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[Net] Modularize multiplayer, expose MultiplayerAPI to extensions.
- RPC configurations are now dictionaries. - Script.get_rpc_methods renamed to Script.get_rpc_config. - Node.rpc[_id] and Callable.rpc now return an Error. - Refactor MultiplayerAPI to allow extension. - New MultiplayerAPI.rpc method with Array argument (for scripts). - Move the default MultiplayerAPI implementation to a module.
This commit is contained in:
parent
c3dc887c41
commit
ca7d572908
80 changed files with 1819 additions and 1388 deletions
527
modules/multiplayer/scene_replication_interface.cpp
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527
modules/multiplayer/scene_replication_interface.cpp
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/*************************************************************************/
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/* scene_replication_interface.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 "scene_replication_interface.h"
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#include "core/io/marshalls.h"
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#include "scene/main/node.h"
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#include "multiplayer_spawner.h"
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#include "multiplayer_synchronizer.h"
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#include "scene_multiplayer.h"
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#define MAKE_ROOM(m_amount) \
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if (packet_cache.size() < m_amount) \
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packet_cache.resize(m_amount);
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void SceneReplicationInterface::_free_remotes(int p_id) {
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const HashMap<uint32_t, ObjectID> remotes = rep_state->peer_get_remotes(p_id);
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for (const KeyValue<uint32_t, ObjectID> &E : remotes) {
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Node *node = rep_state->get_node(E.value);
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ERR_CONTINUE(!node);
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node->queue_delete();
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}
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}
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void SceneReplicationInterface::on_peer_change(int p_id, bool p_connected) {
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if (p_connected) {
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rep_state->on_peer_change(p_id, p_connected);
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for (const ObjectID &oid : rep_state->get_spawned_nodes()) {
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_update_spawn_visibility(p_id, oid);
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}
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for (const ObjectID &oid : rep_state->get_synced_nodes()) {
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MultiplayerSynchronizer *sync = rep_state->get_synchronizer(oid);
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ERR_CONTINUE(!sync); // ERR_BUG
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if (sync->is_multiplayer_authority()) {
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_update_sync_visibility(p_id, oid);
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}
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}
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} else {
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_free_remotes(p_id);
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rep_state->on_peer_change(p_id, p_connected);
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}
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}
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void SceneReplicationInterface::on_reset() {
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for (int pid : rep_state->get_peers()) {
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_free_remotes(pid);
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}
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rep_state->reset();
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}
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void SceneReplicationInterface::on_network_process() {
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uint64_t msec = OS::get_singleton()->get_ticks_msec();
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for (int peer : rep_state->get_peers()) {
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_send_sync(peer, msec);
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}
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}
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Error SceneReplicationInterface::on_spawn(Object *p_obj, Variant p_config) {
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Node *node = Object::cast_to<Node>(p_obj);
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ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER);
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MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object());
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ERR_FAIL_COND_V(!spawner, ERR_INVALID_PARAMETER);
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Error err = rep_state->config_add_spawn(node, spawner);
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ERR_FAIL_COND_V(err != OK, err);
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const ObjectID oid = node->get_instance_id();
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if (multiplayer->has_multiplayer_peer() && spawner->is_multiplayer_authority()) {
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rep_state->ensure_net_id(oid);
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_update_spawn_visibility(0, oid);
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}
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ERR_FAIL_COND_V(err != OK, err);
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return OK;
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}
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Error SceneReplicationInterface::on_despawn(Object *p_obj, Variant p_config) {
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Node *node = Object::cast_to<Node>(p_obj);
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ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER);
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MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object());
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ERR_FAIL_COND_V(!p_obj || !spawner, ERR_INVALID_PARAMETER);
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// Forcibly despawn to all peers that knowns me.
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int len = 0;
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Error err = _make_despawn_packet(node, len);
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ERR_FAIL_COND_V(err != OK, ERR_BUG);
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const ObjectID oid = p_obj->get_instance_id();
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for (int pid : rep_state->get_peers()) {
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if (!rep_state->is_peer_spawn(pid, oid)) {
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continue;
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}
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_send_raw(packet_cache.ptr(), len, pid, true);
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}
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// Also remove spawner tracking from the replication state.
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return rep_state->config_del_spawn(node, spawner);
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}
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Error SceneReplicationInterface::on_replication_start(Object *p_obj, Variant p_config) {
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Node *node = Object::cast_to<Node>(p_obj);
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ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER);
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MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object());
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ERR_FAIL_COND_V(!sync, ERR_INVALID_PARAMETER);
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// Add to synchronizer list and setup visibility.
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rep_state->config_add_sync(node, sync);
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const ObjectID oid = node->get_instance_id();
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sync->connect("visibility_changed", callable_mp(this, &SceneReplicationInterface::_visibility_changed), varray(oid));
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if (multiplayer->has_multiplayer_peer() && sync->is_multiplayer_authority()) {
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_update_sync_visibility(0, oid);
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}
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// Try to apply initial state if spawning (hack to apply if before ready).
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if (pending_spawn == p_obj->get_instance_id()) {
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pending_spawn = ObjectID(); // Make sure this only happens once.
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const List<NodePath> props = sync->get_replication_config()->get_spawn_properties();
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Vector<Variant> vars;
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vars.resize(props.size());
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int consumed;
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Error err = MultiplayerAPI::decode_and_decompress_variants(vars, pending_buffer, pending_buffer_size, consumed);
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ERR_FAIL_COND_V(err, err);
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err = MultiplayerSynchronizer::set_state(props, node, vars);
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ERR_FAIL_COND_V(err, err);
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}
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return OK;
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}
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Error SceneReplicationInterface::on_replication_stop(Object *p_obj, Variant p_config) {
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Node *node = Object::cast_to<Node>(p_obj);
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ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER);
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MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object());
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ERR_FAIL_COND_V(!sync, ERR_INVALID_PARAMETER);
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sync->disconnect("visibility_changed", callable_mp(this, &SceneReplicationInterface::_visibility_changed));
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return rep_state->config_del_sync(node, sync);
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}
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void SceneReplicationInterface::_visibility_changed(int p_peer, ObjectID p_oid) {
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if (rep_state->is_spawned_node(p_oid)) {
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_update_spawn_visibility(p_peer, p_oid);
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}
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if (rep_state->is_synced_node(p_oid)) {
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_update_sync_visibility(p_peer, p_oid);
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}
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}
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Error SceneReplicationInterface::_update_sync_visibility(int p_peer, const ObjectID &p_oid) {
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MultiplayerSynchronizer *sync = rep_state->get_synchronizer(p_oid);
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ERR_FAIL_COND_V(!sync || !sync->is_multiplayer_authority(), ERR_BUG);
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bool is_visible = sync->is_visible_to(p_peer);
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if (p_peer == 0) {
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for (int pid : rep_state->get_peers()) {
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// Might be visible to this specific peer.
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is_visible = is_visible || sync->is_visible_to(pid);
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if (rep_state->is_peer_sync(pid, p_oid) == is_visible) {
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continue;
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}
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if (is_visible) {
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rep_state->peer_add_sync(pid, p_oid);
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} else {
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rep_state->peer_del_sync(pid, p_oid);
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}
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}
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return OK;
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} else {
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if (is_visible == rep_state->is_peer_sync(p_peer, p_oid)) {
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return OK;
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}
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if (is_visible) {
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return rep_state->peer_add_sync(p_peer, p_oid);
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} else {
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return rep_state->peer_del_sync(p_peer, p_oid);
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}
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}
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}
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Error SceneReplicationInterface::_update_spawn_visibility(int p_peer, const ObjectID &p_oid) {
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MultiplayerSpawner *spawner = rep_state->get_spawner(p_oid);
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MultiplayerSynchronizer *sync = rep_state->get_synchronizer(p_oid);
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Node *node = Object::cast_to<Node>(ObjectDB::get_instance(p_oid));
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ERR_FAIL_COND_V(!node || !spawner || !spawner->is_multiplayer_authority(), ERR_BUG);
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bool is_visible = !sync || sync->is_visible_to(p_peer);
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// Spawn (and despawn) when needed.
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HashSet<int> to_spawn;
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HashSet<int> to_despawn;
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if (p_peer) {
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if (is_visible == rep_state->is_peer_spawn(p_peer, p_oid)) {
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return OK;
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}
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if (is_visible) {
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to_spawn.insert(p_peer);
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} else {
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to_despawn.insert(p_peer);
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}
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} else {
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// Check visibility for each peers.
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for (int pid : rep_state->get_peers()) {
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bool peer_visible = is_visible || sync->is_visible_to(pid);
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if (peer_visible == rep_state->is_peer_spawn(pid, p_oid)) {
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continue;
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}
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if (peer_visible) {
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to_spawn.insert(pid);
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} else {
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to_despawn.insert(pid);
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}
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}
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}
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if (to_spawn.size()) {
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int len = 0;
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_make_spawn_packet(node, len);
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for (int pid : to_spawn) {
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int path_id;
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multiplayer->get_path_cache()->send_object_cache(spawner, pid, path_id);
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_send_raw(packet_cache.ptr(), len, pid, true);
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rep_state->peer_add_spawn(pid, p_oid);
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}
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}
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if (to_despawn.size()) {
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int len = 0;
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_make_despawn_packet(node, len);
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for (int pid : to_despawn) {
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rep_state->peer_del_spawn(pid, p_oid);
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_send_raw(packet_cache.ptr(), len, pid, true);
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}
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}
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return OK;
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}
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Error SceneReplicationInterface::_send_raw(const uint8_t *p_buffer, int p_size, int p_peer, bool p_reliable) {
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ERR_FAIL_COND_V(!p_buffer || p_size < 1, ERR_INVALID_PARAMETER);
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ERR_FAIL_COND_V(!multiplayer, ERR_UNCONFIGURED);
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ERR_FAIL_COND_V(!multiplayer->has_multiplayer_peer(), ERR_UNCONFIGURED);
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#ifdef DEBUG_ENABLED
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multiplayer->profile_bandwidth("out", p_size);
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#endif
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Ref<MultiplayerPeer> peer = multiplayer->get_multiplayer_peer();
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peer->set_target_peer(p_peer);
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peer->set_transfer_channel(0);
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peer->set_transfer_mode(p_reliable ? MultiplayerPeer::TRANSFER_MODE_RELIABLE : MultiplayerPeer::TRANSFER_MODE_UNRELIABLE);
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return peer->put_packet(p_buffer, p_size);
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}
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Error SceneReplicationInterface::_make_spawn_packet(Node *p_node, int &r_len) {
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ERR_FAIL_COND_V(!multiplayer, ERR_BUG);
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const ObjectID oid = p_node->get_instance_id();
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MultiplayerSpawner *spawner = rep_state->get_spawner(oid);
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ERR_FAIL_COND_V(!spawner || !p_node, ERR_BUG);
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uint32_t nid = rep_state->get_net_id(oid);
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ERR_FAIL_COND_V(!nid, ERR_UNCONFIGURED);
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// Prepare custom arg and scene_id
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uint8_t scene_id = spawner->find_spawnable_scene_index_from_object(oid);
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bool is_custom = scene_id == MultiplayerSpawner::INVALID_ID;
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Variant spawn_arg = spawner->get_spawn_argument(oid);
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int spawn_arg_size = 0;
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if (is_custom) {
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Error err = MultiplayerAPI::encode_and_compress_variant(spawn_arg, nullptr, spawn_arg_size, false);
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ERR_FAIL_COND_V(err, err);
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}
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// Prepare spawn state.
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int state_size = 0;
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Vector<Variant> state_vars;
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Vector<const Variant *> state_varp;
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MultiplayerSynchronizer *synchronizer = rep_state->get_synchronizer(oid);
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if (synchronizer) {
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ERR_FAIL_COND_V(synchronizer->get_replication_config().is_null(), ERR_BUG);
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const List<NodePath> props = synchronizer->get_replication_config()->get_spawn_properties();
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Error err = MultiplayerSynchronizer::get_state(props, p_node, state_vars, state_varp);
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ERR_FAIL_COND_V_MSG(err != OK, err, "Unable to retrieve spawn state.");
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err = MultiplayerAPI::encode_and_compress_variants(state_varp.ptrw(), state_varp.size(), nullptr, state_size);
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ERR_FAIL_COND_V_MSG(err != OK, err, "Unable to encode spawn state.");
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}
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// Encode scene ID, path ID, net ID, node name.
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int path_id = multiplayer->get_path_cache()->make_object_cache(spawner);
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CharString cname = p_node->get_name().operator String().utf8();
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int nlen = encode_cstring(cname.get_data(), nullptr);
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MAKE_ROOM(1 + 1 + 4 + 4 + 4 + nlen + (is_custom ? 4 + spawn_arg_size : 0) + state_size);
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uint8_t *ptr = packet_cache.ptrw();
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ptr[0] = (uint8_t)SceneMultiplayer::NETWORK_COMMAND_SPAWN;
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ptr[1] = scene_id;
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int ofs = 2;
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ofs += encode_uint32(path_id, &ptr[ofs]);
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ofs += encode_uint32(nid, &ptr[ofs]);
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ofs += encode_uint32(nlen, &ptr[ofs]);
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ofs += encode_cstring(cname.get_data(), &ptr[ofs]);
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// Write args
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if (is_custom) {
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ofs += encode_uint32(spawn_arg_size, &ptr[ofs]);
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Error err = MultiplayerAPI::encode_and_compress_variant(spawn_arg, &ptr[ofs], spawn_arg_size, false);
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ERR_FAIL_COND_V(err, err);
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ofs += spawn_arg_size;
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}
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// Write state.
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if (state_size) {
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Error err = MultiplayerAPI::encode_and_compress_variants(state_varp.ptrw(), state_varp.size(), &ptr[ofs], state_size);
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ERR_FAIL_COND_V(err, err);
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ofs += state_size;
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}
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r_len = ofs;
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return OK;
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}
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Error SceneReplicationInterface::_make_despawn_packet(Node *p_node, int &r_len) {
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const ObjectID oid = p_node->get_instance_id();
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MAKE_ROOM(5);
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uint8_t *ptr = packet_cache.ptrw();
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ptr[0] = (uint8_t)SceneMultiplayer::NETWORK_COMMAND_DESPAWN;
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int ofs = 1;
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uint32_t nid = rep_state->get_net_id(oid);
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ofs += encode_uint32(nid, &ptr[ofs]);
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r_len = ofs;
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return OK;
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}
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Error SceneReplicationInterface::on_spawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) {
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ERR_FAIL_COND_V_MSG(p_buffer_len < 14, ERR_INVALID_DATA, "Invalid spawn packet received");
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int ofs = 1; // The spawn/despawn command.
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uint8_t scene_id = p_buffer[ofs];
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ofs += 1;
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uint32_t node_target = decode_uint32(&p_buffer[ofs]);
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ofs += 4;
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MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(multiplayer->get_path_cache()->get_cached_object(p_from, node_target));
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ERR_FAIL_COND_V(!spawner, ERR_DOES_NOT_EXIST);
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ERR_FAIL_COND_V(p_from != spawner->get_multiplayer_authority(), ERR_UNAUTHORIZED);
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uint32_t net_id = decode_uint32(&p_buffer[ofs]);
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ofs += 4;
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uint32_t name_len = decode_uint32(&p_buffer[ofs]);
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ofs += 4;
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ERR_FAIL_COND_V_MSG(name_len > uint32_t(p_buffer_len - ofs), ERR_INVALID_DATA, vformat("Invalid spawn packet size: %d, wants: %d", p_buffer_len, ofs + name_len));
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ERR_FAIL_COND_V_MSG(name_len < 1, ERR_INVALID_DATA, "Zero spawn name size.");
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// We need to make sure no trickery happens here, but we want to allow autogenerated ("@") node names.
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const String name = String::utf8((const char *)&p_buffer[ofs], name_len);
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ERR_FAIL_COND_V_MSG(name.validate_node_name() != name, ERR_INVALID_DATA, vformat("Invalid node name received: '%s'. Make sure to add nodes via 'add_child(node, true)' remotely.", name));
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ofs += name_len;
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// Check that we can spawn.
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Node *parent = spawner->get_node_or_null(spawner->get_spawn_path());
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ERR_FAIL_COND_V(!parent, ERR_UNCONFIGURED);
|
||||
ERR_FAIL_COND_V(parent->has_node(name), ERR_INVALID_DATA);
|
||||
|
||||
Node *node = nullptr;
|
||||
if (scene_id == MultiplayerSpawner::INVALID_ID) {
|
||||
// Custom spawn.
|
||||
ERR_FAIL_COND_V(p_buffer_len - ofs < 4, ERR_INVALID_DATA);
|
||||
uint32_t arg_size = decode_uint32(&p_buffer[ofs]);
|
||||
ofs += 4;
|
||||
ERR_FAIL_COND_V(arg_size > uint32_t(p_buffer_len - ofs), ERR_INVALID_DATA);
|
||||
Variant v;
|
||||
Error err = MultiplayerAPI::decode_and_decompress_variant(v, &p_buffer[ofs], arg_size, nullptr, false);
|
||||
ERR_FAIL_COND_V(err != OK, err);
|
||||
ofs += arg_size;
|
||||
node = spawner->instantiate_custom(v);
|
||||
} else {
|
||||
// Scene based spawn.
|
||||
node = spawner->instantiate_scene(scene_id);
|
||||
}
|
||||
ERR_FAIL_COND_V(!node, ERR_UNAUTHORIZED);
|
||||
node->set_name(name);
|
||||
rep_state->peer_add_remote(p_from, net_id, node, spawner);
|
||||
// The initial state will be applied during the sync config (i.e. before _ready).
|
||||
int state_len = p_buffer_len - ofs;
|
||||
if (state_len) {
|
||||
pending_spawn = node->get_instance_id();
|
||||
pending_buffer = &p_buffer[ofs];
|
||||
pending_buffer_size = state_len;
|
||||
}
|
||||
parent->add_child(node);
|
||||
pending_spawn = ObjectID();
|
||||
pending_buffer = nullptr;
|
||||
pending_buffer_size = 0;
|
||||
return OK;
|
||||
}
|
||||
|
||||
Error SceneReplicationInterface::on_despawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) {
|
||||
ERR_FAIL_COND_V_MSG(p_buffer_len < 5, ERR_INVALID_DATA, "Invalid spawn packet received");
|
||||
int ofs = 1; // The spawn/despawn command.
|
||||
uint32_t net_id = decode_uint32(&p_buffer[ofs]);
|
||||
ofs += 4;
|
||||
Node *node = nullptr;
|
||||
Error err = rep_state->peer_del_remote(p_from, net_id, &node);
|
||||
ERR_FAIL_COND_V(err != OK, err);
|
||||
ERR_FAIL_COND_V(!node, ERR_BUG);
|
||||
if (node->get_parent() != nullptr) {
|
||||
node->get_parent()->remove_child(node);
|
||||
}
|
||||
node->queue_delete();
|
||||
return OK;
|
||||
}
|
||||
|
||||
void SceneReplicationInterface::_send_sync(int p_peer, uint64_t p_msec) {
|
||||
const HashSet<ObjectID> &to_sync = rep_state->get_peer_sync_nodes(p_peer);
|
||||
if (to_sync.is_empty()) {
|
||||
return;
|
||||
}
|
||||
MAKE_ROOM(sync_mtu);
|
||||
uint8_t *ptr = packet_cache.ptrw();
|
||||
ptr[0] = SceneMultiplayer::NETWORK_COMMAND_SYNC;
|
||||
int ofs = 1;
|
||||
ofs += encode_uint16(rep_state->peer_sync_next(p_peer), &ptr[1]);
|
||||
// Can only send updates for already notified nodes.
|
||||
// This is a lazy implementation, we could optimize much more here with by grouping by replication config.
|
||||
for (const ObjectID &oid : to_sync) {
|
||||
if (!rep_state->update_sync_time(oid, p_msec)) {
|
||||
continue; // nothing to sync.
|
||||
}
|
||||
MultiplayerSynchronizer *sync = rep_state->get_synchronizer(oid);
|
||||
ERR_CONTINUE(!sync || !sync->get_replication_config().is_valid());
|
||||
Node *node = rep_state->get_node(oid);
|
||||
ERR_CONTINUE(!node);
|
||||
uint32_t net_id = rep_state->get_net_id(oid);
|
||||
if (net_id == 0 || (net_id & 0x80000000)) {
|
||||
int path_id = 0;
|
||||
bool verified = multiplayer->get_path_cache()->send_object_cache(sync, p_peer, path_id);
|
||||
ERR_CONTINUE_MSG(path_id < 0, "This should never happen!");
|
||||
if (net_id == 0) {
|
||||
// First time path based ID.
|
||||
net_id = path_id | 0x80000000;
|
||||
rep_state->set_net_id(oid, net_id | 0x80000000);
|
||||
}
|
||||
if (!verified) {
|
||||
// The path based sync is not yet confirmed, skipping.
|
||||
continue;
|
||||
}
|
||||
}
|
||||
int size;
|
||||
Vector<Variant> vars;
|
||||
Vector<const Variant *> varp;
|
||||
const List<NodePath> props = sync->get_replication_config()->get_sync_properties();
|
||||
Error err = MultiplayerSynchronizer::get_state(props, node, vars, varp);
|
||||
ERR_CONTINUE_MSG(err != OK, "Unable to retrieve sync state.");
|
||||
err = MultiplayerAPI::encode_and_compress_variants(varp.ptrw(), varp.size(), nullptr, size);
|
||||
ERR_CONTINUE_MSG(err != OK, "Unable to encode sync state.");
|
||||
// TODO Handle single state above MTU.
|
||||
ERR_CONTINUE_MSG(size > 3 + 4 + 4 + sync_mtu, vformat("Node states bigger then MTU will not be sent (%d > %d): %s", size, sync_mtu, node->get_path()));
|
||||
if (ofs + 4 + 4 + size > sync_mtu) {
|
||||
// Send what we got, and reset write.
|
||||
_send_raw(packet_cache.ptr(), ofs, p_peer, false);
|
||||
ofs = 3;
|
||||
}
|
||||
if (size) {
|
||||
ofs += encode_uint32(rep_state->get_net_id(oid), &ptr[ofs]);
|
||||
ofs += encode_uint32(size, &ptr[ofs]);
|
||||
MultiplayerAPI::encode_and_compress_variants(varp.ptrw(), varp.size(), &ptr[ofs], size);
|
||||
ofs += size;
|
||||
}
|
||||
}
|
||||
if (ofs > 3) {
|
||||
// Got some left over to send.
|
||||
_send_raw(packet_cache.ptr(), ofs, p_peer, false);
|
||||
}
|
||||
}
|
||||
|
||||
Error SceneReplicationInterface::on_sync_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) {
|
||||
ERR_FAIL_COND_V_MSG(p_buffer_len < 11, ERR_INVALID_DATA, "Invalid sync packet received");
|
||||
uint16_t time = decode_uint16(&p_buffer[1]);
|
||||
int ofs = 3;
|
||||
rep_state->peer_sync_recv(p_from, time);
|
||||
while (ofs + 8 < p_buffer_len) {
|
||||
uint32_t net_id = decode_uint32(&p_buffer[ofs]);
|
||||
ofs += 4;
|
||||
uint32_t size = decode_uint32(&p_buffer[ofs]);
|
||||
ofs += 4;
|
||||
Node *node = nullptr;
|
||||
if (net_id & 0x80000000) {
|
||||
MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(multiplayer->get_path_cache()->get_cached_object(p_from, net_id & 0x7FFFFFFF));
|
||||
ERR_FAIL_COND_V(!sync || sync->get_multiplayer_authority() != p_from, ERR_UNAUTHORIZED);
|
||||
node = sync->get_node(sync->get_root_path());
|
||||
} else {
|
||||
node = rep_state->peer_get_remote(p_from, net_id);
|
||||
}
|
||||
if (!node) {
|
||||
// Not received yet.
|
||||
ofs += size;
|
||||
continue;
|
||||
}
|
||||
const ObjectID oid = node->get_instance_id();
|
||||
if (!rep_state->update_last_node_sync(oid, time)) {
|
||||
// State is too old.
|
||||
ofs += size;
|
||||
continue;
|
||||
}
|
||||
MultiplayerSynchronizer *sync = rep_state->get_synchronizer(oid);
|
||||
ERR_FAIL_COND_V(!sync, ERR_BUG);
|
||||
ERR_FAIL_COND_V(size > uint32_t(p_buffer_len - ofs), ERR_BUG);
|
||||
const List<NodePath> props = sync->get_replication_config()->get_sync_properties();
|
||||
Vector<Variant> vars;
|
||||
vars.resize(props.size());
|
||||
int consumed;
|
||||
Error err = MultiplayerAPI::decode_and_decompress_variants(vars, &p_buffer[ofs], size, consumed);
|
||||
ERR_FAIL_COND_V(err, err);
|
||||
err = MultiplayerSynchronizer::set_state(props, node, vars);
|
||||
ERR_FAIL_COND_V(err, err);
|
||||
ofs += size;
|
||||
}
|
||||
return OK;
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue