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authorFabio Alessandrelli <fabio.alessandrelli@gmail.com>2022-07-12 23:12:42 +0200
committerFabio Alessandrelli <fabio.alessandrelli@gmail.com>2022-07-26 09:31:12 +0200
commitca7d572908c58c587214b8f65bdd4078d0185ab2 (patch)
treeefd1507df5b3cd45e20b36bfc22818fcfadc5c85 /modules/multiplayer/scene_multiplayer.cpp
parentc3dc887c410c5fa01eba197acba3afd8ce357ada (diff)
[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.
Diffstat (limited to 'modules/multiplayer/scene_multiplayer.cpp')
-rw-r--r--modules/multiplayer/scene_multiplayer.cpp332
1 files changed, 332 insertions, 0 deletions
diff --git a/modules/multiplayer/scene_multiplayer.cpp b/modules/multiplayer/scene_multiplayer.cpp
new file mode 100644
index 0000000000..3fc1eef366
--- /dev/null
+++ b/modules/multiplayer/scene_multiplayer.cpp
@@ -0,0 +1,332 @@
+/*************************************************************************/
+/* scene_multiplayer.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 "scene_multiplayer.h"
+
+#include "core/debugger/engine_debugger.h"
+#include "core/io/marshalls.h"
+
+#include <stdint.h>
+
+#ifdef DEBUG_ENABLED
+#include "core/os/os.h"
+#endif
+
+#ifdef DEBUG_ENABLED
+void SceneMultiplayer::profile_bandwidth(const String &p_inout, int p_size) {
+ if (EngineDebugger::is_profiling("multiplayer")) {
+ Array values;
+ values.push_back(p_inout);
+ values.push_back(OS::get_singleton()->get_ticks_msec());
+ values.push_back(p_size);
+ EngineDebugger::profiler_add_frame_data("multiplayer", values);
+ }
+}
+#endif
+
+Error SceneMultiplayer::poll() {
+ if (!multiplayer_peer.is_valid() || multiplayer_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED) {
+ return ERR_UNCONFIGURED;
+ }
+
+ multiplayer_peer->poll();
+
+ if (!multiplayer_peer.is_valid()) { // It's possible that polling might have resulted in a disconnection, so check here.
+ return OK;
+ }
+
+ while (multiplayer_peer->get_available_packet_count()) {
+ int sender = multiplayer_peer->get_packet_peer();
+ const uint8_t *packet;
+ int len;
+
+ Error err = multiplayer_peer->get_packet(&packet, len);
+ ERR_FAIL_COND_V_MSG(err != OK, err, vformat("Error getting packet! %d", err));
+
+ remote_sender_id = sender;
+ _process_packet(sender, packet, len);
+ remote_sender_id = 0;
+
+ if (!multiplayer_peer.is_valid()) {
+ return OK; // It's also possible that a packet or RPC caused a disconnection, so also check here.
+ }
+ }
+ replicator->on_network_process();
+ return OK;
+}
+
+void SceneMultiplayer::clear() {
+ connected_peers.clear();
+ packet_cache.clear();
+ cache->clear();
+}
+
+void SceneMultiplayer::set_root_path(const NodePath &p_path) {
+ ERR_FAIL_COND_MSG(!p_path.is_absolute() && !p_path.is_empty(), "SceneMultiplayer root path must be absolute.");
+ root_path = p_path;
+}
+
+NodePath SceneMultiplayer::get_root_path() const {
+ return root_path;
+}
+
+void SceneMultiplayer::set_multiplayer_peer(const Ref<MultiplayerPeer> &p_peer) {
+ if (p_peer == multiplayer_peer) {
+ return; // Nothing to do
+ }
+
+ ERR_FAIL_COND_MSG(p_peer.is_valid() && p_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED,
+ "Supplied MultiplayerPeer must be connecting or connected.");
+
+ if (multiplayer_peer.is_valid()) {
+ multiplayer_peer->disconnect("peer_connected", callable_mp(this, &SceneMultiplayer::_add_peer));
+ multiplayer_peer->disconnect("peer_disconnected", callable_mp(this, &SceneMultiplayer::_del_peer));
+ multiplayer_peer->disconnect("connection_succeeded", callable_mp(this, &SceneMultiplayer::_connected_to_server));
+ multiplayer_peer->disconnect("connection_failed", callable_mp(this, &SceneMultiplayer::_connection_failed));
+ multiplayer_peer->disconnect("server_disconnected", callable_mp(this, &SceneMultiplayer::_server_disconnected));
+ clear();
+ }
+
+ multiplayer_peer = p_peer;
+
+ if (multiplayer_peer.is_valid()) {
+ multiplayer_peer->connect("peer_connected", callable_mp(this, &SceneMultiplayer::_add_peer));
+ multiplayer_peer->connect("peer_disconnected", callable_mp(this, &SceneMultiplayer::_del_peer));
+ multiplayer_peer->connect("connection_succeeded", callable_mp(this, &SceneMultiplayer::_connected_to_server));
+ multiplayer_peer->connect("connection_failed", callable_mp(this, &SceneMultiplayer::_connection_failed));
+ multiplayer_peer->connect("server_disconnected", callable_mp(this, &SceneMultiplayer::_server_disconnected));
+ }
+ replicator->on_reset();
+}
+
+Ref<MultiplayerPeer> SceneMultiplayer::get_multiplayer_peer() {
+ return multiplayer_peer;
+}
+
+void SceneMultiplayer::_process_packet(int p_from, const uint8_t *p_packet, int p_packet_len) {
+ ERR_FAIL_COND_MSG(root_path.is_empty(), "Multiplayer root was not initialized. If you are using custom multiplayer, remember to set the root path via SceneMultiplayer.set_root_path before using it.");
+ ERR_FAIL_COND_MSG(p_packet_len < 1, "Invalid packet received. Size too small.");
+
+#ifdef DEBUG_ENABLED
+ profile_bandwidth("in", p_packet_len);
+#endif
+
+ // Extract the `packet_type` from the LSB three bits:
+ uint8_t packet_type = p_packet[0] & CMD_MASK;
+
+ switch (packet_type) {
+ case NETWORK_COMMAND_SIMPLIFY_PATH: {
+ cache->process_simplify_path(p_from, p_packet, p_packet_len);
+ } break;
+
+ case NETWORK_COMMAND_CONFIRM_PATH: {
+ cache->process_confirm_path(p_from, p_packet, p_packet_len);
+ } break;
+
+ case NETWORK_COMMAND_REMOTE_CALL: {
+ rpc->process_rpc(p_from, p_packet, p_packet_len);
+ } break;
+
+ case NETWORK_COMMAND_RAW: {
+ _process_raw(p_from, p_packet, p_packet_len);
+ } break;
+ case NETWORK_COMMAND_SPAWN: {
+ replicator->on_spawn_receive(p_from, p_packet, p_packet_len);
+ } break;
+ case NETWORK_COMMAND_DESPAWN: {
+ replicator->on_despawn_receive(p_from, p_packet, p_packet_len);
+ } break;
+ case NETWORK_COMMAND_SYNC: {
+ replicator->on_sync_receive(p_from, p_packet, p_packet_len);
+ } break;
+ }
+}
+
+void SceneMultiplayer::_add_peer(int p_id) {
+ connected_peers.insert(p_id);
+ cache->on_peer_change(p_id, true);
+ replicator->on_peer_change(p_id, true);
+ emit_signal(SNAME("peer_connected"), p_id);
+}
+
+void SceneMultiplayer::_del_peer(int p_id) {
+ replicator->on_peer_change(p_id, false);
+ cache->on_peer_change(p_id, false);
+ connected_peers.erase(p_id);
+ emit_signal(SNAME("peer_disconnected"), p_id);
+}
+
+void SceneMultiplayer::_connected_to_server() {
+ emit_signal(SNAME("connected_to_server"));
+}
+
+void SceneMultiplayer::_connection_failed() {
+ emit_signal(SNAME("connection_failed"));
+}
+
+void SceneMultiplayer::_server_disconnected() {
+ replicator->on_reset();
+ emit_signal(SNAME("server_disconnected"));
+}
+
+Error SceneMultiplayer::send_bytes(Vector<uint8_t> p_data, int p_to, MultiplayerPeer::TransferMode p_mode, int p_channel) {
+ ERR_FAIL_COND_V_MSG(p_data.size() < 1, ERR_INVALID_DATA, "Trying to send an empty raw packet.");
+ ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), ERR_UNCONFIGURED, "Trying to send a raw packet while no multiplayer peer is active.");
+ ERR_FAIL_COND_V_MSG(multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED, "Trying to send a raw packet via a multiplayer peer which is not connected.");
+
+ if (packet_cache.size() < p_data.size() + 1) {
+ packet_cache.resize(p_data.size() + 1);
+ }
+
+ const uint8_t *r = p_data.ptr();
+ packet_cache.write[0] = NETWORK_COMMAND_RAW;
+ memcpy(&packet_cache.write[1], &r[0], p_data.size());
+
+ multiplayer_peer->set_target_peer(p_to);
+ multiplayer_peer->set_transfer_channel(p_channel);
+ multiplayer_peer->set_transfer_mode(p_mode);
+
+ return multiplayer_peer->put_packet(packet_cache.ptr(), p_data.size() + 1);
+}
+
+void SceneMultiplayer::_process_raw(int p_from, const uint8_t *p_packet, int p_packet_len) {
+ ERR_FAIL_COND_MSG(p_packet_len < 2, "Invalid packet received. Size too small.");
+
+ Vector<uint8_t> out;
+ int len = p_packet_len - 1;
+ out.resize(len);
+ {
+ uint8_t *w = out.ptrw();
+ memcpy(&w[0], &p_packet[1], len);
+ }
+ emit_signal(SNAME("peer_packet"), p_from, out);
+}
+
+int SceneMultiplayer::get_unique_id() {
+ ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), 0, "No multiplayer peer is assigned. Unable to get unique ID.");
+ return multiplayer_peer->get_unique_id();
+}
+
+void SceneMultiplayer::set_refuse_new_connections(bool p_refuse) {
+ ERR_FAIL_COND_MSG(!multiplayer_peer.is_valid(), "No multiplayer peer is assigned. Unable to set 'refuse_new_connections'.");
+ multiplayer_peer->set_refuse_new_connections(p_refuse);
+}
+
+bool SceneMultiplayer::is_refusing_new_connections() const {
+ ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), false, "No multiplayer peer is assigned. Unable to get 'refuse_new_connections'.");
+ return multiplayer_peer->is_refusing_new_connections();
+}
+
+Vector<int> SceneMultiplayer::get_peer_ids() {
+ ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), Vector<int>(), "No multiplayer peer is assigned. Assume no peers are connected.");
+
+ Vector<int> ret;
+ for (const int &E : connected_peers) {
+ ret.push_back(E);
+ }
+
+ return ret;
+}
+
+void SceneMultiplayer::set_allow_object_decoding(bool p_enable) {
+ allow_object_decoding = p_enable;
+}
+
+bool SceneMultiplayer::is_object_decoding_allowed() const {
+ return allow_object_decoding;
+}
+
+String SceneMultiplayer::get_rpc_md5(const Object *p_obj) {
+ return rpc->get_rpc_md5(p_obj);
+}
+
+Error SceneMultiplayer::rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) {
+ return rpc->rpcp(p_obj, p_peer_id, p_method, p_arg, p_argcount);
+}
+
+Error SceneMultiplayer::object_configuration_add(Object *p_obj, Variant p_config) {
+ if (p_obj == nullptr && p_config.get_type() == Variant::NODE_PATH) {
+ set_root_path(p_config);
+ return OK;
+ }
+ MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object());
+ MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object());
+ if (spawner) {
+ return replicator->on_spawn(p_obj, p_config);
+ } else if (sync) {
+ return replicator->on_replication_start(p_obj, p_config);
+ }
+ return ERR_INVALID_PARAMETER;
+}
+
+Error SceneMultiplayer::object_configuration_remove(Object *p_obj, Variant p_config) {
+ if (p_obj == nullptr && p_config.get_type() == Variant::NODE_PATH) {
+ ERR_FAIL_COND_V(root_path != p_config.operator NodePath(), ERR_INVALID_PARAMETER);
+ set_root_path(NodePath());
+ return OK;
+ }
+ MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object());
+ MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object());
+ if (spawner) {
+ return replicator->on_despawn(p_obj, p_config);
+ }
+ if (sync) {
+ return replicator->on_replication_stop(p_obj, p_config);
+ }
+ return ERR_INVALID_PARAMETER;
+}
+
+void SceneMultiplayer::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_root_path", "path"), &SceneMultiplayer::set_root_path);
+ ClassDB::bind_method(D_METHOD("get_root_path"), &SceneMultiplayer::get_root_path);
+ ClassDB::bind_method(D_METHOD("clear"), &SceneMultiplayer::clear);
+ ClassDB::bind_method(D_METHOD("set_refuse_new_connections", "refuse"), &SceneMultiplayer::set_refuse_new_connections);
+ ClassDB::bind_method(D_METHOD("is_refusing_new_connections"), &SceneMultiplayer::is_refusing_new_connections);
+ ClassDB::bind_method(D_METHOD("set_allow_object_decoding", "enable"), &SceneMultiplayer::set_allow_object_decoding);
+ ClassDB::bind_method(D_METHOD("is_object_decoding_allowed"), &SceneMultiplayer::is_object_decoding_allowed);
+ ClassDB::bind_method(D_METHOD("send_bytes", "bytes", "id", "mode", "channel"), &SceneMultiplayer::send_bytes, DEFVAL(MultiplayerPeer::TARGET_PEER_BROADCAST), DEFVAL(MultiplayerPeer::TRANSFER_MODE_RELIABLE), DEFVAL(0));
+
+ ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_path"), "set_root_path", "get_root_path");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "allow_object_decoding"), "set_allow_object_decoding", "is_object_decoding_allowed");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_connections"), "set_refuse_new_connections", "is_refusing_new_connections");
+ ADD_PROPERTY_DEFAULT("refuse_new_connections", false);
+
+ ADD_SIGNAL(MethodInfo("peer_packet", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::PACKED_BYTE_ARRAY, "packet")));
+}
+
+SceneMultiplayer::SceneMultiplayer() {
+ replicator = Ref<SceneReplicationInterface>(memnew(SceneReplicationInterface(this)));
+ rpc = Ref<SceneRPCInterface>(memnew(SceneRPCInterface(this)));
+ cache = Ref<SceneCacheInterface>(memnew(SceneCacheInterface(this)));
+}
+
+SceneMultiplayer::~SceneMultiplayer() {
+ clear();
+}