ca7d572908
- RPC configurations are now dictionaries. - Script.get_rpc_methods renamed to Script.get_rpc_config. - Node.rpc[_id] and Callable.rpc now return an Error. - Refactor MultiplayerAPI to allow extension. - New MultiplayerAPI.rpc method with Array argument (for scripts). - Move the default MultiplayerAPI implementation to a module.
268 lines
10 KiB
C++
268 lines
10 KiB
C++
/*************************************************************************/
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/* scene_replication_state.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_replication_state.h"
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#include "scene/scene_string_names.h"
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#include "multiplayer_spawner.h"
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#include "multiplayer_synchronizer.h"
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SceneReplicationState::TrackedNode &SceneReplicationState::_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 = Object::cast_to<Node>(ObjectDB::get_instance(p_id));
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node->connect(SceneStringNames::get_singleton()->tree_exited, callable_mp(this, &SceneReplicationState::_untrack), varray(p_id), Node::CONNECT_ONESHOT);
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}
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return tracked_nodes[p_id];
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}
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void SceneReplicationState::_untrack(const ObjectID &p_id) {
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if (tracked_nodes.has(p_id)) {
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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.sync_nodes.erase(p_id);
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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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}
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const HashMap<uint32_t, ObjectID> SceneReplicationState::peer_get_remotes(int p_peer) const {
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return peers_info.has(p_peer) ? peers_info[p_peer].recv_nodes : HashMap<uint32_t, ObjectID>();
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}
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bool SceneReplicationState::update_last_node_sync(const ObjectID &p_id, uint16_t p_time) {
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TrackedNode *tnode = tracked_nodes.getptr(p_id);
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ERR_FAIL_COND_V(!tnode, false);
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if (p_time <= tnode->last_sync && tnode->last_sync - p_time < 32767) {
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return false;
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}
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tnode->last_sync = p_time;
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return true;
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}
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bool SceneReplicationState::update_sync_time(const ObjectID &p_id, uint64_t p_msec) {
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TrackedNode *tnode = tracked_nodes.getptr(p_id);
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ERR_FAIL_COND_V(!tnode, false);
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MultiplayerSynchronizer *sync = get_synchronizer(p_id);
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if (!sync) {
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return false;
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}
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if (tnode->last_sync_msec == p_msec) {
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return true;
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}
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if (p_msec >= tnode->last_sync_msec + sync->get_replication_interval_msec()) {
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tnode->last_sync_msec = p_msec;
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return true;
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}
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return false;
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}
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uint32_t SceneReplicationState::get_net_id(const ObjectID &p_id) const {
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const TrackedNode *tnode = tracked_nodes.getptr(p_id);
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ERR_FAIL_COND_V(!tnode, 0);
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return tnode->net_id;
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}
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void SceneReplicationState::set_net_id(const ObjectID &p_id, uint32_t p_net_id) {
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TrackedNode *tnode = tracked_nodes.getptr(p_id);
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ERR_FAIL_COND(!tnode);
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tnode->net_id = p_net_id;
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}
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uint32_t SceneReplicationState::ensure_net_id(const ObjectID &p_id) {
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TrackedNode *tnode = tracked_nodes.getptr(p_id);
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ERR_FAIL_COND_V(!tnode, 0);
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if (tnode->net_id == 0) {
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tnode->net_id = ++last_net_id;
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}
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return tnode->net_id;
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}
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void SceneReplicationState::on_peer_change(int p_peer, bool p_connected) {
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if (p_connected) {
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peers_info[p_peer] = PeerInfo();
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known_peers.insert(p_peer);
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} else {
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peers_info.erase(p_peer);
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known_peers.erase(p_peer);
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}
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}
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void SceneReplicationState::reset() {
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peers_info.clear();
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known_peers.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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tobj.last_sync = 0;
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}
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}
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Error SceneReplicationState::config_add_spawn(Node *p_node, MultiplayerSpawner *p_spawner) {
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const ObjectID oid = p_node->get_instance_id();
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TrackedNode &tobj = _track(oid);
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ERR_FAIL_COND_V(tobj.spawner != ObjectID(), ERR_ALREADY_IN_USE);
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tobj.spawner = p_spawner->get_instance_id();
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spawned_nodes.insert(oid);
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return OK;
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}
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Error SceneReplicationState::config_del_spawn(Node *p_node, MultiplayerSpawner *p_spawner) {
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const ObjectID oid = p_node->get_instance_id();
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ERR_FAIL_COND_V(!is_tracked(oid), ERR_INVALID_PARAMETER);
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TrackedNode &tobj = _track(oid);
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ERR_FAIL_COND_V(tobj.spawner != p_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 SceneReplicationState::config_add_sync(Node *p_node, MultiplayerSynchronizer *p_sync) {
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const ObjectID oid = p_node->get_instance_id();
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TrackedNode &tobj = _track(oid);
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ERR_FAIL_COND_V(tobj.synchronizer != ObjectID(), ERR_ALREADY_IN_USE);
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tobj.synchronizer = p_sync->get_instance_id();
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synced_nodes.insert(oid);
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return OK;
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}
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Error SceneReplicationState::config_del_sync(Node *p_node, MultiplayerSynchronizer *p_sync) {
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const ObjectID oid = p_node->get_instance_id();
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ERR_FAIL_COND_V(!is_tracked(oid), ERR_INVALID_PARAMETER);
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TrackedNode &tobj = _track(oid);
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ERR_FAIL_COND_V(tobj.synchronizer != p_sync->get_instance_id(), ERR_INVALID_PARAMETER);
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tobj.synchronizer = ObjectID();
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synced_nodes.erase(oid);
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for (KeyValue<int, PeerInfo> &E : peers_info) {
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E.value.sync_nodes.erase(oid);
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}
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return OK;
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}
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Error SceneReplicationState::peer_add_sync(int p_peer, const ObjectID &p_id) {
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ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
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peers_info[p_peer].sync_nodes.insert(p_id);
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return OK;
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}
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Error SceneReplicationState::peer_del_sync(int p_peer, const ObjectID &p_id) {
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ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
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peers_info[p_peer].sync_nodes.erase(p_id);
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return OK;
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}
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const HashSet<ObjectID> SceneReplicationState::get_peer_sync_nodes(int p_peer) {
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ERR_FAIL_COND_V(!peers_info.has(p_peer), HashSet<ObjectID>());
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return peers_info[p_peer].sync_nodes;
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}
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bool SceneReplicationState::is_peer_sync(int p_peer, const ObjectID &p_id) const {
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ERR_FAIL_COND_V(!peers_info.has(p_peer), false);
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return peers_info[p_peer].sync_nodes.has(p_id);
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}
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Error SceneReplicationState::peer_add_spawn(int p_peer, const ObjectID &p_id) {
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ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
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peers_info[p_peer].spawn_nodes.insert(p_id);
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return OK;
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}
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Error SceneReplicationState::peer_del_spawn(int p_peer, const ObjectID &p_id) {
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ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
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peers_info[p_peer].spawn_nodes.erase(p_id);
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return OK;
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}
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const HashSet<ObjectID> SceneReplicationState::get_peer_spawn_nodes(int p_peer) {
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ERR_FAIL_COND_V(!peers_info.has(p_peer), HashSet<ObjectID>());
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return peers_info[p_peer].spawn_nodes;
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}
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bool SceneReplicationState::is_peer_spawn(int p_peer, const ObjectID &p_id) const {
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ERR_FAIL_COND_V(!peers_info.has(p_peer), false);
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return peers_info[p_peer].spawn_nodes.has(p_id);
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}
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Node *SceneReplicationState::peer_get_remote(int p_peer, uint32_t p_net_id) {
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PeerInfo *info = peers_info.getptr(p_peer);
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return info && info->recv_nodes.has(p_net_id) ? Object::cast_to<Node>(ObjectDB::get_instance(info->recv_nodes[p_net_id])) : nullptr;
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}
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Error SceneReplicationState::peer_add_remote(int p_peer, uint32_t p_net_id, Node *p_node, MultiplayerSpawner *p_spawner) {
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ERR_FAIL_COND_V(!p_node || !p_spawner, ERR_INVALID_PARAMETER);
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ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_UNAVAILABLE);
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PeerInfo &pinfo = peers_info[p_peer];
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ObjectID oid = p_node->get_instance_id();
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TrackedNode &tobj = _track(oid);
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tobj.spawner = p_spawner->get_instance_id();
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tobj.net_id = p_net_id;
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tobj.remote_peer = p_peer;
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tobj.last_sync = pinfo.last_recv_sync;
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// Also track as a remote.
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ERR_FAIL_COND_V(pinfo.recv_nodes.has(p_net_id), ERR_ALREADY_IN_USE);
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pinfo.recv_nodes[p_net_id] = oid;
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return OK;
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}
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Error SceneReplicationState::peer_del_remote(int p_peer, uint32_t p_net_id, Node **r_node) {
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ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_UNAUTHORIZED);
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PeerInfo &info = peers_info[p_peer];
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ERR_FAIL_COND_V(!info.recv_nodes.has(p_net_id), ERR_UNAUTHORIZED);
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*r_node = Object::cast_to<Node>(ObjectDB::get_instance(info.recv_nodes[p_net_id]));
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info.recv_nodes.erase(p_net_id);
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return OK;
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}
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uint16_t SceneReplicationState::peer_sync_next(int p_peer) {
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ERR_FAIL_COND_V(!peers_info.has(p_peer), 0);
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PeerInfo &info = peers_info[p_peer];
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return ++info.last_sent_sync;
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}
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void SceneReplicationState::peer_sync_recv(int p_peer, uint16_t p_time) {
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ERR_FAIL_COND(!peers_info.has(p_peer));
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peers_info[p_peer].last_recv_sync = p_time;
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}
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