391e46830f
Fix various missing arguments in bindings.
821 lines
26 KiB
C++
821 lines
26 KiB
C++
/*************************************************************************/
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/* multiplayer_api.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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 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 "core/io/multiplayer_api.h"
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#include "core/io/marshalls.h"
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#include "scene/main/node.h"
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_FORCE_INLINE_ bool _should_call_local(MultiplayerAPI::RPCMode mode, bool is_master, bool &r_skip_rpc) {
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switch (mode) {
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case MultiplayerAPI::RPC_MODE_DISABLED: {
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//do nothing
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} break;
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case MultiplayerAPI::RPC_MODE_REMOTE: {
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//do nothing also, no need to call local
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} break;
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case MultiplayerAPI::RPC_MODE_REMOTESYNC:
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case MultiplayerAPI::RPC_MODE_MASTERSYNC:
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case MultiplayerAPI::RPC_MODE_SLAVESYNC:
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case MultiplayerAPI::RPC_MODE_SYNC: {
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//call it, sync always results in call
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return true;
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} break;
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case MultiplayerAPI::RPC_MODE_MASTER: {
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if (is_master)
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r_skip_rpc = true; //no other master so..
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return is_master;
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} break;
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case MultiplayerAPI::RPC_MODE_SLAVE: {
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return !is_master;
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} break;
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}
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return false;
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}
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_FORCE_INLINE_ bool _can_call_mode(Node *p_node, MultiplayerAPI::RPCMode mode, int p_remote_id) {
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switch (mode) {
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case MultiplayerAPI::RPC_MODE_DISABLED: {
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return false;
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} break;
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case MultiplayerAPI::RPC_MODE_REMOTE: {
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return true;
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} break;
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case MultiplayerAPI::RPC_MODE_REMOTESYNC:
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case MultiplayerAPI::RPC_MODE_SYNC: {
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return true;
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} break;
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case MultiplayerAPI::RPC_MODE_MASTERSYNC:
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case MultiplayerAPI::RPC_MODE_MASTER: {
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return p_node->is_network_master();
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} break;
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case MultiplayerAPI::RPC_MODE_SLAVESYNC:
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case MultiplayerAPI::RPC_MODE_SLAVE: {
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return !p_node->is_network_master() && p_remote_id == p_node->get_network_master();
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} break;
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}
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return false;
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}
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void MultiplayerAPI::poll() {
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if (!network_peer.is_valid() || network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED)
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return;
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network_peer->poll();
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if (!network_peer.is_valid()) //it's possible that polling might have resulted in a disconnection, so check here
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return;
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while (network_peer->get_available_packet_count()) {
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int sender = network_peer->get_packet_peer();
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const uint8_t *packet;
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int len;
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Error err = network_peer->get_packet(&packet, len);
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if (err != OK) {
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ERR_PRINT("Error getting packet!");
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}
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rpc_sender_id = sender;
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_process_packet(sender, packet, len);
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rpc_sender_id = 0;
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if (!network_peer.is_valid()) {
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break; //it's also possible that a packet or RPC caused a disconnection, so also check here
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}
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}
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}
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void MultiplayerAPI::clear() {
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connected_peers.clear();
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path_get_cache.clear();
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path_send_cache.clear();
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last_send_cache_id = 1;
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}
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void MultiplayerAPI::set_root_node(Node *p_node) {
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root_node = p_node;
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}
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void MultiplayerAPI::set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_peer) {
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if (network_peer.is_valid()) {
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network_peer->disconnect("peer_connected", this, "_add_peer");
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network_peer->disconnect("peer_disconnected", this, "_del_peer");
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network_peer->disconnect("connection_succeeded", this, "_connected_to_server");
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network_peer->disconnect("connection_failed", this, "_connection_failed");
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network_peer->disconnect("server_disconnected", this, "_server_disconnected");
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clear();
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}
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network_peer = p_peer;
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ERR_EXPLAIN("Supplied NetworkedNetworkPeer must be connecting or connected.");
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ERR_FAIL_COND(p_peer.is_valid() && p_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED);
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if (network_peer.is_valid()) {
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network_peer->connect("peer_connected", this, "_add_peer");
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network_peer->connect("peer_disconnected", this, "_del_peer");
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network_peer->connect("connection_succeeded", this, "_connected_to_server");
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network_peer->connect("connection_failed", this, "_connection_failed");
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network_peer->connect("server_disconnected", this, "_server_disconnected");
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}
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}
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Ref<NetworkedMultiplayerPeer> MultiplayerAPI::get_network_peer() const {
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return network_peer;
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}
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void MultiplayerAPI::_process_packet(int p_from, const uint8_t *p_packet, int p_packet_len) {
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ERR_FAIL_COND(root_node == NULL);
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ERR_FAIL_COND(p_packet_len < 1);
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uint8_t packet_type = p_packet[0];
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switch (packet_type) {
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case NETWORK_COMMAND_SIMPLIFY_PATH: {
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_process_simplify_path(p_from, p_packet, p_packet_len);
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} break;
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case NETWORK_COMMAND_CONFIRM_PATH: {
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_process_confirm_path(p_from, p_packet, p_packet_len);
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} break;
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case NETWORK_COMMAND_REMOTE_CALL:
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case NETWORK_COMMAND_REMOTE_SET: {
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ERR_FAIL_COND(p_packet_len < 6);
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Node *node = _process_get_node(p_from, p_packet, p_packet_len);
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ERR_FAIL_COND(node == NULL);
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//detect cstring end
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int len_end = 5;
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for (; len_end < p_packet_len; len_end++) {
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if (p_packet[len_end] == 0) {
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break;
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}
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}
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ERR_FAIL_COND(len_end >= p_packet_len);
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StringName name = String::utf8((const char *)&p_packet[5]);
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if (packet_type == NETWORK_COMMAND_REMOTE_CALL) {
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_process_rpc(node, name, p_from, p_packet, p_packet_len, len_end + 1);
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} else {
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_process_rset(node, name, p_from, p_packet, p_packet_len, len_end + 1);
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}
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} break;
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case NETWORK_COMMAND_RAW: {
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_process_raw(p_from, p_packet, p_packet_len);
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} break;
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}
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}
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Node *MultiplayerAPI::_process_get_node(int p_from, const uint8_t *p_packet, int p_packet_len) {
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uint32_t target = decode_uint32(&p_packet[1]);
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Node *node = NULL;
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if (target & 0x80000000) {
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//use full path (not cached yet)
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int ofs = target & 0x7FFFFFFF;
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ERR_FAIL_COND_V(ofs >= p_packet_len, NULL);
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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_PRINTS("Failed to get path from RPC: " + String(np));
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} else {
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//use cached path
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int id = target;
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Map<int, PathGetCache>::Element *E = path_get_cache.find(p_from);
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ERR_FAIL_COND_V(!E, NULL);
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Map<int, PathGetCache::NodeInfo>::Element *F = E->get().nodes.find(id);
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ERR_FAIL_COND_V(!F, NULL);
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PathGetCache::NodeInfo *ni = &F->get();
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//do proper caching later
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node = root_node->get_node(ni->path);
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if (!node)
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ERR_PRINTS("Failed to get cached path from RPC: " + String(ni->path));
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}
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return node;
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}
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void MultiplayerAPI::_process_rpc(Node *p_node, const StringName &p_name, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset) {
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ERR_FAIL_COND(p_offset >= p_packet_len);
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// Check that remote can call the RPC on this node
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RPCMode rpc_mode = RPC_MODE_DISABLED;
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const Map<StringName, RPCMode>::Element *E = p_node->get_node_rpc_mode(p_name);
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if (E) {
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rpc_mode = E->get();
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} else if (p_node->get_script_instance()) {
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rpc_mode = p_node->get_script_instance()->get_rpc_mode(p_name);
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}
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ERR_FAIL_COND(!_can_call_mode(p_node, rpc_mode, p_from));
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int argc = p_packet[p_offset];
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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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p_offset++;
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for (int i = 0; i < argc; i++) {
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ERR_FAIL_COND(p_offset >= p_packet_len);
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int vlen;
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Error err = decode_variant(args.write[i], &p_packet[p_offset], p_packet_len - p_offset, &vlen);
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ERR_FAIL_COND(err != OK);
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//args[i]=p_packet[3+i];
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argp.write[i] = &args[i];
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p_offset += vlen;
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}
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Variant::CallError ce;
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p_node->call(p_name, (const Variant **)argp.ptr(), argc, ce);
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if (ce.error != Variant::CallError::CALL_OK) {
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String error = Variant::get_call_error_text(p_node, p_name, (const Variant **)argp.ptr(), argc, ce);
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error = "RPC - " + error;
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ERR_PRINTS(error);
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}
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}
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void MultiplayerAPI::_process_rset(Node *p_node, const StringName &p_name, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset) {
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ERR_FAIL_COND(p_offset >= p_packet_len);
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// Check that remote can call the RSET on this node
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RPCMode rset_mode = RPC_MODE_DISABLED;
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const Map<StringName, RPCMode>::Element *E = p_node->get_node_rset_mode(p_name);
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if (E) {
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rset_mode = E->get();
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} else if (p_node->get_script_instance()) {
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rset_mode = p_node->get_script_instance()->get_rset_mode(p_name);
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}
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ERR_FAIL_COND(!_can_call_mode(p_node, rset_mode, p_from));
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Variant value;
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decode_variant(value, &p_packet[p_offset], p_packet_len - p_offset);
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bool valid;
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p_node->set(p_name, value, &valid);
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if (!valid) {
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String error = "Error setting remote property '" + String(p_name) + "', not found in object of type " + p_node->get_class();
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ERR_PRINTS(error);
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}
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}
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void MultiplayerAPI::_process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len) {
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ERR_FAIL_COND(p_packet_len < 5);
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int id = decode_uint32(&p_packet[1]);
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String paths;
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paths.parse_utf8((const char *)&p_packet[5], p_packet_len - 5);
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NodePath path = paths;
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if (!path_get_cache.has(p_from)) {
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path_get_cache[p_from] = PathGetCache();
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}
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PathGetCache::NodeInfo ni;
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ni.path = path;
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ni.instance = 0;
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path_get_cache[p_from].nodes[id] = ni;
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//send ack
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//encode path
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CharString pname = String(path).utf8();
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int len = encode_cstring(pname.get_data(), NULL);
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Vector<uint8_t> packet;
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packet.resize(1 + len);
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packet.write[0] = NETWORK_COMMAND_CONFIRM_PATH;
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encode_cstring(pname.get_data(), &packet.write[1]);
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network_peer->set_transfer_mode(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
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network_peer->set_target_peer(p_from);
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network_peer->put_packet(packet.ptr(), packet.size());
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}
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void MultiplayerAPI::_process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len) {
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ERR_FAIL_COND(p_packet_len < 2);
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String paths;
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paths.parse_utf8((const char *)&p_packet[1], p_packet_len - 1);
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NodePath path = paths;
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PathSentCache *psc = path_send_cache.getptr(path);
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ERR_FAIL_COND(!psc);
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Map<int, bool>::Element *E = psc->confirmed_peers.find(p_from);
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ERR_FAIL_COND(!E);
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E->get() = true;
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}
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bool MultiplayerAPI::_send_confirm_path(NodePath p_path, PathSentCache *psc, int p_target) {
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bool has_all_peers = true;
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List<int> peers_to_add; //if one is missing, take note to add it
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for (Set<int>::Element *E = connected_peers.front(); E; E = E->next()) {
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if (p_target < 0 && E->get() == -p_target)
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continue; //continue, excluded
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if (p_target > 0 && E->get() != p_target)
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continue; //continue, not for this peer
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Map<int, bool>::Element *F = psc->confirmed_peers.find(E->get());
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if (!F || F->get() == false) {
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//path was not cached, or was cached but is unconfirmed
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if (!F) {
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//not cached at all, take note
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peers_to_add.push_back(E->get());
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}
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has_all_peers = false;
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}
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}
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//those that need to be added, send a message for this
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for (List<int>::Element *E = peers_to_add.front(); E; E = E->next()) {
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//encode function name
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CharString pname = String(p_path).utf8();
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int len = encode_cstring(pname.get_data(), NULL);
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Vector<uint8_t> packet;
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packet.resize(1 + 4 + len);
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packet.write[0] = NETWORK_COMMAND_SIMPLIFY_PATH;
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encode_uint32(psc->id, &packet.write[1]);
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encode_cstring(pname.get_data(), &packet.write[5]);
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network_peer->set_target_peer(E->get()); //to all of you
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network_peer->set_transfer_mode(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
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network_peer->put_packet(packet.ptr(), packet.size());
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psc->confirmed_peers.insert(E->get(), false); //insert into confirmed, but as false since it was not confirmed
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}
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return has_all_peers;
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}
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void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p_set, const StringName &p_name, const Variant **p_arg, int p_argcount) {
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if (network_peer.is_null()) {
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ERR_EXPLAIN("Attempt to remote call/set when networking is not active in SceneTree.");
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ERR_FAIL();
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}
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if (network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_CONNECTING) {
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ERR_EXPLAIN("Attempt to remote call/set when networking is not connected yet in SceneTree.");
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ERR_FAIL();
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}
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if (network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED) {
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ERR_EXPLAIN("Attempt to remote call/set when networking is disconnected.");
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ERR_FAIL();
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}
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if (p_argcount > 255) {
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ERR_EXPLAIN("Too many arguments >255.");
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ERR_FAIL();
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}
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if (p_to != 0 && !connected_peers.has(ABS(p_to))) {
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if (p_to == network_peer->get_unique_id()) {
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ERR_EXPLAIN("Attempt to remote call/set yourself! unique ID: " + itos(network_peer->get_unique_id()));
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} else {
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ERR_EXPLAIN("Attempt to remote call unexisting ID: " + itos(p_to));
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}
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ERR_FAIL();
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}
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NodePath from_path = (root_node->get_path()).rel_path_to(p_from->get_path());
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ERR_FAIL_COND(from_path.is_empty());
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//see if the path is cached
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PathSentCache *psc = path_send_cache.getptr(from_path);
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if (!psc) {
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//path is not cached, create
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path_send_cache[from_path] = PathSentCache();
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psc = path_send_cache.getptr(from_path);
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psc->id = last_send_cache_id++;
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}
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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) packet_cache.resize(m_amount);
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//encode type
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MAKE_ROOM(1);
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packet_cache.write[0] = p_set ? NETWORK_COMMAND_REMOTE_SET : NETWORK_COMMAND_REMOTE_CALL;
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ofs += 1;
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|
//encode ID
|
|
MAKE_ROOM(ofs + 4);
|
|
encode_uint32(psc->id, &(packet_cache.write[ofs]));
|
|
ofs += 4;
|
|
|
|
//encode function name
|
|
CharString name = String(p_name).utf8();
|
|
int len = encode_cstring(name.get_data(), NULL);
|
|
MAKE_ROOM(ofs + len);
|
|
encode_cstring(name.get_data(), &(packet_cache.write[ofs]));
|
|
ofs += len;
|
|
|
|
if (p_set) {
|
|
//set argument
|
|
Error err = encode_variant(*p_arg[0], NULL, len);
|
|
ERR_FAIL_COND(err != OK);
|
|
MAKE_ROOM(ofs + len);
|
|
encode_variant(*p_arg[0], &(packet_cache.write[ofs]), len);
|
|
ofs += len;
|
|
|
|
} else {
|
|
//call arguments
|
|
MAKE_ROOM(ofs + 1);
|
|
packet_cache.write[ofs] = p_argcount;
|
|
ofs += 1;
|
|
for (int i = 0; i < p_argcount; i++) {
|
|
Error err = encode_variant(*p_arg[i], NULL, len);
|
|
ERR_FAIL_COND(err != OK);
|
|
MAKE_ROOM(ofs + len);
|
|
encode_variant(*p_arg[i], &(packet_cache.write[ofs]), len);
|
|
ofs += len;
|
|
}
|
|
}
|
|
|
|
//see if all peers have cached path (is so, call can be fast)
|
|
bool has_all_peers = _send_confirm_path(from_path, psc, p_to);
|
|
|
|
//take chance and set transfer mode, since all send methods will use it
|
|
network_peer->set_transfer_mode(p_unreliable ? NetworkedMultiplayerPeer::TRANSFER_MODE_UNRELIABLE : NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
|
|
|
|
if (has_all_peers) {
|
|
|
|
//they all have verified paths, so send fast
|
|
network_peer->set_target_peer(p_to); //to all of you
|
|
network_peer->put_packet(packet_cache.ptr(), ofs); //a message with love
|
|
} else {
|
|
//not all verified path, so send one by one
|
|
|
|
//apend path at the end, since we will need it for some packets
|
|
CharString pname = String(from_path).utf8();
|
|
int path_len = encode_cstring(pname.get_data(), NULL);
|
|
MAKE_ROOM(ofs + path_len);
|
|
encode_cstring(pname.get_data(), &(packet_cache.write[ofs]));
|
|
|
|
for (Set<int>::Element *E = connected_peers.front(); E; E = E->next()) {
|
|
|
|
if (p_to < 0 && E->get() == -p_to)
|
|
continue; //continue, excluded
|
|
|
|
if (p_to > 0 && E->get() != p_to)
|
|
continue; //continue, not for this peer
|
|
|
|
Map<int, bool>::Element *F = psc->confirmed_peers.find(E->get());
|
|
ERR_CONTINUE(!F); //should never happen
|
|
|
|
network_peer->set_target_peer(E->get()); //to this one specifically
|
|
|
|
if (F->get() == true) {
|
|
//this one confirmed path, so use id
|
|
encode_uint32(psc->id, &(packet_cache.write[1]));
|
|
network_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
|
|
network_peer->put_packet(packet_cache.ptr(), ofs + path_len);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void MultiplayerAPI::_add_peer(int p_id) {
|
|
connected_peers.insert(p_id);
|
|
path_get_cache.insert(p_id, PathGetCache());
|
|
emit_signal("network_peer_connected", p_id);
|
|
}
|
|
|
|
void MultiplayerAPI::_del_peer(int p_id) {
|
|
connected_peers.erase(p_id);
|
|
path_get_cache.erase(p_id); //I no longer need your cache, sorry
|
|
emit_signal("network_peer_disconnected", p_id);
|
|
}
|
|
|
|
void MultiplayerAPI::_connected_to_server() {
|
|
|
|
emit_signal("connected_to_server");
|
|
}
|
|
|
|
void MultiplayerAPI::_connection_failed() {
|
|
|
|
emit_signal("connection_failed");
|
|
}
|
|
|
|
void MultiplayerAPI::_server_disconnected() {
|
|
|
|
emit_signal("server_disconnected");
|
|
}
|
|
|
|
void MultiplayerAPI::rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount) {
|
|
|
|
ERR_FAIL_COND(!p_node->is_inside_tree());
|
|
ERR_FAIL_COND(!network_peer.is_valid());
|
|
|
|
int node_id = network_peer->get_unique_id();
|
|
bool skip_rpc = false;
|
|
bool call_local_native = false;
|
|
bool call_local_script = false;
|
|
bool is_master = p_node->is_network_master();
|
|
|
|
if (p_peer_id == 0 || p_peer_id == node_id || (p_peer_id < 0 && p_peer_id != -node_id)) {
|
|
//check that send mode can use local call
|
|
|
|
const Map<StringName, RPCMode>::Element *E = p_node->get_node_rpc_mode(p_method);
|
|
if (E) {
|
|
call_local_native = _should_call_local(E->get(), is_master, skip_rpc);
|
|
}
|
|
|
|
if (call_local_native) {
|
|
// done below
|
|
} else if (p_node->get_script_instance()) {
|
|
//attempt with script
|
|
RPCMode rpc_mode = p_node->get_script_instance()->get_rpc_mode(p_method);
|
|
call_local_script = _should_call_local(rpc_mode, is_master, skip_rpc);
|
|
}
|
|
}
|
|
|
|
if (!skip_rpc) {
|
|
_send_rpc(p_node, p_peer_id, p_unreliable, false, p_method, p_arg, p_argcount);
|
|
}
|
|
|
|
if (call_local_native) {
|
|
Variant::CallError ce;
|
|
p_node->call(p_method, p_arg, p_argcount, ce);
|
|
if (ce.error != Variant::CallError::CALL_OK) {
|
|
String error = Variant::get_call_error_text(p_node, p_method, p_arg, p_argcount, ce);
|
|
error = "rpc() aborted in local call: - " + error;
|
|
ERR_PRINTS(error);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (call_local_script) {
|
|
Variant::CallError ce;
|
|
ce.error = Variant::CallError::CALL_OK;
|
|
p_node->get_script_instance()->call(p_method, p_arg, p_argcount, ce);
|
|
if (ce.error != Variant::CallError::CALL_OK) {
|
|
String error = Variant::get_call_error_text(p_node, p_method, p_arg, p_argcount, ce);
|
|
error = "rpc() aborted in script local call: - " + error;
|
|
ERR_PRINTS(error);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void MultiplayerAPI::rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value) {
|
|
|
|
ERR_FAIL_COND(!p_node->is_inside_tree());
|
|
ERR_FAIL_COND(!network_peer.is_valid());
|
|
|
|
int node_id = network_peer->get_unique_id();
|
|
bool is_master = p_node->is_network_master();
|
|
bool skip_rset = false;
|
|
|
|
if (p_peer_id == 0 || p_peer_id == node_id || (p_peer_id < 0 && p_peer_id != -node_id)) {
|
|
//check that send mode can use local call
|
|
|
|
bool set_local = false;
|
|
|
|
const Map<StringName, RPCMode>::Element *E = p_node->get_node_rset_mode(p_property);
|
|
if (E) {
|
|
|
|
set_local = _should_call_local(E->get(), is_master, skip_rset);
|
|
}
|
|
|
|
if (set_local) {
|
|
bool valid;
|
|
p_node->set(p_property, p_value, &valid);
|
|
|
|
if (!valid) {
|
|
String error = "rset() aborted in local set, property not found: - " + String(p_property);
|
|
ERR_PRINTS(error);
|
|
return;
|
|
}
|
|
} else if (p_node->get_script_instance()) {
|
|
//attempt with script
|
|
RPCMode rpc_mode = p_node->get_script_instance()->get_rset_mode(p_property);
|
|
|
|
set_local = _should_call_local(rpc_mode, is_master, skip_rset);
|
|
|
|
if (set_local) {
|
|
|
|
bool valid = p_node->get_script_instance()->set(p_property, p_value);
|
|
|
|
if (!valid) {
|
|
String error = "rset() aborted in local script set, property not found: - " + String(p_property);
|
|
ERR_PRINTS(error);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (skip_rset)
|
|
return;
|
|
|
|
const Variant *vptr = &p_value;
|
|
|
|
_send_rpc(p_node, p_peer_id, p_unreliable, true, p_property, &vptr, 1);
|
|
}
|
|
|
|
Error MultiplayerAPI::send_bytes(PoolVector<uint8_t> p_data, int p_to, NetworkedMultiplayerPeer::TransferMode p_mode) {
|
|
|
|
ERR_FAIL_COND_V(p_data.size() < 1, ERR_INVALID_DATA);
|
|
ERR_FAIL_COND_V(!network_peer.is_valid(), ERR_UNCONFIGURED);
|
|
ERR_FAIL_COND_V(network_peer->get_connection_status() != NetworkedMultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED);
|
|
|
|
MAKE_ROOM(p_data.size() + 1);
|
|
PoolVector<uint8_t>::Read r = p_data.read();
|
|
packet_cache.write[0] = NETWORK_COMMAND_RAW;
|
|
memcpy(&packet_cache.write[1], &r[0], p_data.size());
|
|
|
|
network_peer->set_target_peer(p_to);
|
|
network_peer->set_transfer_mode(p_mode);
|
|
|
|
return network_peer->put_packet(packet_cache.ptr(), p_data.size() + 1);
|
|
}
|
|
|
|
void MultiplayerAPI::_process_raw(int p_from, const uint8_t *p_packet, int p_packet_len) {
|
|
|
|
ERR_FAIL_COND(p_packet_len < 2);
|
|
|
|
PoolVector<uint8_t> out;
|
|
int len = p_packet_len - 1;
|
|
out.resize(len);
|
|
{
|
|
PoolVector<uint8_t>::Write w = out.write();
|
|
memcpy(&w[0], &p_packet[1], len);
|
|
}
|
|
emit_signal("network_peer_packet", p_from, out);
|
|
}
|
|
|
|
int MultiplayerAPI::get_network_unique_id() const {
|
|
|
|
ERR_FAIL_COND_V(!network_peer.is_valid(), 0);
|
|
return network_peer->get_unique_id();
|
|
}
|
|
|
|
bool MultiplayerAPI::is_network_server() const {
|
|
|
|
ERR_FAIL_COND_V(!network_peer.is_valid(), false);
|
|
return network_peer->is_server();
|
|
}
|
|
|
|
void MultiplayerAPI::set_refuse_new_network_connections(bool p_refuse) {
|
|
|
|
ERR_FAIL_COND(!network_peer.is_valid());
|
|
network_peer->set_refuse_new_connections(p_refuse);
|
|
}
|
|
|
|
bool MultiplayerAPI::is_refusing_new_network_connections() const {
|
|
|
|
ERR_FAIL_COND_V(!network_peer.is_valid(), false);
|
|
return network_peer->is_refusing_new_connections();
|
|
}
|
|
|
|
Vector<int> MultiplayerAPI::get_network_connected_peers() const {
|
|
|
|
ERR_FAIL_COND_V(!network_peer.is_valid(), Vector<int>());
|
|
|
|
Vector<int> ret;
|
|
for (Set<int>::Element *E = connected_peers.front(); E; E = E->next()) {
|
|
ret.push_back(E->get());
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
void MultiplayerAPI::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_root_node", "node"), &MultiplayerAPI::set_root_node);
|
|
ClassDB::bind_method(D_METHOD("send_bytes", "bytes", "id", "mode"), &MultiplayerAPI::send_bytes, DEFVAL(NetworkedMultiplayerPeer::TARGET_PEER_BROADCAST), DEFVAL(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE));
|
|
ClassDB::bind_method(D_METHOD("has_network_peer"), &MultiplayerAPI::has_network_peer);
|
|
ClassDB::bind_method(D_METHOD("get_network_peer"), &MultiplayerAPI::get_network_peer);
|
|
ClassDB::bind_method(D_METHOD("get_network_unique_id"), &MultiplayerAPI::get_network_unique_id);
|
|
ClassDB::bind_method(D_METHOD("is_network_server"), &MultiplayerAPI::is_network_server);
|
|
ClassDB::bind_method(D_METHOD("get_rpc_sender_id"), &MultiplayerAPI::get_rpc_sender_id);
|
|
ClassDB::bind_method(D_METHOD("_add_peer", "id"), &MultiplayerAPI::_add_peer);
|
|
ClassDB::bind_method(D_METHOD("_del_peer", "id"), &MultiplayerAPI::_del_peer);
|
|
ClassDB::bind_method(D_METHOD("set_network_peer", "peer"), &MultiplayerAPI::set_network_peer);
|
|
ClassDB::bind_method(D_METHOD("poll"), &MultiplayerAPI::poll);
|
|
ClassDB::bind_method(D_METHOD("clear"), &MultiplayerAPI::clear);
|
|
|
|
ClassDB::bind_method(D_METHOD("_connected_to_server"), &MultiplayerAPI::_connected_to_server);
|
|
ClassDB::bind_method(D_METHOD("_connection_failed"), &MultiplayerAPI::_connection_failed);
|
|
ClassDB::bind_method(D_METHOD("_server_disconnected"), &MultiplayerAPI::_server_disconnected);
|
|
ClassDB::bind_method(D_METHOD("get_network_connected_peers"), &MultiplayerAPI::get_network_connected_peers);
|
|
ClassDB::bind_method(D_METHOD("set_refuse_new_network_connections", "refuse"), &MultiplayerAPI::set_refuse_new_network_connections);
|
|
ClassDB::bind_method(D_METHOD("is_refusing_new_network_connections"), &MultiplayerAPI::is_refusing_new_network_connections);
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_network_connections"), "set_refuse_new_network_connections", "is_refusing_new_network_connections");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "network_peer", PROPERTY_HINT_RESOURCE_TYPE, "NetworkedMultiplayerPeer", 0), "set_network_peer", "get_network_peer");
|
|
|
|
ADD_SIGNAL(MethodInfo("network_peer_connected", PropertyInfo(Variant::INT, "id")));
|
|
ADD_SIGNAL(MethodInfo("network_peer_disconnected", PropertyInfo(Variant::INT, "id")));
|
|
ADD_SIGNAL(MethodInfo("network_peer_packet", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::POOL_BYTE_ARRAY, "packet")));
|
|
ADD_SIGNAL(MethodInfo("connected_to_server"));
|
|
ADD_SIGNAL(MethodInfo("connection_failed"));
|
|
ADD_SIGNAL(MethodInfo("server_disconnected"));
|
|
|
|
BIND_ENUM_CONSTANT(RPC_MODE_DISABLED);
|
|
BIND_ENUM_CONSTANT(RPC_MODE_REMOTE);
|
|
BIND_ENUM_CONSTANT(RPC_MODE_SYNC);
|
|
BIND_ENUM_CONSTANT(RPC_MODE_MASTER);
|
|
BIND_ENUM_CONSTANT(RPC_MODE_SLAVE);
|
|
BIND_ENUM_CONSTANT(RPC_MODE_REMOTESYNC);
|
|
BIND_ENUM_CONSTANT(RPC_MODE_MASTERSYNC);
|
|
BIND_ENUM_CONSTANT(RPC_MODE_SLAVESYNC);
|
|
}
|
|
|
|
MultiplayerAPI::MultiplayerAPI() {
|
|
clear();
|
|
}
|
|
|
|
MultiplayerAPI::~MultiplayerAPI() {
|
|
clear();
|
|
}
|