godot/modules/multiplayer/scene_cache_interface.cpp
Fabio Alessandrelli 7536d15fe3 [MP] Let MultiplayerAPI handle packet relaying and peer signaling.
MultiplayerPeer changes:

- Adds is_server_relay_supported virtual method

Informs the upper MultiplayerAPI layer if it can signal peers connected
to the server to other clients, and perform packet relaying among them.

- Adds get_packet_channel and get_packet_mode virtual methods

Allows the MultiplayerAPI to retrieve the channel and transfer modes to
use when relaying the last received packet.

SceneMultiplayerPeer changes:

- Implement peer signaling and packet relaying when the MultiplayerPeer
  advertise they are supported.

ENet, WebRTC, WebSocket changes:

- Removed custom code for relaying from WebSocket and ENet, and let it
  be handled by the upper layer.
- Update WebRTC to split create_client, create_server, and create_mesh,
  with the latter behaving like the old initialize with
  "server_compatibility = false", and the first two supporting the upper
  layer relaying protocol.
2022-10-27 18:08:58 +02:00

264 lines
9.7 KiB
C++

/*************************************************************************/
/* scene_cache_interface.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
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/* the following conditions: */
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/* The above copyright notice and this permission notice shall be */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#include "scene_cache_interface.h"
#include "core/io/marshalls.h"
#include "scene/main/node.h"
#include "scene/main/window.h"
#include "scene_multiplayer.h"
void SceneCacheInterface::on_peer_change(int p_id, bool p_connected) {
if (p_connected) {
path_get_cache.insert(p_id, PathGetCache());
} else {
// Cleanup get cache.
path_get_cache.erase(p_id);
// Cleanup sent cache.
// Some refactoring is needed to make this faster and do paths GC.
for (const KeyValue<NodePath, PathSentCache> &E : path_send_cache) {
PathSentCache *psc = path_send_cache.getptr(E.key);
psc->confirmed_peers.erase(p_id);
}
}
}
void SceneCacheInterface::process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len) {
Node *root_node = SceneTree::get_singleton()->get_root()->get_node(multiplayer->get_root_path());
ERR_FAIL_COND(!root_node);
ERR_FAIL_COND_MSG(p_packet_len < 38, "Invalid packet received. Size too small.");
int ofs = 1;
String methods_md5;
methods_md5.parse_utf8((const char *)(p_packet + ofs), 32);
ofs += 33;
int id = decode_uint32(&p_packet[ofs]);
ofs += 4;
String paths;
paths.parse_utf8((const char *)(p_packet + ofs), p_packet_len - ofs);
NodePath path = paths;
if (!path_get_cache.has(p_from)) {
path_get_cache[p_from] = PathGetCache();
}
Node *node = root_node->get_node(path);
ERR_FAIL_COND(node == nullptr);
const bool valid_rpc_checksum = multiplayer->get_rpc_md5(node) == methods_md5;
if (valid_rpc_checksum == false) {
ERR_PRINT("The rpc node checksum failed. Make sure to have the same methods on both nodes. Node path: " + path);
}
PathGetCache::NodeInfo ni;
ni.path = path;
path_get_cache[p_from].nodes[id] = ni;
// Encode path to send ack.
CharString pname = String(path).utf8();
int len = encode_cstring(pname.get_data(), nullptr);
Vector<uint8_t> packet;
packet.resize(1 + 1 + len);
packet.write[0] = SceneMultiplayer::NETWORK_COMMAND_CONFIRM_PATH;
packet.write[1] = valid_rpc_checksum;
encode_cstring(pname.get_data(), &packet.write[2]);
Ref<MultiplayerPeer> multiplayer_peer = multiplayer->get_multiplayer_peer();
ERR_FAIL_COND(multiplayer_peer.is_null());
#ifdef DEBUG_ENABLED
multiplayer->profile_bandwidth("out", packet.size());
#endif
multiplayer_peer->set_transfer_channel(0);
multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
multiplayer->send_command(p_from, packet.ptr(), packet.size());
}
void SceneCacheInterface::process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len) {
ERR_FAIL_COND_MSG(p_packet_len < 3, "Invalid packet received. Size too small.");
const bool valid_rpc_checksum = p_packet[1];
String paths;
paths.parse_utf8((const char *)&p_packet[2], p_packet_len - 2);
NodePath path = paths;
if (valid_rpc_checksum == false) {
ERR_PRINT("The rpc node checksum failed. Make sure to have the same methods on both nodes. Node path: " + path);
}
PathSentCache *psc = path_send_cache.getptr(path);
ERR_FAIL_COND_MSG(!psc, "Invalid packet received. Tries to confirm a path which was not found in cache.");
HashMap<int, bool>::Iterator E = psc->confirmed_peers.find(p_from);
ERR_FAIL_COND_MSG(!E, "Invalid packet received. Source peer was not found in cache for the given path.");
E->value = true;
}
Error SceneCacheInterface::_send_confirm_path(Node *p_node, NodePath p_path, PathSentCache *psc, const List<int> &p_peers) {
// Encode function name.
const CharString path = String(p_path).utf8();
const int path_len = encode_cstring(path.get_data(), nullptr);
// Extract MD5 from rpc methods list.
const String methods_md5 = multiplayer->get_rpc_md5(p_node);
const int methods_md5_len = 33; // 32 + 1 for the `0` that is added by the encoder.
Vector<uint8_t> packet;
packet.resize(1 + 4 + path_len + methods_md5_len);
int ofs = 0;
packet.write[ofs] = SceneMultiplayer::NETWORK_COMMAND_SIMPLIFY_PATH;
ofs += 1;
ofs += encode_cstring(methods_md5.utf8().get_data(), &packet.write[ofs]);
ofs += encode_uint32(psc->id, &packet.write[ofs]);
ofs += encode_cstring(path.get_data(), &packet.write[ofs]);
Ref<MultiplayerPeer> multiplayer_peer = multiplayer->get_multiplayer_peer();
ERR_FAIL_COND_V(multiplayer_peer.is_null(), ERR_BUG);
#ifdef DEBUG_ENABLED
multiplayer->profile_bandwidth("out", packet.size() * p_peers.size());
#endif
Error err = OK;
for (int peer_id : p_peers) {
multiplayer_peer->set_transfer_channel(0);
multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
err = multiplayer->send_command(peer_id, packet.ptr(), packet.size());
ERR_FAIL_COND_V(err != OK, err);
// Insert into confirmed, but as false since it was not confirmed.
psc->confirmed_peers.insert(peer_id, false);
}
return err;
}
bool SceneCacheInterface::is_cache_confirmed(NodePath p_path, int p_peer) {
const PathSentCache *psc = path_send_cache.getptr(p_path);
ERR_FAIL_COND_V(!psc, false);
HashMap<int, bool>::ConstIterator F = psc->confirmed_peers.find(p_peer);
ERR_FAIL_COND_V(!F, false); // Should never happen.
return F->value;
}
int SceneCacheInterface::make_object_cache(Object *p_obj) {
Node *node = Object::cast_to<Node>(p_obj);
ERR_FAIL_COND_V(!node, -1);
NodePath for_path = multiplayer->get_root_path().rel_path_to(node->get_path());
// See if the path is cached.
PathSentCache *psc = path_send_cache.getptr(for_path);
if (!psc) {
// Path is not cached, create.
path_send_cache[for_path] = PathSentCache();
psc = path_send_cache.getptr(for_path);
psc->id = last_send_cache_id++;
}
return psc->id;
}
bool SceneCacheInterface::send_object_cache(Object *p_obj, int p_peer_id, int &r_id) {
Node *node = Object::cast_to<Node>(p_obj);
ERR_FAIL_COND_V(!node, false);
r_id = make_object_cache(p_obj);
ERR_FAIL_COND_V(r_id < 0, false);
NodePath for_path = multiplayer->get_root_path().rel_path_to(node->get_path());
PathSentCache *psc = path_send_cache.getptr(for_path);
bool has_all_peers = true;
List<int> peers_to_add; // If one is missing, take note to add it.
if (p_peer_id > 0) {
// Fast single peer check.
HashMap<int, bool>::Iterator F = psc->confirmed_peers.find(p_peer_id);
if (!F) {
peers_to_add.push_back(p_peer_id); // Need to also be notified.
has_all_peers = false;
} else if (!F->value) {
has_all_peers = false;
}
} else {
// Long and painful.
for (const int &E : multiplayer->get_connected_peers()) {
if (p_peer_id < 0 && E == -p_peer_id) {
continue; // Continue, excluded.
}
HashMap<int, bool>::Iterator F = psc->confirmed_peers.find(E);
if (!F) {
peers_to_add.push_back(E); // Need to also be notified.
has_all_peers = false;
} else if (!F->value) {
has_all_peers = false;
}
}
}
if (peers_to_add.size()) {
_send_confirm_path(node, for_path, psc, peers_to_add);
}
return has_all_peers;
}
Object *SceneCacheInterface::get_cached_object(int p_from, uint32_t p_cache_id) {
Node *root_node = SceneTree::get_singleton()->get_root()->get_node(multiplayer->get_root_path());
ERR_FAIL_COND_V(!root_node, nullptr);
HashMap<int, PathGetCache>::Iterator E = path_get_cache.find(p_from);
ERR_FAIL_COND_V_MSG(!E, nullptr, vformat("No cache found for peer %d.", p_from));
HashMap<int, PathGetCache::NodeInfo>::Iterator F = E->value.nodes.find(p_cache_id);
ERR_FAIL_COND_V_MSG(!F, nullptr, vformat("ID %d not found in cache of peer %d.", p_cache_id, p_from));
PathGetCache::NodeInfo *ni = &F->value;
Node *node = root_node->get_node(ni->path);
if (!node) {
ERR_PRINT("Failed to get cached path: " + String(ni->path) + ".");
}
return node;
}
void SceneCacheInterface::clear() {
path_get_cache.clear();
path_send_cache.clear();
last_send_cache_id = 1;
}