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authorFabio Alessandrelli <fabio.alessandrelli@gmail.com>2021-07-30 02:14:37 +0200
committerFabio Alessandrelli <fabio.alessandrelli@gmail.com>2021-08-09 16:34:40 +0200
commit9fcf3b5a9c3036d7eaad02feaef85160abb7a075 (patch)
tree0a0063d16e0bf1f2281c4587fa6274484dd596d8 /core/io/multiplayer_api.cpp
parent9798d08ac2abcfcef79b3dd3cbae8d7c283c58d7 (diff)
[Net] Basic extensible MultiplayerAPI spawn/despawn.
`PackedScene`s can be configured to be spawnable via a new `MultiplayerAPI.spawnable_config` method. They can be configured either to be spawned automatically when coming from the server or to always require verification. Another method, `MultiplayerAPI.send_spawn` lets you request a spawn on the remote peers. When a peer receive a spawn request: - If it comes from the server and the scene is configured as `SPAWN_MODE_SERVER`: - Spawn the scene (instantiate it, add it to tree). - Emit signal `network_spawn`. - Else: - Emit signal `network_spawn_request`. In a similar way, `despawn`s are handled automatically in `SPAWN_MODE_SERVER`. In `SPAWN_MODE_SERVER`, when a new client connects it will also receive, from the server all the spawned (and not yet despawned) instances.
Diffstat (limited to 'core/io/multiplayer_api.cpp')
-rw-r--r--core/io/multiplayer_api.cpp186
1 files changed, 186 insertions, 0 deletions
diff --git a/core/io/multiplayer_api.cpp b/core/io/multiplayer_api.cpp
index 1c3f231170..f792dc6cb4 100644
--- a/core/io/multiplayer_api.cpp
+++ b/core/io/multiplayer_api.cpp
@@ -33,6 +33,7 @@
#include "core/debugger/engine_debugger.h"
#include "core/io/marshalls.h"
#include "scene/main/node.h"
+#include "scene/resources/packed_scene.h"
#include <stdint.h>
@@ -146,6 +147,7 @@ void MultiplayerAPI::poll() {
}
void MultiplayerAPI::clear() {
+ replicated_nodes.clear();
connected_peers.clear();
path_get_cache.clear();
path_send_cache.clear();
@@ -322,6 +324,12 @@ void MultiplayerAPI::_process_packet(int p_from, const uint8_t *p_packet, int p_
case NETWORK_COMMAND_RAW: {
_process_raw(p_from, p_packet, p_packet_len);
} break;
+ case NETWORK_COMMAND_SPAWN: {
+ _process_spawn_despawn(p_from, p_packet, p_packet_len, true);
+ } break;
+ case NETWORK_COMMAND_DESPAWN: {
+ _process_spawn_despawn(p_from, p_packet, p_packet_len, false);
+ } break;
}
}
@@ -506,6 +514,64 @@ void MultiplayerAPI::_process_confirm_path(int p_from, const uint8_t *p_packet,
E->get() = true;
}
+void MultiplayerAPI::_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 < 18, "Invalid spawn packet received");
+ int ofs = 1;
+ ResourceUID::ID id = decode_uint64(&p_packet[ofs]);
+ ofs += 8;
+ ERR_FAIL_COND_MSG(!spawnables.has(id), "Invalid spawn ID received " + itos(id));
+
+ uint32_t node_target = decode_uint32(&p_packet[ofs]);
+ Node *parent = _process_get_node(p_from, nullptr, node_target, 0);
+ 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;
+ PackedByteArray data;
+ if (p_packet_len > ofs) {
+ data.resize(p_packet_len - ofs);
+ memcpy(data.ptrw(), &p_packet[ofs], data.size());
+ }
+
+ SpawnMode mode = spawnables[id];
+ if (mode == SPAWN_MODE_SERVER && p_from == 1) {
+ String scene_path = ResourceUID::get_singleton()->get_id_path(id);
+ if (p_spawn) {
+ 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()] = id;
+ parent->_add_child_nocheck(node, name);
+ emit_signal(SNAME("network_spawn"), p_from, id, node, data);
+ } 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("network_despawn"), p_from, id, node, data);
+ replicated_nodes.erase(node->get_instance_id());
+ node->queue_delete();
+ }
+ } else {
+ if (p_spawn) {
+ emit_signal(SNAME("network_spawn_request"), p_from, id, parent, name, data);
+ } else {
+ emit_signal(SNAME("network_despawn_request"), p_from, id, parent, name, data);
+ }
+ }
+}
+
bool MultiplayerAPI::_send_confirm_path(Node *p_node, NodePath p_path, PathSentCache *psc, int p_target) {
bool has_all_peers = true;
List<int> peers_to_add; // If one is missing, take note to add it.
@@ -909,6 +975,16 @@ void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, uint16_t p_rpc_id, const
void MultiplayerAPI::_add_peer(int p_id) {
connected_peers.insert(p_id);
path_get_cache.insert(p_id, PathGetCache());
+ if (is_network_server()) {
+ 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);
+ _send_spawn_despawn(p_id, E.value, node->get_path(), nullptr, 0, true);
+ }
+ }
emit_signal(SNAME("network_peer_connected"), p_id);
}
@@ -924,6 +1000,10 @@ void MultiplayerAPI::_del_peer(int p_id) {
PathSentCache *psc = path_send_cache.getptr(E);
psc->confirmed_peers.erase(p_id);
}
+ if (p_id == 1) {
+ // Erase server replicated nodes, but do not queue them for deletion.
+ replicated_nodes.clear();
+ }
emit_signal(SNAME("network_peer_disconnected"), p_id);
}
@@ -1067,6 +1147,99 @@ bool MultiplayerAPI::is_object_decoding_allowed() const {
return allow_object_decoding;
}
+Error MultiplayerAPI::spawnable_config(const ResourceUID::ID &p_id, SpawnMode p_mode) {
+ ERR_FAIL_COND_V(p_mode < SPAWN_MODE_NONE || p_mode > SPAWN_MODE_CUSTOM, ERR_INVALID_PARAMETER);
+ ERR_FAIL_COND_V(!ResourceUID::get_singleton()->has_id(p_id), ERR_INVALID_PARAMETER);
+#ifdef TOOLS_ENABLED
+ 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 == SPAWN_MODE_NONE) {
+ if (spawnables.has(p_id)) {
+ spawnables.erase(p_id);
+ }
+ } else {
+ spawnables[p_id] = p_mode;
+ }
+ return OK;
+}
+
+Error MultiplayerAPI::send_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const NodePath &p_path, const PackedByteArray &p_data) {
+ return _send_spawn_despawn(p_peer_id, p_scene_id, p_path, p_data.ptr(), p_data.size(), false);
+}
+
+Error MultiplayerAPI::send_spawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const NodePath &p_path, const PackedByteArray &p_data) {
+ return _send_spawn_despawn(p_peer_id, p_scene_id, p_path, p_data.ptr(), p_data.size(), true);
+}
+
+Error MultiplayerAPI::_send_spawn_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const NodePath &p_path, const uint8_t *p_data, int p_data_len, bool p_spawn) {
+ ERR_FAIL_COND_V(!root_node, ERR_UNCONFIGURED);
+ ERR_FAIL_COND_V_MSG(!spawnables.has(p_scene_id), ERR_INVALID_PARAMETER, vformat("Spawnable not found: %d", p_scene_id));
+
+ 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);
+
+ // See if the path is cached.
+ PathSentCache *psc = path_send_cache.getptr(parent);
+ if (!psc) {
+ // Path is not cached, create.
+ path_send_cache[parent] = PathSentCache();
+ psc = path_send_cache.getptr(parent);
+ psc->id = last_send_cache_id++;
+ }
+ _send_confirm_path(root_node->get_node(parent), parent, psc, p_peer_id);
+
+ const CharString cname = String(names[names.size() - 1]).utf8();
+ int nlen = encode_cstring(cname.get_data(), nullptr);
+ MAKE_ROOM(1 + 8 + 4 + 4 + nlen + p_data_len);
+ uint8_t *ptr = packet_cache.ptrw();
+ ptr[0] = p_spawn ? NETWORK_COMMAND_SPAWN : NETWORK_COMMAND_DESPAWN;
+ int ofs = 1;
+ ofs += encode_uint64(p_scene_id, &ptr[ofs]);
+ ofs += encode_uint32(psc->id, &ptr[ofs]);
+ ofs += encode_uint32(nlen, &ptr[ofs]);
+ ofs += encode_cstring(cname.get_data(), &ptr[ofs]);
+ memcpy(&ptr[ofs], p_data, p_data_len);
+ 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 + p_data_len);
+}
+
+void MultiplayerAPI::scene_enter_exit_notify(const String &p_scene, const Node *p_node, bool p_enter) {
+ if (!has_network_peer()) {
+ return;
+ }
+ 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 (!spawnables.has(id)) {
+ return;
+ }
+ SpawnMode mode = spawnables[id];
+ if (p_enter) {
+ if (mode == SPAWN_MODE_SERVER && is_network_server()) {
+ replicated_nodes[p_node->get_instance_id()] = id;
+ _send_spawn_despawn(0, id, p_node->get_path(), nullptr, 0, true);
+ }
+ emit_signal(SNAME("network_spawnable_added"), id, p_node);
+ } else {
+ if (mode == SPAWN_MODE_SERVER && is_network_server() && replicated_nodes.has(p_node->get_instance_id())) {
+ replicated_nodes.erase(p_node->get_instance_id());
+ _send_spawn_despawn(0, id, p_node->get_path(), nullptr, 0, false);
+ }
+ emit_signal(SNAME("network_spawnable_removed"), id, p_node);
+ }
+}
+
void MultiplayerAPI::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_root_node", "node"), &MultiplayerAPI::set_root_node);
ClassDB::bind_method(D_METHOD("get_root_node"), &MultiplayerAPI::get_root_node);
@@ -1085,6 +1258,9 @@ void MultiplayerAPI::_bind_methods() {
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);
+ ClassDB::bind_method(D_METHOD("spawnable_config", "scene_id", "spawn_mode"), &MultiplayerAPI::spawnable_config);
+ ClassDB::bind_method(D_METHOD("send_despawn", "peer_id", "scene_id", "path", "data"), &MultiplayerAPI::send_despawn, DEFVAL(PackedByteArray()));
+ ClassDB::bind_method(D_METHOD("send_spawn", "peer_id", "scene_id", "path", "data"), &MultiplayerAPI::send_spawn, DEFVAL(PackedByteArray()));
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");
@@ -1098,11 +1274,21 @@ void MultiplayerAPI::_bind_methods() {
ADD_SIGNAL(MethodInfo("connected_to_server"));
ADD_SIGNAL(MethodInfo("connection_failed"));
ADD_SIGNAL(MethodInfo("server_disconnected"));
+ ADD_SIGNAL(MethodInfo("network_despawn", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::PACKED_BYTE_ARRAY, "data")));
+ ADD_SIGNAL(MethodInfo("network_spawn", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::PACKED_BYTE_ARRAY, "data")));
+ ADD_SIGNAL(MethodInfo("network_despawn_request", 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("network_spawn_request", 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("network_spawnable_added", PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
+ ADD_SIGNAL(MethodInfo("network_spawnable_removed", PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
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(SPAWN_MODE_NONE);
+ BIND_ENUM_CONSTANT(SPAWN_MODE_SERVER);
+ BIND_ENUM_CONSTANT(SPAWN_MODE_CUSTOM);
}
MultiplayerAPI::MultiplayerAPI() {