godot/core/multiplayer/multiplayer_api.cpp

590 lines
21 KiB
C++

/*************************************************************************/
/* multiplayer_api.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 */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "multiplayer_api.h"
#include "core/debugger/engine_debugger.h"
#include "core/io/marshalls.h"
#include <stdint.h>
#ifdef DEBUG_ENABLED
#include "core/os/os.h"
#endif
MultiplayerReplicationInterface *(*MultiplayerAPI::create_default_replication_interface)(MultiplayerAPI *p_multiplayer) = nullptr;
MultiplayerRPCInterface *(*MultiplayerAPI::create_default_rpc_interface)(MultiplayerAPI *p_multiplayer) = nullptr;
MultiplayerCacheInterface *(*MultiplayerAPI::create_default_cache_interface)(MultiplayerAPI *p_multiplayer) = nullptr;
#ifdef DEBUG_ENABLED
void MultiplayerAPI::profile_bandwidth(const String &p_inout, int p_size) {
if (EngineDebugger::is_profiling("multiplayer")) {
Array values;
values.push_back(p_inout);
values.push_back(OS::get_singleton()->get_ticks_msec());
values.push_back(p_size);
EngineDebugger::profiler_add_frame_data("multiplayer", values);
}
}
#endif
void MultiplayerAPI::poll() {
if (!multiplayer_peer.is_valid() || multiplayer_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED) {
return;
}
multiplayer_peer->poll();
if (!multiplayer_peer.is_valid()) { // It's possible that polling might have resulted in a disconnection, so check here.
return;
}
while (multiplayer_peer->get_available_packet_count()) {
int sender = multiplayer_peer->get_packet_peer();
const uint8_t *packet;
int len;
Error err = multiplayer_peer->get_packet(&packet, len);
if (err != OK) {
ERR_PRINT("Error getting packet!");
return; // Something is wrong!
}
remote_sender_id = sender;
_process_packet(sender, packet, len);
remote_sender_id = 0;
if (!multiplayer_peer.is_valid()) {
return; // It's also possible that a packet or RPC caused a disconnection, so also check here.
}
}
replicator->on_network_process();
}
void MultiplayerAPI::clear() {
connected_peers.clear();
packet_cache.clear();
cache->clear();
}
void MultiplayerAPI::set_root_path(const NodePath &p_path) {
ERR_FAIL_COND_MSG(!p_path.is_absolute() && !p_path.is_empty(), "MultiplayerAPI root path must be absolute.");
root_path = p_path;
}
NodePath MultiplayerAPI::get_root_path() const {
return root_path;
}
void MultiplayerAPI::set_multiplayer_peer(const Ref<MultiplayerPeer> &p_peer) {
if (p_peer == multiplayer_peer) {
return; // Nothing to do
}
ERR_FAIL_COND_MSG(p_peer.is_valid() && p_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED,
"Supplied MultiplayerPeer must be connecting or connected.");
if (multiplayer_peer.is_valid()) {
multiplayer_peer->disconnect("peer_connected", callable_mp(this, &MultiplayerAPI::_add_peer));
multiplayer_peer->disconnect("peer_disconnected", callable_mp(this, &MultiplayerAPI::_del_peer));
multiplayer_peer->disconnect("connection_succeeded", callable_mp(this, &MultiplayerAPI::_connected_to_server));
multiplayer_peer->disconnect("connection_failed", callable_mp(this, &MultiplayerAPI::_connection_failed));
multiplayer_peer->disconnect("server_disconnected", callable_mp(this, &MultiplayerAPI::_server_disconnected));
clear();
}
multiplayer_peer = p_peer;
if (multiplayer_peer.is_valid()) {
multiplayer_peer->connect("peer_connected", callable_mp(this, &MultiplayerAPI::_add_peer));
multiplayer_peer->connect("peer_disconnected", callable_mp(this, &MultiplayerAPI::_del_peer));
multiplayer_peer->connect("connection_succeeded", callable_mp(this, &MultiplayerAPI::_connected_to_server));
multiplayer_peer->connect("connection_failed", callable_mp(this, &MultiplayerAPI::_connection_failed));
multiplayer_peer->connect("server_disconnected", callable_mp(this, &MultiplayerAPI::_server_disconnected));
}
replicator->on_reset();
}
Ref<MultiplayerPeer> MultiplayerAPI::get_multiplayer_peer() const {
return multiplayer_peer;
}
void MultiplayerAPI::_process_packet(int p_from, const uint8_t *p_packet, int p_packet_len) {
ERR_FAIL_COND_MSG(root_path.is_empty(), "Multiplayer root was not initialized. If you are using custom multiplayer, remember to set the root path via MultiplayerAPI.set_root_path before using it.");
ERR_FAIL_COND_MSG(p_packet_len < 1, "Invalid packet received. Size too small.");
#ifdef DEBUG_ENABLED
profile_bandwidth("in", p_packet_len);
#endif
// Extract the `packet_type` from the LSB three bits:
uint8_t packet_type = p_packet[0] & CMD_MASK;
switch (packet_type) {
case NETWORK_COMMAND_SIMPLIFY_PATH: {
cache->process_simplify_path(p_from, p_packet, p_packet_len);
} break;
case NETWORK_COMMAND_CONFIRM_PATH: {
cache->process_confirm_path(p_from, p_packet, p_packet_len);
} break;
case NETWORK_COMMAND_REMOTE_CALL: {
rpc->process_rpc(p_from, p_packet, p_packet_len);
} break;
case NETWORK_COMMAND_RAW: {
_process_raw(p_from, p_packet, p_packet_len);
} break;
case NETWORK_COMMAND_SPAWN: {
replicator->on_spawn_receive(p_from, p_packet, p_packet_len);
} break;
case NETWORK_COMMAND_DESPAWN: {
replicator->on_despawn_receive(p_from, p_packet, p_packet_len);
} break;
case NETWORK_COMMAND_SYNC: {
replicator->on_sync_receive(p_from, p_packet, p_packet_len);
} break;
}
}
// The variant is compressed and encoded; The first byte contains all the meta
// information and the format is:
// - The first LSB 5 bits are used for the variant type.
// - The next two bits are used to store the encoding mode.
// - The most significant is used to store the boolean value.
#define VARIANT_META_TYPE_MASK 0x1F
#define VARIANT_META_EMODE_MASK 0x60
#define VARIANT_META_BOOL_MASK 0x80
#define ENCODE_8 0 << 5
#define ENCODE_16 1 << 5
#define ENCODE_32 2 << 5
#define ENCODE_64 3 << 5
Error MultiplayerAPI::encode_and_compress_variant(const Variant &p_variant, uint8_t *r_buffer, int &r_len, bool p_allow_object_decoding) {
// Unreachable because `VARIANT_MAX` == 27 and `ENCODE_VARIANT_MASK` == 31
CRASH_COND(p_variant.get_type() > VARIANT_META_TYPE_MASK);
uint8_t *buf = r_buffer;
r_len = 0;
uint8_t encode_mode = 0;
switch (p_variant.get_type()) {
case Variant::BOOL: {
if (buf) {
// We still have 1 free bit in the meta, so let's use it.
buf[0] = (p_variant.operator bool()) ? (1 << 7) : 0;
buf[0] |= encode_mode | p_variant.get_type();
}
r_len += 1;
} break;
case Variant::INT: {
if (buf) {
// Reserve the first byte for the meta.
buf += 1;
}
r_len += 1;
int64_t val = p_variant;
if (val <= (int64_t)INT8_MAX && val >= (int64_t)INT8_MIN) {
// Use 8 bit
encode_mode = ENCODE_8;
if (buf) {
buf[0] = val;
}
r_len += 1;
} else if (val <= (int64_t)INT16_MAX && val >= (int64_t)INT16_MIN) {
// Use 16 bit
encode_mode = ENCODE_16;
if (buf) {
encode_uint16(val, buf);
}
r_len += 2;
} else if (val <= (int64_t)INT32_MAX && val >= (int64_t)INT32_MIN) {
// Use 32 bit
encode_mode = ENCODE_32;
if (buf) {
encode_uint32(val, buf);
}
r_len += 4;
} else {
// Use 64 bit
encode_mode = ENCODE_64;
if (buf) {
encode_uint64(val, buf);
}
r_len += 8;
}
// Store the meta
if (buf) {
buf -= 1;
buf[0] = encode_mode | p_variant.get_type();
}
} break;
default:
// Any other case is not yet compressed.
Error err = encode_variant(p_variant, r_buffer, r_len, p_allow_object_decoding);
if (err != OK) {
return err;
}
if (r_buffer) {
// The first byte is not used by the marshalling, so store the type
// so we know how to decompress and decode this variant.
r_buffer[0] = p_variant.get_type();
}
}
return OK;
}
Error MultiplayerAPI::decode_and_decompress_variant(Variant &r_variant, const uint8_t *p_buffer, int p_len, int *r_len, bool p_allow_object_decoding) {
const uint8_t *buf = p_buffer;
int len = p_len;
ERR_FAIL_COND_V(len < 1, ERR_INVALID_DATA);
uint8_t type = buf[0] & VARIANT_META_TYPE_MASK;
uint8_t encode_mode = buf[0] & VARIANT_META_EMODE_MASK;
ERR_FAIL_COND_V(type >= Variant::VARIANT_MAX, ERR_INVALID_DATA);
switch (type) {
case Variant::BOOL: {
bool val = (buf[0] & VARIANT_META_BOOL_MASK) > 0;
r_variant = val;
if (r_len) {
*r_len = 1;
}
} break;
case Variant::INT: {
buf += 1;
len -= 1;
if (r_len) {
*r_len = 1;
}
if (encode_mode == ENCODE_8) {
// 8 bits.
ERR_FAIL_COND_V(len < 1, ERR_INVALID_DATA);
int8_t val = buf[0];
r_variant = val;
if (r_len) {
(*r_len) += 1;
}
} else if (encode_mode == ENCODE_16) {
// 16 bits.
ERR_FAIL_COND_V(len < 2, ERR_INVALID_DATA);
int16_t val = decode_uint16(buf);
r_variant = val;
if (r_len) {
(*r_len) += 2;
}
} else if (encode_mode == ENCODE_32) {
// 32 bits.
ERR_FAIL_COND_V(len < 4, ERR_INVALID_DATA);
int32_t val = decode_uint32(buf);
r_variant = val;
if (r_len) {
(*r_len) += 4;
}
} else {
// 64 bits.
ERR_FAIL_COND_V(len < 8, ERR_INVALID_DATA);
int64_t val = decode_uint64(buf);
r_variant = val;
if (r_len) {
(*r_len) += 8;
}
}
} break;
default:
Error err = decode_variant(r_variant, p_buffer, p_len, r_len, p_allow_object_decoding);
if (err != OK) {
return err;
}
}
return OK;
}
Error MultiplayerAPI::encode_and_compress_variants(const Variant **p_variants, int p_count, uint8_t *p_buffer, int &r_len, bool *r_raw, bool p_allow_object_decoding) {
r_len = 0;
int size = 0;
if (p_count == 0) {
if (r_raw) {
*r_raw = true;
}
return OK;
}
// Try raw encoding optimization.
if (r_raw && p_count == 1) {
*r_raw = false;
const Variant &v = *(p_variants[0]);
if (v.get_type() == Variant::PACKED_BYTE_ARRAY) {
*r_raw = true;
const PackedByteArray pba = v;
if (p_buffer) {
memcpy(p_buffer, pba.ptr(), pba.size());
}
r_len += pba.size();
} else {
encode_and_compress_variant(v, p_buffer, size, p_allow_object_decoding);
r_len += size;
}
return OK;
}
// Regular encoding.
for (int i = 0; i < p_count; i++) {
const Variant &v = *(p_variants[i]);
encode_and_compress_variant(v, p_buffer ? p_buffer + r_len : nullptr, size, p_allow_object_decoding);
r_len += size;
}
return OK;
}
Error MultiplayerAPI::decode_and_decompress_variants(Vector<Variant> &r_variants, const uint8_t *p_buffer, int p_len, int &r_len, bool p_raw, bool p_allow_object_decoding) {
r_len = 0;
int argc = r_variants.size();
if (argc == 0 && p_raw) {
return OK;
}
ERR_FAIL_COND_V(p_raw && argc != 1, ERR_INVALID_DATA);
if (p_raw) {
r_len = p_len;
PackedByteArray pba;
pba.resize(p_len);
memcpy(pba.ptrw(), p_buffer, p_len);
r_variants.write[0] = pba;
return OK;
}
Vector<Variant> args;
Vector<const Variant *> argp;
args.resize(argc);
for (int i = 0; i < argc; i++) {
ERR_FAIL_COND_V_MSG(r_len >= p_len, ERR_INVALID_DATA, "Invalid packet received. Size too small.");
int vlen;
Error err = MultiplayerAPI::decode_and_decompress_variant(r_variants.write[i], &p_buffer[r_len], p_len - r_len, &vlen, p_allow_object_decoding);
ERR_FAIL_COND_V_MSG(err != OK, err, "Invalid packet received. Unable to decode state variable.");
r_len += vlen;
}
return OK;
}
void MultiplayerAPI::_add_peer(int p_id) {
connected_peers.insert(p_id);
cache->on_peer_change(p_id, true);
replicator->on_peer_change(p_id, true);
emit_signal(SNAME("peer_connected"), p_id);
}
void MultiplayerAPI::_del_peer(int p_id) {
replicator->on_peer_change(p_id, false);
cache->on_peer_change(p_id, false);
connected_peers.erase(p_id);
emit_signal(SNAME("peer_disconnected"), p_id);
}
void MultiplayerAPI::_connected_to_server() {
emit_signal(SNAME("connected_to_server"));
}
void MultiplayerAPI::_connection_failed() {
emit_signal(SNAME("connection_failed"));
}
void MultiplayerAPI::_server_disconnected() {
replicator->on_reset();
emit_signal(SNAME("server_disconnected"));
}
Error MultiplayerAPI::send_bytes(Vector<uint8_t> p_data, int p_to, Multiplayer::TransferMode p_mode, int p_channel) {
ERR_FAIL_COND_V_MSG(p_data.size() < 1, ERR_INVALID_DATA, "Trying to send an empty raw packet.");
ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), ERR_UNCONFIGURED, "Trying to send a raw packet while no multiplayer peer is active.");
ERR_FAIL_COND_V_MSG(multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED, "Trying to send a raw packet via a multiplayer peer which is not connected.");
if (packet_cache.size() < p_data.size() + 1) {
packet_cache.resize(p_data.size() + 1);
}
const uint8_t *r = p_data.ptr();
packet_cache.write[0] = NETWORK_COMMAND_RAW;
memcpy(&packet_cache.write[1], &r[0], p_data.size());
multiplayer_peer->set_target_peer(p_to);
multiplayer_peer->set_transfer_channel(p_channel);
multiplayer_peer->set_transfer_mode(p_mode);
return multiplayer_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_MSG(p_packet_len < 2, "Invalid packet received. Size too small.");
Vector<uint8_t> out;
int len = p_packet_len - 1;
out.resize(len);
{
uint8_t *w = out.ptrw();
memcpy(&w[0], &p_packet[1], len);
}
emit_signal(SNAME("peer_packet"), p_from, out);
}
bool MultiplayerAPI::is_cache_confirmed(NodePath p_path, int p_peer) {
return cache->is_cache_confirmed(p_path, p_peer);
}
bool MultiplayerAPI::send_object_cache(Object *p_obj, NodePath p_path, int p_peer_id, int &r_id) {
return cache->send_object_cache(p_obj, p_path, p_peer_id, r_id);
}
Object *MultiplayerAPI::get_cached_object(int p_from, uint32_t p_cache_id) {
return cache->get_cached_object(p_from, p_cache_id);
}
int MultiplayerAPI::get_unique_id() const {
ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), 0, "No multiplayer peer is assigned. Unable to get unique ID.");
return multiplayer_peer->get_unique_id();
}
bool MultiplayerAPI::is_server() const {
return multiplayer_peer.is_valid() && multiplayer_peer->is_server();
}
void MultiplayerAPI::set_refuse_new_connections(bool p_refuse) {
ERR_FAIL_COND_MSG(!multiplayer_peer.is_valid(), "No multiplayer peer is assigned. Unable to set 'refuse_new_connections'.");
multiplayer_peer->set_refuse_new_connections(p_refuse);
}
bool MultiplayerAPI::is_refusing_new_connections() const {
ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), false, "No multiplayer peer is assigned. Unable to get 'refuse_new_connections'.");
return multiplayer_peer->is_refusing_new_connections();
}
Vector<int> MultiplayerAPI::get_peer_ids() const {
ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), Vector<int>(), "No multiplayer peer is assigned. Assume no peers are connected.");
Vector<int> ret;
for (Set<int>::Element *E = connected_peers.front(); E; E = E->next()) {
ret.push_back(E->get());
}
return ret;
}
void MultiplayerAPI::set_allow_object_decoding(bool p_enable) {
allow_object_decoding = p_enable;
}
bool MultiplayerAPI::is_object_decoding_allowed() const {
return allow_object_decoding;
}
String MultiplayerAPI::get_rpc_md5(const Object *p_obj) const {
return rpc->get_rpc_md5(p_obj);
}
void MultiplayerAPI::rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) {
rpc->rpcp(p_obj, p_peer_id, p_method, p_arg, p_argcount);
}
Error MultiplayerAPI::spawn(Object *p_object, Variant p_config) {
return replicator->on_spawn(p_object, p_config);
}
Error MultiplayerAPI::despawn(Object *p_object, Variant p_config) {
return replicator->on_despawn(p_object, p_config);
}
Error MultiplayerAPI::replication_start(Object *p_object, Variant p_config) {
return replicator->on_replication_start(p_object, p_config);
}
Error MultiplayerAPI::replication_stop(Object *p_object, Variant p_config) {
return replicator->on_replication_stop(p_object, p_config);
}
void MultiplayerAPI::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_root_path", "path"), &MultiplayerAPI::set_root_path);
ClassDB::bind_method(D_METHOD("get_root_path"), &MultiplayerAPI::get_root_path);
ClassDB::bind_method(D_METHOD("send_bytes", "bytes", "id", "mode", "channel"), &MultiplayerAPI::send_bytes, DEFVAL(MultiplayerPeer::TARGET_PEER_BROADCAST), DEFVAL(Multiplayer::TRANSFER_MODE_RELIABLE), DEFVAL(0));
ClassDB::bind_method(D_METHOD("has_multiplayer_peer"), &MultiplayerAPI::has_multiplayer_peer);
ClassDB::bind_method(D_METHOD("get_multiplayer_peer"), &MultiplayerAPI::get_multiplayer_peer);
ClassDB::bind_method(D_METHOD("set_multiplayer_peer", "peer"), &MultiplayerAPI::set_multiplayer_peer);
ClassDB::bind_method(D_METHOD("get_unique_id"), &MultiplayerAPI::get_unique_id);
ClassDB::bind_method(D_METHOD("is_server"), &MultiplayerAPI::is_server);
ClassDB::bind_method(D_METHOD("get_remote_sender_id"), &MultiplayerAPI::get_remote_sender_id);
ClassDB::bind_method(D_METHOD("poll"), &MultiplayerAPI::poll);
ClassDB::bind_method(D_METHOD("clear"), &MultiplayerAPI::clear);
ClassDB::bind_method(D_METHOD("get_peers"), &MultiplayerAPI::get_peer_ids);
ClassDB::bind_method(D_METHOD("set_refuse_new_connections", "refuse"), &MultiplayerAPI::set_refuse_new_connections);
ClassDB::bind_method(D_METHOD("is_refusing_new_connections"), &MultiplayerAPI::is_refusing_new_connections);
ClassDB::bind_method(D_METHOD("set_allow_object_decoding", "enable"), &MultiplayerAPI::set_allow_object_decoding);
ClassDB::bind_method(D_METHOD("is_object_decoding_allowed"), &MultiplayerAPI::is_object_decoding_allowed);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "allow_object_decoding"), "set_allow_object_decoding", "is_object_decoding_allowed");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_connections"), "set_refuse_new_connections", "is_refusing_new_connections");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multiplayer_peer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerPeer", PROPERTY_USAGE_NONE), "set_multiplayer_peer", "get_multiplayer_peer");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_path"), "set_root_path", "get_root_path");
ADD_PROPERTY_DEFAULT("refuse_new_connections", false);
ADD_SIGNAL(MethodInfo("peer_connected", PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("peer_disconnected", PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("peer_packet", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::PACKED_BYTE_ARRAY, "packet")));
ADD_SIGNAL(MethodInfo("connected_to_server"));
ADD_SIGNAL(MethodInfo("connection_failed"));
ADD_SIGNAL(MethodInfo("server_disconnected"));
}
MultiplayerAPI::MultiplayerAPI() {
if (create_default_replication_interface) {
replicator = Ref<MultiplayerReplicationInterface>(create_default_replication_interface(this));
} else {
replicator.instantiate();
}
if (create_default_rpc_interface) {
rpc = Ref<MultiplayerRPCInterface>(create_default_rpc_interface(this));
} else {
rpc.instantiate();
}
if (create_default_cache_interface) {
cache = Ref<MultiplayerCacheInterface>(create_default_cache_interface(this));
} else {
cache.instantiate();
}
}
MultiplayerAPI::~MultiplayerAPI() {
clear();
}