godot/core/io/multiplayer_replicator.cpp
Fabio Alessandrelli d4dd859991 [Net] MultiplayerReplicator with initial state.
Move the former "spawnables" functions to a dedicated
MultiplayerReplicator class.
Support custom overrides in replicator.
Spawn/despawn messages can now contain a state.
The state can be automatically encoded/decoded by passing the desired
object properties to `spawnable_config`.
You can use script properties to optimize the state representation.
2 Callables can be also specified to completely override the default
implementation for sending and receiving the spawn/despawn event.
(9 bytes overhead, and there's room for improvement here).
When using a custom implementation `spawn` and `despawn` can be called
with any Object, `send_spawn`/`send_despawn` can receive any Variant as
a state, and the path is not required.

Two new functions, `spawn` and `despawn`, convey the implementation
independent method for requesting a spawn/despawn of an Object, while
`send_spawn` and `send_despawn` represent the more low-level send event
for a Variant to be used by the custom implementations.
2021-08-18 10:21:29 +01:00

498 lines
23 KiB
C++

/*************************************************************************/
/* multiplayer_replicator.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 */
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/*************************************************************************/
#include "core/io/multiplayer_replicator.h"
#include "core/io/marshalls.h"
#include "scene/main/node.h"
#include "scene/resources/packed_scene.h"
#define MAKE_ROOM(m_amount) \
if (packet_cache.size() < m_amount) \
packet_cache.resize(m_amount);
Error MultiplayerReplicator::_send_default_spawn_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, Object *p_obj, const NodePath &p_path, bool p_spawn) {
ERR_FAIL_COND_V(p_spawn && !p_obj, ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(!replications.has(p_scene_id), ERR_INVALID_PARAMETER);
Error err;
// Prepare state
List<Variant> state_variants;
int state_len = 0;
const SceneConfig &cfg = replications[p_scene_id];
if (p_spawn) {
if ((err = _get_state(cfg.properties, p_obj, state_variants)) != OK) {
return err;
}
}
bool is_raw = false;
if (state_variants.size() == 1 && state_variants[0].get_type() == Variant::PACKED_BYTE_ARRAY) {
is_raw = true;
} else if (state_variants.size()) {
err = _encode_state(state_variants, nullptr, state_len);
ERR_FAIL_COND_V(err, err);
} else {
is_raw = true;
}
int ofs = 0;
// Prepare simplified path
const Node *root_node = multiplayer->get_root_node();
ERR_FAIL_COND_V(!root_node, ERR_UNCONFIGURED);
NodePath rel_path = (root_node->get_path()).rel_path_to(p_path);
const Vector<StringName> names = rel_path.get_names();
ERR_FAIL_COND_V(names.size() < 2, ERR_INVALID_PARAMETER);
NodePath parent = NodePath(names.subarray(0, names.size() - 2), false);
ERR_FAIL_COND_V_MSG(!root_node->has_node(parent), ERR_INVALID_PARAMETER, "Path not found: " + parent);
int path_id = 0;
multiplayer->send_confirm_path(root_node->get_node(parent), parent, p_peer_id, path_id);
// Encode name and parent ID.
CharString cname = String(names[names.size() - 1]).utf8();
int nlen = encode_cstring(cname.get_data(), nullptr);
MAKE_ROOM(SPAWN_CMD_OFFSET + 4 + 4 + nlen + state_len);
uint8_t *ptr = packet_cache.ptrw();
ptr[0] = (p_spawn ? MultiplayerAPI::NETWORK_COMMAND_SPAWN : MultiplayerAPI::NETWORK_COMMAND_DESPAWN) + ((is_raw ? 1 : 0) << MultiplayerAPI::BYTE_ONLY_OR_NO_ARGS_SHIFT);
ofs = 1;
ofs += encode_uint64(p_scene_id, &ptr[ofs]);
ofs += encode_uint32(path_id, &ptr[ofs]);
ofs += encode_uint32(nlen, &ptr[ofs]);
ofs += encode_cstring(cname.get_data(), &ptr[ofs]);
// Encode state.
if (!is_raw) {
_encode_state(state_variants, &ptr[ofs], state_len);
} else if (state_len) {
PackedByteArray pba = state_variants[0];
memcpy(&ptr[ofs], pba.ptr(), state_len);
}
Ref<MultiplayerPeer> network_peer = multiplayer->get_network_peer();
network_peer->set_target_peer(p_peer_id);
network_peer->set_transfer_channel(0);
network_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
return network_peer->put_packet(ptr, ofs + state_len);
}
void MultiplayerReplicator::_process_default_spawn_despawn(int p_from, const ResourceUID::ID &p_scene_id, const uint8_t *p_packet, int p_packet_len, bool p_spawn) {
ERR_FAIL_COND_MSG(p_packet_len < SPAWN_CMD_OFFSET + 9, "Invalid spawn packet received");
int ofs = SPAWN_CMD_OFFSET;
uint32_t node_target = decode_uint32(&p_packet[ofs]);
Node *parent = multiplayer->get_cached_node(p_from, node_target);
ofs += 4;
ERR_FAIL_COND_MSG(parent == nullptr, "Invalid packet received. Requested node was not found.");
uint32_t name_len = decode_uint32(&p_packet[ofs]);
ofs += 4;
ERR_FAIL_COND_MSG(name_len > uint32_t(p_packet_len - ofs), vformat("Invalid spawn packet size: %d, wants: %d", p_packet_len, ofs + name_len));
ERR_FAIL_COND_MSG(name_len < 1, "Zero spawn name size.");
const String name = String::utf8((const char *)&p_packet[ofs], name_len);
// We need to make sure no trickery happens here (e.g. despawning a subpath), but we want to allow autogenerated ("@") node names.
ERR_FAIL_COND_MSG(name.validate_node_name() != name.replace("@", ""), vformat("Invalid node name received: '%s'", name));
ofs += name_len;
const SceneConfig &cfg = replications[p_scene_id];
if (cfg.mode == REPLICATION_MODE_SERVER && p_from == 1) {
String scene_path = ResourceUID::get_singleton()->get_id_path(p_scene_id);
if (p_spawn) {
const bool is_raw = ((p_packet[0] & 64) >> MultiplayerAPI::BYTE_ONLY_OR_NO_ARGS_SHIFT) == 1;
ERR_FAIL_COND_MSG(parent->has_node(name), vformat("Unable to spawn node. Node already exists: %s/%s", parent->get_path(), name));
RES res = ResourceLoader::load(scene_path);
ERR_FAIL_COND_MSG(!res.is_valid(), "Unable to load scene to spawn at path: " + scene_path);
PackedScene *scene = Object::cast_to<PackedScene>(res.ptr());
ERR_FAIL_COND(!scene);
Node *node = scene->instantiate();
ERR_FAIL_COND(!node);
replicated_nodes[node->get_instance_id()] = p_scene_id;
int size;
_decode_state(cfg.properties, node, &p_packet[ofs], p_packet_len - ofs, size, is_raw);
parent->_add_child_nocheck(node, name);
emit_signal(SNAME("spawned"), p_scene_id, node);
} else {
ERR_FAIL_COND_MSG(!parent->has_node(name), vformat("Path not found: %s/%s", parent->get_path(), name));
Node *node = parent->get_node(name);
ERR_FAIL_COND_MSG(!replicated_nodes.has(node->get_instance_id()), vformat("Trying to despawn a Node that was not replicated: %s/%s", parent->get_path(), name));
emit_signal(SNAME("despawned"), p_scene_id, node);
replicated_nodes.erase(node->get_instance_id());
node->queue_delete();
}
} else {
PackedByteArray data;
if (p_packet_len > ofs) {
data.resize(p_packet_len - ofs);
memcpy(data.ptrw(), &p_packet[ofs], data.size());
}
if (p_spawn) {
emit_signal(SNAME("spawn_requested"), p_from, p_scene_id, parent, name, data);
} else {
emit_signal(SNAME("despawn_requested"), p_from, p_scene_id, parent, name, data);
}
}
}
void MultiplayerReplicator::process_spawn_despawn(int p_from, const uint8_t *p_packet, int p_packet_len, bool p_spawn) {
ERR_FAIL_COND_MSG(p_packet_len < SPAWN_CMD_OFFSET, "Invalid spawn packet received");
ResourceUID::ID id = decode_uint64(&p_packet[1]);
ERR_FAIL_COND_MSG(!replications.has(id), "Invalid spawn ID received " + itos(id));
const SceneConfig &cfg = replications[id];
if (cfg.on_spawn_despawn_receive.is_valid()) {
int ofs = SPAWN_CMD_OFFSET;
bool is_raw = ((p_packet[0] & 64) >> MultiplayerAPI::BYTE_ONLY_OR_NO_ARGS_SHIFT) == 1;
Variant data;
int left = p_packet_len - ofs;
if (is_raw && left) {
PackedByteArray pba;
pba.resize(left);
memcpy(pba.ptrw(), &p_packet[ofs], pba.size());
data = pba;
} else if (left) {
ERR_FAIL_COND(decode_variant(data, &p_packet[ofs], left) != OK);
}
Variant args[4];
args[0] = p_from;
args[1] = id;
args[2] = data;
args[3] = p_spawn;
const Variant *argp[] = { &args[0], &args[1], &args[2], &args[3] };
Callable::CallError ce;
Variant ret;
cfg.on_spawn_despawn_receive.call(argp, 4, ret, ce);
ERR_FAIL_COND_MSG(ce.error != Callable::CallError::CALL_OK, "Custom receive function failed");
} else {
_process_default_spawn_despawn(p_from, id, p_packet, p_packet_len, p_spawn);
}
}
Error MultiplayerReplicator::_get_state(const List<StringName> &p_properties, const Object *p_obj, List<Variant> &r_variant) {
ERR_FAIL_COND_V_MSG(!p_obj, ERR_INVALID_PARAMETER, "Cannot encode null object");
for (const StringName &prop : p_properties) {
bool valid = false;
const Variant v = p_obj->get(prop, &valid);
ERR_FAIL_COND_V_MSG(!valid, ERR_INVALID_DATA, vformat("Property '%s' not found.", prop));
r_variant.push_back(v);
}
return OK;
}
Error MultiplayerReplicator::_encode_state(const List<Variant> &p_variants, uint8_t *p_buffer, int &r_len, bool *r_raw) {
r_len = 0;
int size = 0;
// Try raw encoding optimization.
if (r_raw && p_variants.size() == 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 {
multiplayer->encode_and_compress_variant(v, p_buffer, size);
r_len += size;
}
return OK;
}
// Regular encoding.
for (const Variant &v : p_variants) {
multiplayer->encode_and_compress_variant(v, p_buffer ? p_buffer + r_len : nullptr, size);
r_len += size;
}
return OK;
}
Error MultiplayerReplicator::_decode_state(const List<StringName> &p_properties, Object *p_obj, const uint8_t *p_buffer, int p_len, int &r_len, bool p_raw) {
r_len = 0;
int argc = p_properties.size();
if (argc == 0 && p_raw) {
ERR_FAIL_COND_V_MSG(p_len != 0, ERR_INVALID_DATA, "Buffer has trailing bytes.");
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);
p_obj->set(p_properties[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 = multiplayer->decode_and_decompress_variant(args.write[i], &p_buffer[r_len], p_len - r_len, &vlen);
ERR_FAIL_COND_V_MSG(err != OK, err, "Invalid packet received. Unable to decode state variable.");
r_len += vlen;
}
ERR_FAIL_COND_V_MSG(p_len - r_len != 0, ERR_INVALID_DATA, "Buffer has trailing bytes.");
int i = 0;
for (const StringName &prop : p_properties) {
p_obj->set(prop, args[i]);
i += 1;
}
return OK;
}
Error MultiplayerReplicator::spawn_config(const ResourceUID::ID &p_id, ReplicationMode p_mode, const TypedArray<StringName> &p_props, const Callable &p_on_send, const Callable &p_on_recv) {
ERR_FAIL_COND_V(p_mode < REPLICATION_MODE_NONE || p_mode > REPLICATION_MODE_CUSTOM, ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(!ResourceUID::get_singleton()->has_id(p_id), ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V_MSG(p_on_send.is_valid() != p_on_recv.is_valid(), ERR_INVALID_PARAMETER, "Send and receive custom callables must be both valid or both empty");
#ifdef TOOLS_ENABLED
if (!p_on_send.is_valid()) {
// We allow non scene spawning with custom callables.
String path = ResourceUID::get_singleton()->get_id_path(p_id);
RES res = ResourceLoader::load(path);
ERR_FAIL_COND_V(!res->is_class("PackedScene"), ERR_INVALID_PARAMETER);
}
#endif
if (p_mode == REPLICATION_MODE_NONE) {
if (replications.has(p_id)) {
replications.erase(p_id);
}
} else {
SceneConfig cfg;
cfg.mode = p_mode;
for (int i = 0; i < p_props.size(); i++) {
cfg.properties.push_back(StringName(p_props[i]));
}
cfg.on_spawn_despawn_send = p_on_send;
cfg.on_spawn_despawn_receive = p_on_recv;
replications[p_id] = cfg;
}
return OK;
}
Error MultiplayerReplicator::_send_spawn_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data, bool p_spawn) {
int data_size = 0;
int is_raw = false;
if (p_data.get_type() == Variant::PACKED_BYTE_ARRAY) {
const PackedByteArray pba = p_data;
is_raw = true;
data_size = p_data.operator PackedByteArray().size();
} else if (p_data.get_type() == Variant::NIL) {
is_raw = true;
} else {
Error err = encode_variant(p_data, nullptr, data_size);
ERR_FAIL_COND_V(err, err);
}
MAKE_ROOM(SPAWN_CMD_OFFSET + data_size);
uint8_t *ptr = packet_cache.ptrw();
ptr[0] = (p_spawn ? MultiplayerAPI::NETWORK_COMMAND_SPAWN : MultiplayerAPI::NETWORK_COMMAND_DESPAWN) + ((is_raw ? 1 : 0) << MultiplayerAPI::BYTE_ONLY_OR_NO_ARGS_SHIFT);
encode_uint64(p_scene_id, &ptr[1]);
if (p_data.get_type() == Variant::PACKED_BYTE_ARRAY) {
const PackedByteArray pba = p_data;
memcpy(&ptr[SPAWN_CMD_OFFSET], pba.ptr(), pba.size());
} else if (data_size) {
encode_variant(p_data, &ptr[SPAWN_CMD_OFFSET], data_size);
}
Ref<MultiplayerPeer> network_peer = multiplayer->get_network_peer();
network_peer->set_target_peer(p_peer_id);
network_peer->set_transfer_channel(0);
network_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
return network_peer->put_packet(ptr, SPAWN_CMD_OFFSET + data_size);
}
Error MultiplayerReplicator::send_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data, const NodePath &p_path) {
ERR_FAIL_COND_V_MSG(!replications.has(p_scene_id), ERR_INVALID_PARAMETER, vformat("Spawnable not found: %d", p_scene_id));
const SceneConfig &cfg = replications[p_scene_id];
if (cfg.on_spawn_despawn_send.is_valid()) {
return _send_spawn_despawn(p_peer_id, p_scene_id, p_data, true);
} else {
ERR_FAIL_COND_V_MSG(cfg.mode == REPLICATION_MODE_SERVER && multiplayer->is_network_server(), ERR_UNAVAILABLE, "Manual despawn is restricted in default server mode implementation. Use custom mode if you desire control over server spawn requests.");
NodePath path = p_path;
Object *obj = p_data.get_type() == Variant::OBJECT ? p_data.get_validated_object() : nullptr;
if (path.is_empty() && obj) {
Node *node = Object::cast_to<Node>(obj);
if (node && node->is_inside_tree()) {
path = node->get_path();
}
}
ERR_FAIL_COND_V_MSG(path.is_empty(), ERR_INVALID_PARAMETER, "Despawn default implementation requires a despawn path, or the data to be a node inside the SceneTree");
return _send_default_spawn_despawn(p_peer_id, p_scene_id, obj, path, false);
}
}
Error MultiplayerReplicator::send_spawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data, const NodePath &p_path) {
ERR_FAIL_COND_V_MSG(!replications.has(p_scene_id), ERR_INVALID_PARAMETER, vformat("Spawnable not found: %d", p_scene_id));
const SceneConfig &cfg = replications[p_scene_id];
if (cfg.on_spawn_despawn_send.is_valid()) {
return _send_spawn_despawn(p_peer_id, p_scene_id, p_data, false);
} else {
ERR_FAIL_COND_V_MSG(cfg.mode == REPLICATION_MODE_SERVER && multiplayer->is_network_server(), ERR_UNAVAILABLE, "Manual spawn is restricted in default server mode implementation. Use custom mode if you desire control over server spawn requests.");
NodePath path = p_path;
Object *obj = p_data.get_type() == Variant::OBJECT ? p_data.get_validated_object() : nullptr;
ERR_FAIL_COND_V_MSG(!obj, ERR_INVALID_PARAMETER, "Spawn default implementation requires the data to be an object.");
if (path.is_empty()) {
Node *node = Object::cast_to<Node>(obj);
if (node && node->is_inside_tree()) {
path = node->get_path();
}
}
ERR_FAIL_COND_V_MSG(path.is_empty(), ERR_INVALID_PARAMETER, "Spawn default implementation requires a spawn path, or the data to be a node inside the SceneTree");
return _send_default_spawn_despawn(p_peer_id, p_scene_id, obj, path, true);
}
}
Error MultiplayerReplicator::_spawn_despawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer, bool p_spawn) {
ERR_FAIL_COND_V_MSG(!replications.has(p_scene_id), ERR_INVALID_PARAMETER, vformat("Spawnable not found: %d", p_scene_id));
const SceneConfig &cfg = replications[p_scene_id];
if (cfg.on_spawn_despawn_send.is_valid()) {
Variant args[4];
args[0] = p_peer;
args[1] = p_scene_id;
args[2] = p_obj;
args[3] = true;
const Variant *argp[] = { &args[0], &args[1], &args[2], &args[3] };
Callable::CallError ce;
Variant ret;
cfg.on_spawn_despawn_send.call(argp, 4, ret, ce);
ERR_FAIL_COND_V_MSG(ce.error != Callable::CallError::CALL_OK, FAILED, "Custom send function failed");
return OK;
} else {
Node *node = Object::cast_to<Node>(p_obj);
ERR_FAIL_COND_V_MSG(!p_obj, ERR_INVALID_PARAMETER, "Only nodes can be replicated by the default implementation");
return _send_default_spawn_despawn(p_peer, p_scene_id, node, node->get_path(), p_spawn);
}
}
Error MultiplayerReplicator::spawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer) {
return _spawn_despawn(p_scene_id, p_obj, p_peer, true);
}
Error MultiplayerReplicator::despawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer) {
return _spawn_despawn(p_scene_id, p_obj, p_peer, false);
}
PackedByteArray MultiplayerReplicator::encode_state(const ResourceUID::ID &p_scene_id, const Object *p_obj) {
PackedByteArray state;
ERR_FAIL_COND_V_MSG(!replications.has(p_scene_id), state, vformat("Spawnable not found: %d", p_scene_id));
const SceneConfig &cfg = replications[p_scene_id];
int len = 0;
List<Variant> state_vars;
Error err = _get_state(cfg.properties, p_obj, state_vars);
ERR_FAIL_COND_V_MSG(err != OK, state, "Unable to retrieve object state.");
err = _encode_state(state_vars, nullptr, len);
ERR_FAIL_COND_V_MSG(err != OK, state, "Unable to encode object state.");
state.resize(len);
_encode_state(state_vars, state.ptrw(), len);
return state;
}
Error MultiplayerReplicator::decode_state(const ResourceUID::ID &p_scene_id, Object *p_obj, const PackedByteArray p_data) {
ERR_FAIL_COND_V_MSG(!replications.has(p_scene_id), ERR_INVALID_PARAMETER, vformat("Spawnable not found: %d", p_scene_id));
const SceneConfig &cfg = replications[p_scene_id];
int size;
return _decode_state(cfg.properties, p_obj, p_data.ptr(), p_data.size(), size);
}
void MultiplayerReplicator::scene_enter_exit_notify(const String &p_scene, Node *p_node, bool p_enter) {
if (!multiplayer->has_network_peer()) {
return;
}
Node *root_node = multiplayer->get_root_node();
ERR_FAIL_COND(!p_node || !p_node->get_parent() || !root_node);
NodePath path = (root_node->get_path()).rel_path_to(p_node->get_parent()->get_path());
if (path.is_empty()) {
return;
}
ResourceUID::ID id = ResourceLoader::get_resource_uid(p_scene);
if (!replications.has(id)) {
return;
}
const SceneConfig &cfg = replications[id];
if (p_enter) {
if (cfg.mode == REPLICATION_MODE_SERVER && multiplayer->is_network_server()) {
replicated_nodes[p_node->get_instance_id()] = id;
spawn(id, p_node, 0);
}
emit_signal(SNAME("replicated_instance_added"), id, p_node);
} else {
if (cfg.mode == REPLICATION_MODE_SERVER && multiplayer->is_network_server() && replicated_nodes.has(p_node->get_instance_id())) {
replicated_nodes.erase(p_node->get_instance_id());
despawn(id, p_node, 0);
}
emit_signal(SNAME("replicated_instance_removed"), id, p_node);
}
}
void MultiplayerReplicator::spawn_all(int p_peer) {
for (const KeyValue<ObjectID, ResourceUID::ID> &E : replicated_nodes) {
// Only server mode adds to replicated_nodes, no need to check it.
Object *obj = ObjectDB::get_instance(E.key);
ERR_CONTINUE(!obj);
Node *node = Object::cast_to<Node>(obj);
ERR_CONTINUE(!node);
spawn(E.value, node, p_peer);
}
}
void MultiplayerReplicator::clear() {
replicated_nodes.clear();
}
void MultiplayerReplicator::_bind_methods() {
ClassDB::bind_method(D_METHOD("spawn_config", "scene_id", "spawn_mode", "properties", "custom_send", "custom_receive"), &MultiplayerReplicator::spawn_config, DEFVAL(TypedArray<StringName>()), DEFVAL(Callable()), DEFVAL(Callable()));
ClassDB::bind_method(D_METHOD("despawn", "scene_id", "object", "peer_id"), &MultiplayerReplicator::despawn, DEFVAL(0));
ClassDB::bind_method(D_METHOD("spawn", "scene_id", "object", "peer_id"), &MultiplayerReplicator::spawn, DEFVAL(0));
ClassDB::bind_method(D_METHOD("send_despawn", "peer_id", "scene_id", "data", "path"), &MultiplayerReplicator::send_despawn, DEFVAL(Variant()), DEFVAL(NodePath()));
ClassDB::bind_method(D_METHOD("send_spawn", "peer_id", "scene_id", "data", "path"), &MultiplayerReplicator::send_spawn, DEFVAL(Variant()), DEFVAL(NodePath()));
ClassDB::bind_method(D_METHOD("encode_state", "scene_id", "object"), &MultiplayerReplicator::encode_state);
ClassDB::bind_method(D_METHOD("decode_state", "scene_id", "object", "data"), &MultiplayerReplicator::decode_state);
ADD_SIGNAL(MethodInfo("despawned", PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("spawned", PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("despawn_requested", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "parent", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::PACKED_BYTE_ARRAY, "data")));
ADD_SIGNAL(MethodInfo("spawn_requested", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "parent", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::PACKED_BYTE_ARRAY, "data")));
ADD_SIGNAL(MethodInfo("replicated_instance_added", PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("replicated_instance_removed", PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
BIND_ENUM_CONSTANT(REPLICATION_MODE_NONE);
BIND_ENUM_CONSTANT(REPLICATION_MODE_SERVER);
BIND_ENUM_CONSTANT(REPLICATION_MODE_CUSTOM);
}