_or_no_args) {
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MAKE_ROOM(ofs + len);
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} else {
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MAKE_ROOM(ofs + 1 + len);
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packet_cache.write[ofs] = p_argcount;
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ofs += 1;
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}
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if (len) {
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MultiplayerAPI::encode_and_compress_variants(p_arg, p_argcount, &packet_cache.write[ofs], len, &byte_only_or_no_args, multiplayer->is_object_decoding_allowed());
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ofs += len;
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}
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ERR_FAIL_COND(command_type > 7);
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ERR_FAIL_COND(node_id_compression > 3);
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ERR_FAIL_COND(name_id_compression > 1);
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// We can now set the meta
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packet_cache.write[0] = command_type + (node_id_compression << NODE_ID_COMPRESSION_SHIFT) + (name_id_compression << NAME_ID_COMPRESSION_SHIFT) + (byte_only_or_no_args ? BYTE_ONLY_OR_NO_ARGS_FLAG : 0);
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#ifdef DEBUG_ENABLED
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multiplayer->profile_bandwidth("out", ofs);
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#endif
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// Take chance and set transfer mode, since all send methods will use it.
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peer->set_transfer_channel(p_config.channel);
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peer->set_transfer_mode(p_config.transfer_mode);
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if (has_all_peers) {
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// They all have verified paths, so send fast.
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peer->set_target_peer(p_to); // To all of you.
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peer->put_packet(packet_cache.ptr(), ofs); // A message with love.
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} else {
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// Unreachable because the node ID is never compressed if the peers doesn't know it.
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CRASH_COND(node_id_compression != NETWORK_NODE_ID_COMPRESSION_32);
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// Not all verified path, so send one by one.
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// Append path at the end, since we will need it for some packets.
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CharString pname = String(from_path).utf8();
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int path_len = encode_cstring(pname.get_data(), nullptr);
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MAKE_ROOM(ofs + path_len);
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encode_cstring(pname.get_data(), &(packet_cache.write[ofs]));
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for (const int &P : multiplayer->get_connected_peers()) {
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if (p_to < 0 && P == -p_to) {
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continue; // Continue, excluded.
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}
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if (p_to > 0 && P != p_to) {
|
|
continue; // Continue, not for this peer.
|
|
}
|
|
|
|
bool confirmed = multiplayer->is_cache_confirmed(from_path, P);
|
|
|
|
peer->set_target_peer(P); // To this one specifically.
|
|
|
|
if (confirmed) {
|
|
// This one confirmed path, so use id.
|
|
encode_uint32(psc_id, &(packet_cache.write[1]));
|
|
peer->put_packet(packet_cache.ptr(), ofs);
|
|
} else {
|
|
// This one did not confirm path yet, so use entire path (sorry!).
|
|
encode_uint32(0x80000000 | ofs, &(packet_cache.write[1])); // Offset to path and flag.
|
|
peer->put_packet(packet_cache.ptr(), ofs + path_len);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void SceneRPCInterface::rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) {
|
|
Ref<MultiplayerPeer> peer = multiplayer->get_multiplayer_peer();
|
|
ERR_FAIL_COND_MSG(!peer.is_valid(), "Trying to call an RPC while no multiplayer peer is active.");
|
|
Node *node = Object::cast_to<Node>(p_obj);
|
|
ERR_FAIL_COND(!node);
|
|
ERR_FAIL_COND_MSG(!node->is_inside_tree(), "Trying to call an RPC on a node which is not inside SceneTree.");
|
|
ERR_FAIL_COND_MSG(peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, "Trying to call an RPC via a multiplayer peer which is not connected.");
|
|
|
|
int node_id = peer->get_unique_id();
|
|
bool call_local_native = false;
|
|
bool call_local_script = false;
|
|
uint16_t rpc_id = UINT16_MAX;
|
|
const Multiplayer::RPCConfig config = _get_rpc_config(node, p_method, rpc_id);
|
|
ERR_FAIL_COND_MSG(config.name == StringName(),
|
|
vformat("Unable to get the RPC configuration for the function \"%s\" at path: \"%s\". This happens when the method is not marked for RPCs.", p_method, node->get_path()));
|
|
if (p_peer_id == 0 || p_peer_id == node_id || (p_peer_id < 0 && p_peer_id != -node_id)) {
|
|
if (rpc_id & (1 << 15)) {
|
|
call_local_native = config.call_local;
|
|
} else {
|
|
call_local_script = config.call_local;
|
|
}
|
|
}
|
|
|
|
if (p_peer_id != node_id) {
|
|
#ifdef DEBUG_ENABLED
|
|
_profile_node_data("out_rpc", node->get_instance_id());
|
|
#endif
|
|
|
|
_send_rpc(node, p_peer_id, rpc_id, config, p_method, p_arg, p_argcount);
|
|
}
|
|
|
|
if (call_local_native) {
|
|
Callable::CallError ce;
|
|
|
|
multiplayer->set_remote_sender_override(peer->get_unique_id());
|
|
node->call(p_method, p_arg, p_argcount, ce);
|
|
multiplayer->set_remote_sender_override(0);
|
|
|
|
if (ce.error != Callable::CallError::CALL_OK) {
|
|
String error = Variant::get_call_error_text(node, p_method, p_arg, p_argcount, ce);
|
|
error = "rpc() aborted in local call: - " + error + ".";
|
|
ERR_PRINT(error);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (call_local_script) {
|
|
Callable::CallError ce;
|
|
ce.error = Callable::CallError::CALL_OK;
|
|
|
|
multiplayer->set_remote_sender_override(peer->get_unique_id());
|
|
node->get_script_instance()->call(p_method, p_arg, p_argcount, ce);
|
|
multiplayer->set_remote_sender_override(0);
|
|
|
|
if (ce.error != Callable::CallError::CALL_OK) {
|
|
String error = Variant::get_call_error_text(node, p_method, p_arg, p_argcount, ce);
|
|
error = "rpc() aborted in script local call: - " + error + ".";
|
|
ERR_PRINT(error);
|
|
return;
|
|
}
|
|
}
|
|
|
|
ERR_FAIL_COND_MSG(p_peer_id == node_id && !config.call_local, "RPC '" + p_method + "' on yourself is not allowed by selected mode.");
|
|
}
|