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authorFabio Alessandrelli <fabio.alessandrelli@gmail.com>2021-08-18 12:39:55 +0200
committerGitHub <noreply@github.com>2021-08-18 12:39:55 +0200
commit2a9c4a59dfd2d0f25e2789d8339f91f97f5dd2bb (patch)
treea8e2add661f76f6fb9550823335838ba97a90351 /core
parent919040f70d2a87a2a449b43735ae868cd7012fcc (diff)
parentd4dd859991205e6cecfa9a0553b89db47c983d0b (diff)
Merge pull request #51534 from Faless/mp/4.x_replicator
[Net] MultiplayerReplicator with initial state.
Diffstat (limited to 'core')
-rw-r--r--core/io/multiplayer_api.cpp252
-rw-r--r--core/io/multiplayer_api.h76
-rw-r--r--core/io/multiplayer_replicator.cpp497
-rw-r--r--core/io/multiplayer_replicator.h99
-rw-r--r--core/register_core_types.cpp2
5 files changed, 686 insertions, 240 deletions
diff --git a/core/io/multiplayer_api.cpp b/core/io/multiplayer_api.cpp
index f792dc6cb4..0ce9a70921 100644
--- a/core/io/multiplayer_api.cpp
+++ b/core/io/multiplayer_api.cpp
@@ -32,15 +32,11 @@
#include "core/debugger/engine_debugger.h"
#include "core/io/marshalls.h"
+#include "core/io/multiplayer_replicator.h"
#include "scene/main/node.h"
-#include "scene/resources/packed_scene.h"
#include <stdint.h>
-#define NODE_ID_COMPRESSION_SHIFT 3
-#define NAME_ID_COMPRESSION_SHIFT 5
-#define BYTE_ONLY_OR_NO_ARGS_SHIFT 6
-
#ifdef DEBUG_ENABLED
#include "core/os/os.h"
#endif
@@ -147,7 +143,7 @@ void MultiplayerAPI::poll() {
}
void MultiplayerAPI::clear() {
- replicated_nodes.clear();
+ replicator->clear();
connected_peers.clear();
path_get_cache.clear();
path_send_cache.clear();
@@ -325,10 +321,10 @@ void MultiplayerAPI::_process_packet(int p_from, const uint8_t *p_packet, int p_
_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);
+ replicator->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);
+ replicator->process_spawn_despawn(p_from, p_packet, p_packet_len, false);
} break;
}
}
@@ -338,7 +334,6 @@ Node *MultiplayerAPI::_process_get_node(int p_from, const uint8_t *p_packet, uin
if (p_node_target & 0x80000000) {
// Use full path (not cached yet).
-
int ofs = p_node_target & 0x7FFFFFFF;
ERR_FAIL_COND_V_MSG(ofs >= p_packet_len, nullptr, "Invalid packet received. Size smaller than declared.");
@@ -353,25 +348,11 @@ Node *MultiplayerAPI::_process_get_node(int p_from, const uint8_t *p_packet, uin
if (!node) {
ERR_PRINT("Failed to get path from RPC: " + String(np) + ".");
}
+ return node;
} else {
// Use cached path.
- int id = p_node_target;
-
- Map<int, PathGetCache>::Element *E = path_get_cache.find(p_from);
- ERR_FAIL_COND_V_MSG(!E, nullptr, "Invalid packet received. Requests invalid peer cache.");
-
- Map<int, PathGetCache::NodeInfo>::Element *F = E->get().nodes.find(id);
- ERR_FAIL_COND_V_MSG(!F, nullptr, "Invalid packet received. Unabled to find requested cached node.");
-
- PathGetCache::NodeInfo *ni = &F->get();
- // Do proper caching later.
-
- node = root_node->get_node(ni->path);
- if (!node) {
- ERR_PRINT("Failed to get cached path from RPC: " + String(ni->path) + ".");
- }
+ return get_cached_node(p_from, p_node_target);
}
- return node;
}
void MultiplayerAPI::_process_rpc(Node *p_node, const uint16_t p_rpc_method_id, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset) {
@@ -425,7 +406,7 @@ void MultiplayerAPI::_process_rpc(Node *p_node, const uint16_t p_rpc_method_id,
ERR_FAIL_COND_MSG(p_offset >= p_packet_len, "Invalid packet received. Size too small.");
int vlen;
- Error err = _decode_and_decompress_variant(args.write[i], &p_packet[p_offset], p_packet_len - p_offset, &vlen);
+ Error err = decode_and_decompress_variant(args.write[i], &p_packet[p_offset], p_packet_len - p_offset, &vlen);
ERR_FAIL_COND_MSG(err != OK, "Invalid packet received. Unable to decode RPC argument.");
argp.write[i] = &args[i];
@@ -514,64 +495,6 @@ 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.
@@ -647,7 +570,7 @@ bool MultiplayerAPI::_send_confirm_path(Node *p_node, NodePath p_path, PathSentC
#define ENCODE_16 1 << 5
#define ENCODE_32 2 << 5
#define ENCODE_64 3 << 5
-Error MultiplayerAPI::_encode_and_compress_variant(const Variant &p_variant, uint8_t *r_buffer, int &r_len) {
+Error MultiplayerAPI::encode_and_compress_variant(const Variant &p_variant, uint8_t *r_buffer, int &r_len) {
// Unreachable because `VARIANT_MAX` == 27 and `ENCODE_VARIANT_MASK` == 31
CRASH_COND(p_variant.get_type() > VARIANT_META_TYPE_MASK);
@@ -722,7 +645,7 @@ Error MultiplayerAPI::_encode_and_compress_variant(const Variant &p_variant, uin
return OK;
}
-Error MultiplayerAPI::_decode_and_decompress_variant(Variant &r_variant, const uint8_t *p_buffer, int p_len, int *r_len) {
+Error MultiplayerAPI::decode_and_decompress_variant(Variant &r_variant, const uint8_t *p_buffer, int p_len, int *r_len) {
const uint8_t *buf = p_buffer;
int len = p_len;
@@ -906,10 +829,10 @@ void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, uint16_t p_rpc_id, const
ofs += 1;
for (int i = 0; i < p_argcount; i++) {
int len(0);
- Error err = _encode_and_compress_variant(*p_arg[i], nullptr, len);
+ Error err = encode_and_compress_variant(*p_arg[i], nullptr, len);
ERR_FAIL_COND_MSG(err != OK, "Unable to encode RPC argument. THIS IS LIKELY A BUG IN THE ENGINE!");
MAKE_ROOM(ofs + len);
- _encode_and_compress_variant(*p_arg[i], &(packet_cache.write[ofs]), len);
+ encode_and_compress_variant(*p_arg[i], &(packet_cache.write[ofs]), len);
ofs += len;
}
}
@@ -976,14 +899,7 @@ 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);
- }
+ replicator->spawn_all(p_id);
}
emit_signal(SNAME("network_peer_connected"), p_id);
}
@@ -1000,10 +916,6 @@ 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);
}
@@ -1109,6 +1021,36 @@ void MultiplayerAPI::_process_raw(int p_from, const uint8_t *p_packet, int p_pac
emit_signal(SNAME("network_peer_packet"), p_from, out);
}
+bool MultiplayerAPI::send_confirm_path(Node *p_node, NodePath p_path, int p_peer_id, int &r_id) {
+ // See if the path is cached.
+ PathSentCache *psc = path_send_cache.getptr(p_path);
+ if (!psc) {
+ // Path is not cached, create.
+ path_send_cache[p_path] = PathSentCache();
+ psc = path_send_cache.getptr(p_path);
+ psc->id = last_send_cache_id++;
+ }
+ r_id = psc->id;
+
+ // See if all peers have cached path (if so, call can be fast).
+ return _send_confirm_path(p_node, p_path, psc, p_peer_id);
+}
+
+Node *MultiplayerAPI::get_cached_node(int p_from, uint32_t p_node_id) {
+ Map<int, PathGetCache>::Element *E = path_get_cache.find(p_from);
+ ERR_FAIL_COND_V_MSG(!E, nullptr, vformat("No cache found for peer %d.", p_from));
+
+ Map<int, PathGetCache::NodeInfo>::Element *F = E->get().nodes.find(p_node_id);
+ ERR_FAIL_COND_V_MSG(!F, nullptr, vformat("ID %d not found in cache of peer %d.", p_node_id, p_from));
+
+ PathGetCache::NodeInfo *ni = &F->get();
+ Node *node = root_node->get_node(ni->path);
+ if (!node) {
+ ERR_PRINT("Failed to get cached path: " + String(ni->path) + ".");
+ }
+ return node;
+}
+
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();
@@ -1147,97 +1089,12 @@ 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);
+MultiplayerReplicator *MultiplayerAPI::get_replicator() const {
+ return replicator;
}
-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::scene_enter_exit_notify(const String &p_scene, Node *p_node, bool p_enter) {
+ replicator->scene_enter_exit_notify(p_scene, p_node, p_enter);
}
void MultiplayerAPI::_bind_methods() {
@@ -1258,15 +1115,14 @@ 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()));
+ ClassDB::bind_method(D_METHOD("get_replicator"), &MultiplayerAPI::get_replicator);
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, "MultiplayerPeer", PROPERTY_USAGE_NONE), "set_network_peer", "get_network_peer");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "root_node", PROPERTY_HINT_RESOURCE_TYPE, "Node", PROPERTY_USAGE_NONE), "set_root_node", "get_root_node");
ADD_PROPERTY_DEFAULT("refuse_new_network_connections", false);
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "replicator", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerReplicator", PROPERTY_USAGE_NONE), "", "get_replicator");
ADD_SIGNAL(MethodInfo("network_peer_connected", PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("network_peer_disconnected", PropertyInfo(Variant::INT, "id")));
@@ -1274,27 +1130,19 @@ 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() {
+ replicator = memnew(MultiplayerReplicator(this));
clear();
}
MultiplayerAPI::~MultiplayerAPI() {
clear();
+ memdelete(replicator);
}
diff --git a/core/io/multiplayer_api.h b/core/io/multiplayer_api.h
index 9552a0bf35..5853541efa 100644
--- a/core/io/multiplayer_api.h
+++ b/core/io/multiplayer_api.h
@@ -35,6 +35,8 @@
#include "core/io/resource_uid.h"
#include "core/object/ref_counted.h"
+class MultiplayerReplicator;
+
class MultiplayerAPI : public RefCounted {
GDCLASS(MultiplayerAPI, RefCounted);
@@ -46,12 +48,6 @@ public:
RPC_MODE_PUPPET, // Using rpc() on it will call method for all puppets
};
- enum SpawnMode {
- SPAWN_MODE_NONE,
- SPAWN_MODE_SERVER,
- SPAWN_MODE_CUSTOM,
- };
-
struct RPCConfig {
StringName name;
RPCMode rpc_mode = RPC_MODE_DISABLED;
@@ -71,6 +67,32 @@ public:
}
};
+ enum NetworkCommands {
+ NETWORK_COMMAND_REMOTE_CALL = 0,
+ NETWORK_COMMAND_SIMPLIFY_PATH,
+ NETWORK_COMMAND_CONFIRM_PATH,
+ NETWORK_COMMAND_RAW,
+ NETWORK_COMMAND_SPAWN,
+ NETWORK_COMMAND_DESPAWN,
+ };
+
+ enum NetworkNodeIdCompression {
+ NETWORK_NODE_ID_COMPRESSION_8 = 0,
+ NETWORK_NODE_ID_COMPRESSION_16,
+ NETWORK_NODE_ID_COMPRESSION_32,
+ };
+
+ enum NetworkNameIdCompression {
+ NETWORK_NAME_ID_COMPRESSION_8 = 0,
+ NETWORK_NAME_ID_COMPRESSION_16,
+ };
+
+ enum {
+ NODE_ID_COMPRESSION_SHIFT = 3,
+ NAME_ID_COMPRESSION_SHIFT = 5,
+ BYTE_ONLY_OR_NO_ARGS_SHIFT = 6,
+ };
+
private:
//path sent caches
struct PathSentCache {
@@ -89,16 +111,15 @@ private:
};
Ref<MultiplayerPeer> network_peer;
- Map<ResourceUID::ID, SpawnMode> spawnables;
int rpc_sender_id = 0;
Set<int> connected_peers;
HashMap<NodePath, PathSentCache> path_send_cache;
Map<int, PathGetCache> path_get_cache;
- Map<ObjectID, ResourceUID::ID> replicated_nodes;
int last_send_cache_id;
Vector<uint8_t> packet_cache;
Node *root_node = nullptr;
bool allow_object_decoding = false;
+ MultiplayerReplicator *replicator = nullptr;
protected:
static void _bind_methods();
@@ -106,7 +127,6 @@ protected:
void _process_packet(int p_from, const uint8_t *p_packet, int p_packet_len);
void _process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len);
void _process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len);
- void _process_spawn_despawn(int p_from, const uint8_t *p_packet, int p_packet_len, bool p_spawn);
Node *_process_get_node(int p_from, const uint8_t *p_packet, uint32_t p_node_target, int p_packet_len);
void _process_rpc(Node *p_node, const uint16_t p_rpc_method_id, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset);
void _process_raw(int p_from, const uint8_t *p_packet, int p_packet_len);
@@ -114,30 +134,7 @@ protected:
void _send_rpc(Node *p_from, int p_to, uint16_t p_rpc_id, const RPCConfig &p_config, const StringName &p_name, const Variant **p_arg, int p_argcount);
bool _send_confirm_path(Node *p_node, NodePath p_path, PathSentCache *psc, int p_target);
- Error _encode_and_compress_variant(const Variant &p_variant, uint8_t *p_buffer, int &r_len);
- Error _decode_and_decompress_variant(Variant &r_variant, const uint8_t *p_buffer, int p_len, int *r_len);
-
public:
- enum NetworkCommands {
- NETWORK_COMMAND_REMOTE_CALL = 0,
- NETWORK_COMMAND_SIMPLIFY_PATH,
- NETWORK_COMMAND_CONFIRM_PATH,
- NETWORK_COMMAND_RAW,
- NETWORK_COMMAND_SPAWN,
- NETWORK_COMMAND_DESPAWN,
- };
-
- enum NetworkNodeIdCompression {
- NETWORK_NODE_ID_COMPRESSION_8 = 0,
- NETWORK_NODE_ID_COMPRESSION_16,
- NETWORK_NODE_ID_COMPRESSION_32,
- };
-
- enum NetworkNameIdCompression {
- NETWORK_NAME_ID_COMPRESSION_8 = 0,
- NETWORK_NAME_ID_COMPRESSION_16,
- };
-
void poll();
void clear();
void set_root_node(Node *p_node);
@@ -146,8 +143,16 @@ public:
Ref<MultiplayerPeer> get_network_peer() const;
Error send_bytes(Vector<uint8_t> p_data, int p_to = MultiplayerPeer::TARGET_PEER_BROADCAST, MultiplayerPeer::TransferMode p_mode = MultiplayerPeer::TRANSFER_MODE_RELIABLE, int p_channel = 0);
+ Error encode_and_compress_variant(const Variant &p_variant, uint8_t *p_buffer, int &r_len);
+ Error decode_and_decompress_variant(Variant &r_variant, const uint8_t *p_buffer, int p_len, int *r_len);
+
// Called by Node.rpc
void rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount);
+ // Called by Node._notification
+ void scene_enter_exit_notify(const String &p_scene, Node *p_node, bool p_enter);
+ // Called by replicator
+ bool send_confirm_path(Node *p_node, NodePath p_path, int p_target, int &p_id);
+ Node *get_cached_node(int p_from, uint32_t p_node_id);
void _add_peer(int p_id);
void _del_peer(int p_id);
@@ -166,17 +171,12 @@ public:
void set_allow_object_decoding(bool p_enable);
bool is_object_decoding_allowed() const;
- Error spawnable_config(const ResourceUID::ID &p_id, SpawnMode p_mode);
- Error send_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const NodePath &p_path, const PackedByteArray &p_data = PackedByteArray());
- Error send_spawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const NodePath &p_path, const PackedByteArray &p_data = PackedByteArray());
- Error _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);
- void scene_enter_exit_notify(const String &p_scene, const Node *p_node, bool p_enter);
+ MultiplayerReplicator *get_replicator() const;
MultiplayerAPI();
~MultiplayerAPI();
};
VARIANT_ENUM_CAST(MultiplayerAPI::RPCMode);
-VARIANT_ENUM_CAST(MultiplayerAPI::SpawnMode);
#endif // MULTIPLAYER_API_H
diff --git a/core/io/multiplayer_replicator.cpp b/core/io/multiplayer_replicator.cpp
new file mode 100644
index 0000000000..ba0fe32b58
--- /dev/null
+++ b/core/io/multiplayer_replicator.cpp
@@ -0,0 +1,497 @@
+/*************************************************************************/
+/* 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 */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "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);
+}
diff --git a/core/io/multiplayer_replicator.h b/core/io/multiplayer_replicator.h
new file mode 100644
index 0000000000..e19dd80602
--- /dev/null
+++ b/core/io/multiplayer_replicator.h
@@ -0,0 +1,99 @@
+/*************************************************************************/
+/* multiplayer_replicator.h */
+/*************************************************************************/
+/* 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 */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef MULTIPLAYER_REPLICATOR_H
+#define MULTIPLAYER_REPLICATOR_H
+
+#include "core/io/multiplayer_api.h"
+#include "core/variant/typed_array.h"
+
+class MultiplayerReplicator : public Object {
+ GDCLASS(MultiplayerReplicator, Object);
+
+public:
+ enum {
+ SPAWN_CMD_OFFSET = 9,
+ };
+
+ enum ReplicationMode {
+ REPLICATION_MODE_NONE,
+ REPLICATION_MODE_SERVER,
+ REPLICATION_MODE_CUSTOM,
+ };
+
+ struct SceneConfig {
+ ReplicationMode mode;
+ List<StringName> properties;
+ Callable on_spawn_despawn_send;
+ Callable on_spawn_despawn_receive;
+ };
+
+protected:
+ static void _bind_methods();
+
+private:
+ MultiplayerAPI *multiplayer = nullptr;
+ Vector<uint8_t> packet_cache;
+ Map<ResourceUID::ID, SceneConfig> replications;
+ Map<ObjectID, ResourceUID::ID> replicated_nodes;
+
+ Error _encode_state(const List<Variant> &p_variants, uint8_t *p_buffer, int &r_len, bool *r_raw = nullptr);
+ Error _decode_state(const List<StringName> &p_cfg, Object *p_obj, const uint8_t *p_buffer, int p_len, int &r_len, bool p_raw = false);
+ Error _get_state(const List<StringName> &p_properties, const Object *p_obj, List<Variant> &r_variant);
+ Error _spawn_despawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer, bool p_spawn);
+ Error _send_spawn_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data, bool p_spawn);
+ void _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);
+ Error _send_default_spawn_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, Object *p_obj, const NodePath &p_path, bool p_spawn);
+
+public:
+ void clear();
+
+ Error spawn_config(const ResourceUID::ID &p_id, ReplicationMode p_mode, const TypedArray<StringName> &p_props = TypedArray<StringName>(), const Callable &p_on_send = Callable(), const Callable &p_on_recv = Callable());
+ Error spawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer = 0);
+ Error despawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer = 0);
+
+ Error send_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data = Variant(), const NodePath &p_path = NodePath());
+ Error send_spawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data = Variant(), const NodePath &p_path = NodePath());
+ PackedByteArray encode_state(const ResourceUID::ID &p_scene_id, const Object *p_node);
+ Error decode_state(const ResourceUID::ID &p_scene_id, Object *p_node, PackedByteArray p_data);
+
+ // Used by MultiplayerAPI
+ void spawn_all(int p_peer);
+ void process_spawn_despawn(int p_from, const uint8_t *p_packet, int p_packet_len, bool p_spawn);
+ void scene_enter_exit_notify(const String &p_scene, Node *p_node, bool p_enter);
+
+ MultiplayerReplicator(MultiplayerAPI *p_multiplayer) {
+ multiplayer = p_multiplayer;
+ }
+};
+
+VARIANT_ENUM_CAST(MultiplayerReplicator::ReplicationMode);
+
+#endif // MULTIPLAYER_REPLICATOR_H
diff --git a/core/register_core_types.cpp b/core/register_core_types.cpp
index f801be3db3..4fabd1551e 100644
--- a/core/register_core_types.cpp
+++ b/core/register_core_types.cpp
@@ -49,6 +49,7 @@
#include "core/io/marshalls.h"
#include "core/io/multiplayer_api.h"
#include "core/io/multiplayer_peer.h"
+#include "core/io/multiplayer_replicator.h"
#include "core/io/packed_data_container.h"
#include "core/io/packet_peer.h"
#include "core/io/packet_peer_dtls.h"
@@ -193,6 +194,7 @@ void register_core_types() {
ResourceLoader::add_resource_format_loader(resource_format_loader_crypto);
GDREGISTER_VIRTUAL_CLASS(MultiplayerPeer);
+ GDREGISTER_VIRTUAL_CLASS(MultiplayerReplicator);
GDREGISTER_CLASS(MultiplayerAPI);
GDREGISTER_CLASS(MainLoop);
GDREGISTER_CLASS(Translation);