1005 lines
35 KiB
C++
1005 lines
35 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 "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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#ifdef DEBUG_ENABLED
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#include "core/os/os.h"
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#endif
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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. Remote cannot produce a local call.
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} break;
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case MultiplayerAPI::RPC_MODE_MASTERSYNC: {
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if (is_master)
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r_skip_rpc = true; // I am the master, so skip remote call.
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FALLTHROUGH;
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}
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case MultiplayerAPI::RPC_MODE_REMOTESYNC:
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case MultiplayerAPI::RPC_MODE_PUPPETSYNC: {
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// Call it, sync always results in a local 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; // I am the master, so skip remote call.
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return is_master;
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} break;
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case MultiplayerAPI::RPC_MODE_PUPPET: {
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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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case MultiplayerAPI::RPC_MODE_REMOTESYNC: {
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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_PUPPETSYNC:
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case MultiplayerAPI::RPC_MODE_PUPPET: {
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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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packet_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 (p_peer == network_peer) return; // Nothing to do
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ERR_FAIL_COND_MSG(p_peer.is_valid() && p_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED,
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"Supplied NetworkedMultiplayerPeer must be connecting or connected.");
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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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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_MSG(root_node == NULL, "Multiplayer root node was not initialized. If you are using custom multiplayer, remember to set the root node via MultiplayerAPI.set_root_node before using it.");
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ERR_FAIL_COND_MSG(p_packet_len < 1, "Invalid packet received. Size too small.");
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#ifdef DEBUG_ENABLED
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if (profiling) {
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bandwidth_incoming_data.write[bandwidth_incoming_pointer].timestamp = OS::get_singleton()->get_ticks_msec();
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bandwidth_incoming_data.write[bandwidth_incoming_pointer].packet_size = p_packet_len;
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bandwidth_incoming_pointer = (bandwidth_incoming_pointer + 1) % bandwidth_incoming_data.size();
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}
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#endif
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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_MSG(p_packet_len < 6, "Invalid packet received. Size too small.");
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Node *node = _process_get_node(p_from, p_packet, p_packet_len);
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ERR_FAIL_COND_MSG(node == NULL, "Invalid packet received. Requested node was not found.");
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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_MSG(len_end >= p_packet_len, "Invalid packet received. Size too small.");
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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_MSG(ofs >= p_packet_len, NULL, "Invalid packet received. Size smaller than declared.");
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String paths;
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paths.parse_utf8((const char *)&p_packet[ofs], p_packet_len - ofs);
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NodePath np = paths;
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node = root_node->get_node(np);
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if (!node)
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ERR_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_MSG(!E, NULL, "Invalid packet received. Requests invalid peer cache.");
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Map<int, PathGetCache::NodeInfo>::Element *F = E->get().nodes.find(id);
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ERR_FAIL_COND_V_MSG(!F, NULL, "Invalid packet received. Unabled to find requested cached node.");
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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_MSG(p_offset >= p_packet_len, "Invalid packet received. Size too small.");
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// Check that remote can call the RPC on this node.
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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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bool can_call = _can_call_mode(p_node, rpc_mode, p_from);
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ERR_FAIL_COND_MSG(!can_call, "RPC '" + String(p_name) + "' is not allowed on node " + p_node->get_path() + " from: " + itos(p_from) + ". Mode is " + itos((int)rpc_mode) + ", master is " + itos(p_node->get_network_master()) + ".");
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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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#ifdef DEBUG_ENABLED
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if (profiling) {
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ObjectID id = p_node->get_instance_id();
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_init_node_profile(id);
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profiler_frame_data[id].incoming_rpc += 1;
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}
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#endif
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for (int i = 0; i < argc; i++) {
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ERR_FAIL_COND_MSG(p_offset >= p_packet_len, "Invalid packet received. Size too small.");
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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, allow_object_decoding || network_peer->is_object_decoding_allowed());
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ERR_FAIL_COND_MSG(err != OK, "Invalid packet received. Unable to decode RPC argument.");
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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_MSG(p_offset >= p_packet_len, "Invalid packet received. Size too small.");
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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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bool can_call = _can_call_mode(p_node, rset_mode, p_from);
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ERR_FAIL_COND_MSG(!can_call, "RSET '" + String(p_name) + "' is not allowed on node " + p_node->get_path() + " from: " + itos(p_from) + ". Mode is " + itos((int)rset_mode) + ", master is " + itos(p_node->get_network_master()) + ".");
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#ifdef DEBUG_ENABLED
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if (profiling) {
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ObjectID id = p_node->get_instance_id();
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_init_node_profile(id);
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profiler_frame_data[id].incoming_rset += 1;
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}
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#endif
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Variant value;
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Error err = decode_variant(value, &p_packet[p_offset], p_packet_len - p_offset, NULL, allow_object_decoding || network_peer->is_object_decoding_allowed());
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ERR_FAIL_COND_MSG(err != OK, "Invalid packet received. Unable to decode RSET value.");
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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_MSG(p_packet_len < 5, "Invalid packet received. Size too small.");
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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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// Encode path to send ack.
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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_MSG(p_packet_len < 2, "Invalid packet received. Size too small.");
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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_MSG(!psc, "Invalid packet received. Tries to confirm a path which was not found in cache.");
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Map<int, bool>::Element *E = psc->confirmed_peers.find(p_from);
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ERR_FAIL_COND_MSG(!E, "Invalid packet received. Source peer was not found in cache for the given path.");
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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()) {
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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;
|
|
}
|
|
|
|
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) {
|
|
|
|
ERR_FAIL_COND_MSG(network_peer.is_null(), "Attempt to remote call/set when networking is not active in SceneTree.");
|
|
|
|
ERR_FAIL_COND_MSG(network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_CONNECTING, "Attempt to remote call/set when networking is not connected yet in SceneTree.");
|
|
|
|
ERR_FAIL_COND_MSG(network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED, "Attempt to remote call/set when networking is disconnected.");
|
|
|
|
ERR_FAIL_COND_MSG(p_argcount > 255, "Too many arguments >255.");
|
|
|
|
if (p_to != 0 && !connected_peers.has(ABS(p_to))) {
|
|
ERR_FAIL_COND_MSG(p_to == network_peer->get_unique_id(), "Attempt to remote call/set yourself! unique ID: " + itos(network_peer->get_unique_id()) + ".");
|
|
|
|
ERR_FAIL_MSG("Attempt to remote call unexisting ID: " + itos(p_to) + ".");
|
|
}
|
|
|
|
NodePath from_path = (root_node->get_path()).rel_path_to(p_from->get_path());
|
|
ERR_FAIL_COND_MSG(from_path.is_empty(), "Unable to send RPC. Relative path is empty. THIS IS LIKELY A BUG IN THE ENGINE!");
|
|
|
|
// See if the path is cached.
|
|
PathSentCache *psc = path_send_cache.getptr(from_path);
|
|
if (!psc) {
|
|
// Path is not cached, create.
|
|
path_send_cache[from_path] = PathSentCache();
|
|
psc = path_send_cache.getptr(from_path);
|
|
psc->id = last_send_cache_id++;
|
|
}
|
|
|
|
// Create base packet, lots of hardcode because it must be tight.
|
|
|
|
int ofs = 0;
|
|
|
|
#define MAKE_ROOM(m_amount) \
|
|
if (packet_cache.size() < m_amount) packet_cache.resize(m_amount);
|
|
|
|
// Encode type.
|
|
MAKE_ROOM(1);
|
|
packet_cache.write[0] = p_set ? NETWORK_COMMAND_REMOTE_SET : NETWORK_COMMAND_REMOTE_CALL;
|
|
ofs += 1;
|
|
|
|
// 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, allow_object_decoding || network_peer->is_object_decoding_allowed());
|
|
ERR_FAIL_COND_MSG(err != OK, "Unable to encode RSET value. THIS IS LIKELY A BUG IN THE ENGINE!");
|
|
MAKE_ROOM(ofs + len);
|
|
encode_variant(*p_arg[0], &(packet_cache.write[ofs]), len, allow_object_decoding || network_peer->is_object_decoding_allowed());
|
|
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, allow_object_decoding || network_peer->is_object_decoding_allowed());
|
|
ERR_FAIL_COND_MSG(err != OK, "Unable to encode RPC argument. THIS IS LIKELY A BUG IN THE ENGINE!");
|
|
MAKE_ROOM(ofs + len);
|
|
encode_variant(*p_arg[i], &(packet_cache.write[ofs]), len, allow_object_decoding || network_peer->is_object_decoding_allowed());
|
|
ofs += len;
|
|
}
|
|
}
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
if (profiling) {
|
|
bandwidth_outgoing_data.write[bandwidth_outgoing_pointer].timestamp = OS::get_singleton()->get_ticks_msec();
|
|
bandwidth_outgoing_data.write[bandwidth_outgoing_pointer].packet_size = ofs;
|
|
bandwidth_outgoing_pointer = (bandwidth_outgoing_pointer + 1) % bandwidth_outgoing_data.size();
|
|
}
|
|
#endif
|
|
|
|
// 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.
|
|
|
|
// Append 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()) {
|
|
// 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);
|
|
// Cleanup get cache.
|
|
path_get_cache.erase(p_id);
|
|
// Cleanup sent cache.
|
|
// Some refactoring is needed to make this faster and do paths GC.
|
|
List<NodePath> keys;
|
|
path_send_cache.get_key_list(&keys);
|
|
for (List<NodePath>::Element *E = keys.front(); E; E = E->next()) {
|
|
PathSentCache *psc = path_send_cache.getptr(E->get());
|
|
psc->confirmed_peers.erase(p_id);
|
|
}
|
|
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_MSG(!network_peer.is_valid(), "Trying to call an RPC while no network peer is active.");
|
|
ERR_FAIL_COND_MSG(!p_node->is_inside_tree(), "Trying to call an RPC on a node which is not inside SceneTree.");
|
|
ERR_FAIL_COND_MSG(network_peer->get_connection_status() != NetworkedMultiplayerPeer::CONNECTION_CONNECTED, "Trying to call an RPC via a network peer which is not connected.");
|
|
|
|
int node_id = network_peer->get_unique_id();
|
|
bool skip_rpc = node_id == p_peer_id;
|
|
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) {
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
if (profiling) {
|
|
ObjectID id = p_node->get_instance_id();
|
|
_init_node_profile(id);
|
|
profiler_frame_data[id].outgoing_rpc += 1;
|
|
}
|
|
#endif
|
|
|
|
_send_rpc(p_node, p_peer_id, p_unreliable, false, p_method, p_arg, p_argcount);
|
|
}
|
|
|
|
if (call_local_native) {
|
|
int temp_id = rpc_sender_id;
|
|
rpc_sender_id = get_network_unique_id();
|
|
Variant::CallError ce;
|
|
p_node->call(p_method, p_arg, p_argcount, ce);
|
|
rpc_sender_id = temp_id;
|
|
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) {
|
|
int temp_id = rpc_sender_id;
|
|
rpc_sender_id = get_network_unique_id();
|
|
Variant::CallError ce;
|
|
ce.error = Variant::CallError::CALL_OK;
|
|
p_node->get_script_instance()->call(p_method, p_arg, p_argcount, ce);
|
|
rpc_sender_id = temp_id;
|
|
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;
|
|
}
|
|
}
|
|
|
|
ERR_FAIL_COND_MSG(skip_rpc && !(call_local_native || call_local_script), "RPC '" + p_method + "' on yourself is not allowed by selected mode.");
|
|
}
|
|
|
|
void MultiplayerAPI::rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value) {
|
|
|
|
ERR_FAIL_COND_MSG(!network_peer.is_valid(), "Trying to RSET while no network peer is active.");
|
|
ERR_FAIL_COND_MSG(!p_node->is_inside_tree(), "Trying to RSET on a node which is not inside SceneTree.");
|
|
ERR_FAIL_COND_MSG(network_peer->get_connection_status() != NetworkedMultiplayerPeer::CONNECTION_CONNECTED, "Trying to send an RSET via a network peer which is not connected.");
|
|
|
|
int node_id = network_peer->get_unique_id();
|
|
bool is_master = p_node->is_network_master();
|
|
bool skip_rset = node_id == p_peer_id;
|
|
bool set_local = 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.
|
|
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;
|
|
int temp_id = rpc_sender_id;
|
|
|
|
rpc_sender_id = get_network_unique_id();
|
|
p_node->set(p_property, p_value, &valid);
|
|
rpc_sender_id = temp_id;
|
|
|
|
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) {
|
|
int temp_id = rpc_sender_id;
|
|
|
|
rpc_sender_id = get_network_unique_id();
|
|
bool valid = p_node->get_script_instance()->set(p_property, p_value);
|
|
rpc_sender_id = temp_id;
|
|
|
|
if (!valid) {
|
|
String error = "rset() aborted in local script set, property not found: - " + String(p_property) + ".";
|
|
ERR_PRINTS(error);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (skip_rset) {
|
|
ERR_FAIL_COND_MSG(!set_local, "RSET for '" + p_property + "' on yourself is not allowed by selected mode.");
|
|
return;
|
|
}
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
if (profiling) {
|
|
ObjectID id = p_node->get_instance_id();
|
|
_init_node_profile(id);
|
|
profiler_frame_data[id].outgoing_rset += 1;
|
|
}
|
|
#endif
|
|
|
|
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_MSG(p_data.size() < 1, ERR_INVALID_DATA, "Trying to send an empty raw packet.");
|
|
ERR_FAIL_COND_V_MSG(!network_peer.is_valid(), ERR_UNCONFIGURED, "Trying to send a raw packet while no network peer is active.");
|
|
ERR_FAIL_COND_V_MSG(network_peer->get_connection_status() != NetworkedMultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED, "Trying to send a raw packet via a network peer which is not connected.");
|
|
|
|
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_MSG(p_packet_len < 2, "Invalid packet received. Size too small.");
|
|
|
|
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_MSG(!network_peer.is_valid(), 0, "No network peer is assigned. Unable to get unique network ID.");
|
|
return network_peer->get_unique_id();
|
|
}
|
|
|
|
bool MultiplayerAPI::is_network_server() const {
|
|
|
|
// XXX Maybe fail silently? Maybe should actually return true to make development of both local and online multiplayer easier?
|
|
ERR_FAIL_COND_V_MSG(!network_peer.is_valid(), false, "No network peer is assigned. I can't be a server.");
|
|
return network_peer->is_server();
|
|
}
|
|
|
|
void MultiplayerAPI::set_refuse_new_network_connections(bool p_refuse) {
|
|
|
|
ERR_FAIL_COND_MSG(!network_peer.is_valid(), "No network peer is assigned. Unable to set 'refuse_new_connections'.");
|
|
network_peer->set_refuse_new_connections(p_refuse);
|
|
}
|
|
|
|
bool MultiplayerAPI::is_refusing_new_network_connections() const {
|
|
|
|
ERR_FAIL_COND_V_MSG(!network_peer.is_valid(), false, "No network peer is assigned. Unable to get 'refuse_new_connections'.");
|
|
return network_peer->is_refusing_new_connections();
|
|
}
|
|
|
|
Vector<int> MultiplayerAPI::get_network_connected_peers() const {
|
|
|
|
ERR_FAIL_COND_V_MSG(!network_peer.is_valid(), Vector<int>(), "No network 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;
|
|
}
|
|
|
|
void MultiplayerAPI::profiling_start() {
|
|
#ifdef DEBUG_ENABLED
|
|
profiling = true;
|
|
profiler_frame_data.clear();
|
|
|
|
bandwidth_incoming_pointer = 0;
|
|
bandwidth_incoming_data.resize(16384); // ~128kB
|
|
for (int i = 0; i < bandwidth_incoming_data.size(); ++i) {
|
|
bandwidth_incoming_data.write[i].packet_size = -1;
|
|
}
|
|
|
|
bandwidth_outgoing_pointer = 0;
|
|
bandwidth_outgoing_data.resize(16384); // ~128kB
|
|
for (int i = 0; i < bandwidth_outgoing_data.size(); ++i) {
|
|
bandwidth_outgoing_data.write[i].packet_size = -1;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void MultiplayerAPI::profiling_end() {
|
|
#ifdef DEBUG_ENABLED
|
|
profiling = false;
|
|
bandwidth_incoming_data.clear();
|
|
bandwidth_outgoing_data.clear();
|
|
#endif
|
|
}
|
|
|
|
int MultiplayerAPI::get_profiling_frame(ProfilingInfo *r_info) {
|
|
int i = 0;
|
|
#ifdef DEBUG_ENABLED
|
|
for (Map<ObjectID, ProfilingInfo>::Element *E = profiler_frame_data.front(); E; E = E->next()) {
|
|
r_info[i] = E->get();
|
|
++i;
|
|
}
|
|
profiler_frame_data.clear();
|
|
#endif
|
|
return i;
|
|
}
|
|
|
|
int MultiplayerAPI::get_incoming_bandwidth_usage() {
|
|
#ifdef DEBUG_ENABLED
|
|
return _get_bandwidth_usage(bandwidth_incoming_data, bandwidth_incoming_pointer);
|
|
#else
|
|
return 0;
|
|
#endif
|
|
}
|
|
|
|
int MultiplayerAPI::get_outgoing_bandwidth_usage() {
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#ifdef DEBUG_ENABLED
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return _get_bandwidth_usage(bandwidth_outgoing_data, bandwidth_outgoing_pointer);
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#else
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return 0;
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#endif
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}
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#ifdef DEBUG_ENABLED
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int MultiplayerAPI::_get_bandwidth_usage(const Vector<BandwidthFrame> &p_buffer, int p_pointer) {
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int total_bandwidth = 0;
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uint32_t timestamp = OS::get_singleton()->get_ticks_msec();
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uint32_t final_timestamp = timestamp - 1000;
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|
|
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int i = (p_pointer + p_buffer.size() - 1) % p_buffer.size();
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while (i != p_pointer && p_buffer[i].packet_size > 0) {
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|
if (p_buffer[i].timestamp < final_timestamp) {
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return total_bandwidth;
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|
}
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|
total_bandwidth += p_buffer[i].packet_size;
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i = (i + p_buffer.size() - 1) % p_buffer.size();
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}
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|
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ERR_FAIL_COND_V_MSG(i == p_pointer, total_bandwidth, "Reached the end of the bandwidth profiler buffer, values might be inaccurate.");
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|
return total_bandwidth;
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|
}
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|
|
|
void MultiplayerAPI::_init_node_profile(ObjectID p_node) {
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if (profiler_frame_data.has(p_node))
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|
return;
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|
profiler_frame_data.insert(p_node, ProfilingInfo());
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|
profiler_frame_data[p_node].node = p_node;
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|
profiler_frame_data[p_node].node_path = Object::cast_to<Node>(ObjectDB::get_instance(p_node))->get_path();
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|
profiler_frame_data[p_node].incoming_rpc = 0;
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|
profiler_frame_data[p_node].incoming_rset = 0;
|
|
profiler_frame_data[p_node].outgoing_rpc = 0;
|
|
profiler_frame_data[p_node].outgoing_rset = 0;
|
|
}
|
|
#endif
|
|
|
|
void MultiplayerAPI::_bind_methods() {
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|
ClassDB::bind_method(D_METHOD("set_root_node", "node"), &MultiplayerAPI::set_root_node);
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|
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);
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|
ClassDB::bind_method(D_METHOD("get_network_peer"), &MultiplayerAPI::get_network_peer);
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|
ClassDB::bind_method(D_METHOD("get_network_unique_id"), &MultiplayerAPI::get_network_unique_id);
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|
ClassDB::bind_method(D_METHOD("is_network_server"), &MultiplayerAPI::is_network_server);
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|
ClassDB::bind_method(D_METHOD("get_rpc_sender_id"), &MultiplayerAPI::get_rpc_sender_id);
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|
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);
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|
|
|
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);
|
|
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_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_PROPERTY_DEFAULT("refuse_new_network_connections", false);
|
|
|
|
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_MASTER);
|
|
BIND_ENUM_CONSTANT(RPC_MODE_PUPPET);
|
|
BIND_ENUM_CONSTANT(RPC_MODE_SLAVE); // Deprecated.
|
|
BIND_ENUM_CONSTANT(RPC_MODE_REMOTESYNC);
|
|
BIND_ENUM_CONSTANT(RPC_MODE_SYNC); // Deprecated.
|
|
BIND_ENUM_CONSTANT(RPC_MODE_MASTERSYNC);
|
|
BIND_ENUM_CONSTANT(RPC_MODE_PUPPETSYNC);
|
|
}
|
|
|
|
MultiplayerAPI::MultiplayerAPI() :
|
|
allow_object_decoding(false) {
|
|
rpc_sender_id = 0;
|
|
root_node = NULL;
|
|
#ifdef DEBUG_ENABLED
|
|
profiling = false;
|
|
#endif
|
|
clear();
|
|
}
|
|
|
|
MultiplayerAPI::~MultiplayerAPI() {
|
|
clear();
|
|
}
|