diff options
author | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2021-10-08 14:13:06 +0200 |
---|---|---|
committer | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2022-02-04 14:56:30 +0100 |
commit | d219547c96ce66a6f54d9d9d7ae431e9b115221f (patch) | |
tree | e9390f9b7e8bebda4a21ae686595db77230ba141 /scene | |
parent | 2e320dcf8796d77b6196ef93d4ea304bf5bcb3d4 (diff) |
[Net] New replication interface, spawner and synchronizer nodes.
Initial implementation of the MultiplayerReplicationInterface and its
default implementation (SceneReplicationInterface).
New MultiplayerSpawner node helps dealing with instantiation of scenes
on remote peers (e.g. clients).
It supports both custom spawns via a `_spawn_custom` virtual function,
and optional auto-spawn of known scenes via a TypedArray<PackedScenes>
property.
New MultiplayerSynchornizer helps synchronizing states between the local
and remote peers, supports both sync and spawn properties and is
configured via a `SceneReplicationConfig` resource.
It can also sync via path (i.e. without being spawned by a
MultiplayerSpawner if both peers has it in tree, but will not send the
spawn state in that case, only the sync one.
Diffstat (limited to 'scene')
-rw-r--r-- | scene/SCsub | 1 | ||||
-rw-r--r-- | scene/main/node.cpp | 10 | ||||
-rw-r--r-- | scene/main/node.h | 3 | ||||
-rw-r--r-- | scene/main/scene_tree.cpp | 1 | ||||
-rw-r--r-- | scene/main/scene_tree.h | 2 | ||||
-rw-r--r-- | scene/multiplayer/SCsub | 5 | ||||
-rw-r--r-- | scene/multiplayer/multiplayer_spawner.cpp | 227 | ||||
-rw-r--r-- | scene/multiplayer/multiplayer_spawner.h | 101 | ||||
-rw-r--r-- | scene/multiplayer/multiplayer_synchronizer.cpp | 158 | ||||
-rw-r--r-- | scene/multiplayer/multiplayer_synchronizer.h | 72 | ||||
-rw-r--r-- | scene/multiplayer/scene_replication_interface.cpp | 415 | ||||
-rw-r--r-- | scene/multiplayer/scene_replication_interface.h | 84 | ||||
-rw-r--r-- | scene/multiplayer/scene_replication_state.cpp | 258 | ||||
-rw-r--r-- | scene/multiplayer/scene_replication_state.h | 121 | ||||
-rw-r--r-- | scene/register_scene_types.cpp | 8 | ||||
-rw-r--r-- | scene/resources/scene_replication_config.cpp | 187 | ||||
-rw-r--r-- | scene/resources/scene_replication_config.h | 90 |
17 files changed, 1731 insertions, 12 deletions
diff --git a/scene/SCsub b/scene/SCsub index 92288211bb..a7b23af598 100644 --- a/scene/SCsub +++ b/scene/SCsub @@ -9,6 +9,7 @@ env.add_source_files(env.scene_sources, "*.cpp") # Chain load SCsubs SConscript("main/SCsub") +SConscript("multiplayer/SCsub") SConscript("gui/SCsub") if not env["disable_3d"]: SConscript("3d/SCsub") diff --git a/scene/main/node.cpp b/scene/main/node.cpp index 149382bc2a..6b9d8ab211 100644 --- a/scene/main/node.cpp +++ b/scene/main/node.cpp @@ -32,6 +32,7 @@ #include "core/core_string_names.h" #include "core/io/resource_loader.h" +#include "core/multiplayer/multiplayer_api.h" #include "core/object/message_queue.h" #include "core/string/print_string.h" #include "instance_placeholder.h" @@ -110,9 +111,6 @@ void Node::_notification(int p_notification) { memdelete(data.path_cache); data.path_cache = nullptr; } - if (data.scene_file_path.length()) { - get_multiplayer()->scene_enter_exit_notify(data.scene_file_path, this, false); - } } break; case NOTIFICATION_PATH_RENAMED: { if (data.path_cache) { @@ -141,12 +139,6 @@ void Node::_notification(int p_notification) { } GDVIRTUAL_CALL(_ready); - - if (data.scene_file_path.length()) { - ERR_FAIL_COND(!is_inside_tree()); - get_multiplayer()->scene_enter_exit_notify(data.scene_file_path, this, true); - } - } break; case NOTIFICATION_POSTINITIALIZE: { data.in_constructor = false; diff --git a/scene/main/node.h b/scene/main/node.h index a1fc672a15..0ac10f4381 100644 --- a/scene/main/node.h +++ b/scene/main/node.h @@ -212,7 +212,6 @@ protected: static String _get_name_num_separator(); friend class SceneState; - friend class MultiplayerReplicator; void _add_child_nocheck(Node *p_child, const StringName &p_name); void _set_owner_nocheck(Node *p_owner); @@ -467,7 +466,7 @@ public: bool is_displayed_folded() const; /* NETWORK */ - void set_multiplayer_authority(int p_peer_id, bool p_recursive = true); + virtual void set_multiplayer_authority(int p_peer_id, bool p_recursive = true); int get_multiplayer_authority() const; bool is_multiplayer_authority() const; diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp index 45f04b28b9..0e4a6a4b5c 100644 --- a/scene/main/scene_tree.cpp +++ b/scene/main/scene_tree.cpp @@ -36,6 +36,7 @@ #include "core/io/dir_access.h" #include "core/io/marshalls.h" #include "core/io/resource_loader.h" +#include "core/multiplayer/multiplayer_api.h" #include "core/object/message_queue.h" #include "core/os/keyboard.h" #include "core/os/os.h" diff --git a/scene/main/scene_tree.h b/scene/main/scene_tree.h index 1dff1dab4f..a5cd52b4ca 100644 --- a/scene/main/scene_tree.h +++ b/scene/main/scene_tree.h @@ -31,7 +31,6 @@ #ifndef SCENE_TREE_H #define SCENE_TREE_H -#include "core/multiplayer/multiplayer_api.h" #include "core/os/main_loop.h" #include "core/os/thread_safe.h" #include "core/templates/self_list.h" @@ -46,6 +45,7 @@ class Node; class Window; class Material; class Mesh; +class MultiplayerAPI; class SceneDebugger; class Tween; diff --git a/scene/multiplayer/SCsub b/scene/multiplayer/SCsub new file mode 100644 index 0000000000..fc61250247 --- /dev/null +++ b/scene/multiplayer/SCsub @@ -0,0 +1,5 @@ +#!/usr/bin/env python + +Import("env") + +env.add_source_files(env.scene_sources, "*.cpp") diff --git a/scene/multiplayer/multiplayer_spawner.cpp b/scene/multiplayer/multiplayer_spawner.cpp new file mode 100644 index 0000000000..4f2a9d9e83 --- /dev/null +++ b/scene/multiplayer/multiplayer_spawner.cpp @@ -0,0 +1,227 @@ +/*************************************************************************/ +/* multiplayer_spawner.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 "multiplayer_spawner.h" + +#include "core/io/marshalls.h" +#include "core/multiplayer/multiplayer_api.h" +#include "scene/main/window.h" +#include "scene/scene_string_names.h" + +void MultiplayerSpawner::_bind_methods() { + ClassDB::bind_method(D_METHOD("spawn", "data"), &MultiplayerSpawner::spawn, DEFVAL(Variant())); + + ClassDB::bind_method(D_METHOD("get_spawnable_scenes"), &MultiplayerSpawner::get_spawnable_scenes); + ClassDB::bind_method(D_METHOD("set_spawnable_scenes", "scenes"), &MultiplayerSpawner::set_spawnable_scenes); + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "replication", PROPERTY_HINT_ARRAY_TYPE, vformat("%s/%s:%s", Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "PackedScene"), (PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_SCRIPT_VARIABLE)), "set_spawnable_scenes", "get_spawnable_scenes"); + + ClassDB::bind_method(D_METHOD("get_spawn_path"), &MultiplayerSpawner::get_spawn_path); + ClassDB::bind_method(D_METHOD("set_spawn_path", "path"), &MultiplayerSpawner::set_spawn_path); + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "spawn_path", PROPERTY_HINT_NONE, ""), "set_spawn_path", "get_spawn_path"); + + ClassDB::bind_method(D_METHOD("get_spawn_limit"), &MultiplayerSpawner::get_spawn_limit); + ClassDB::bind_method(D_METHOD("set_spawn_limit", "limit"), &MultiplayerSpawner::set_spawn_limit); + ADD_PROPERTY(PropertyInfo(Variant::INT, "spawn_limit", PROPERTY_HINT_RANGE, "0,1024,1,or_greater"), "set_spawn_limit", "get_spawn_limit"); + + ClassDB::bind_method(D_METHOD("set_auto_spawning", "enabled"), &MultiplayerSpawner::set_auto_spawning); + ClassDB::bind_method(D_METHOD("is_auto_spawning"), &MultiplayerSpawner::is_auto_spawning); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_spawn"), "set_auto_spawning", "is_auto_spawning"); + + GDVIRTUAL_BIND(_spawn_custom, "data"); + + 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"))); +} + +void MultiplayerSpawner::_update_spawn_node() { +#ifdef TOOLS_ENABLED + if (Engine::get_singleton()->is_editor_hint()) { + return; + } +#endif + if (spawn_node.is_valid()) { + Node *node = Object::cast_to<Node>(ObjectDB::get_instance(spawn_node)); + if (node && node->is_connected("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added))) { + node->disconnect("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added)); + } + } + Node *node = spawn_path.is_empty() && is_inside_tree() ? nullptr : get_node_or_null(spawn_path); + if (node) { + spawn_node = node->get_instance_id(); + if (auto_spawn) { + node->connect("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added)); + } + } else { + spawn_node = ObjectID(); + } +} + +void MultiplayerSpawner::_notification(int p_what) { + if (p_what == NOTIFICATION_POST_ENTER_TREE) { + _update_spawn_node(); + } else if (p_what == NOTIFICATION_EXIT_TREE) { + _update_spawn_node(); + const ObjectID *oid = nullptr; + while ((oid = tracked_nodes.next(oid))) { + Node *node = Object::cast_to<Node>(ObjectDB::get_instance(*oid)); + ERR_CONTINUE(!node); + node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &MultiplayerSpawner::_node_exit)); + // This is unlikely, but might still crash the engine. + if (node->is_connected(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready))) { + node->disconnect(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready)); + } + get_multiplayer()->despawn(node, this); + } + tracked_nodes.clear(); + } +} + +void MultiplayerSpawner::_node_added(Node *p_node) { + if (!get_multiplayer()->has_multiplayer_peer() || !is_multiplayer_authority()) { + return; + } + if (tracked_nodes.has(p_node->get_instance_id())) { + return; + } + const Node *parent = get_spawn_node(); + if (!parent || p_node->get_parent() != parent) { + return; + } + int id = get_scene_id(p_node->get_scene_file_path()); + if (id == INVALID_ID) { + return; + } + const String name = p_node->get_name(); + ERR_FAIL_COND_MSG(name.validate_node_name() != name, vformat("Unable to auto-spawn node with reserved name: %s. Make sure to add your replicated scenes via 'add_child(node, true)' to produce valid names.", name)); + _track(p_node, Variant(), id); +} + +void MultiplayerSpawner::set_auto_spawning(bool p_enabled) { + auto_spawn = p_enabled; + _update_spawn_node(); +} + +bool MultiplayerSpawner::is_auto_spawning() const { + return auto_spawn; +} + +TypedArray<PackedScene> MultiplayerSpawner::get_spawnable_scenes() { + return spawnable_scenes; +} + +void MultiplayerSpawner::set_spawnable_scenes(TypedArray<PackedScene> p_scenes) { + spawnable_scenes = p_scenes; +} + +NodePath MultiplayerSpawner::get_spawn_path() const { + return spawn_path; +} + +void MultiplayerSpawner::set_spawn_path(const NodePath &p_path) { + spawn_path = p_path; + _update_spawn_node(); +} + +void MultiplayerSpawner::_track(Node *p_node, const Variant &p_argument, int p_scene_id) { + ObjectID oid = p_node->get_instance_id(); + if (!tracked_nodes.has(oid)) { + tracked_nodes[oid] = SpawnInfo(p_argument.duplicate(true), p_scene_id); + p_node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &MultiplayerSpawner::_node_exit), varray(p_node->get_instance_id()), CONNECT_ONESHOT); + p_node->connect(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready), varray(p_node->get_instance_id()), CONNECT_ONESHOT); + } +} + +void MultiplayerSpawner::_node_ready(ObjectID p_id) { + get_multiplayer()->spawn(ObjectDB::get_instance(p_id), this); +} + +void MultiplayerSpawner::_node_exit(ObjectID p_id) { + Node *node = Object::cast_to<Node>(ObjectDB::get_instance(p_id)); + ERR_FAIL_COND(!node); + if (tracked_nodes.has(p_id)) { + tracked_nodes.erase(p_id); + get_multiplayer()->despawn(node, this); + } +} + +int MultiplayerSpawner::get_scene_id(const String &p_scene) const { + for (int i = 0; i < spawnable_scenes.size(); i++) { + Ref<PackedScene> ps = spawnable_scenes[i]; + ERR_CONTINUE(ps.is_null()); + if (ps->get_path() == p_scene) { + return i; + } + } + return INVALID_ID; +} + +int MultiplayerSpawner::get_spawn_id(const ObjectID &p_id) const { + const SpawnInfo *info = tracked_nodes.getptr(p_id); + return info ? info->id : INVALID_ID; +} + +const Variant MultiplayerSpawner::get_spawn_argument(const ObjectID &p_id) const { + const SpawnInfo *info = tracked_nodes.getptr(p_id); + return info ? info->args : Variant(); +} + +Node *MultiplayerSpawner::instantiate_scene(int p_id) { + ERR_FAIL_COND_V_MSG(spawn_limit && spawn_limit <= tracked_nodes.size(), nullptr, "Spawn limit reached!"); + ERR_FAIL_INDEX_V(p_id, spawnable_scenes.size(), nullptr); + Ref<PackedScene> scene = spawnable_scenes[p_id]; + ERR_FAIL_COND_V(scene.is_null(), nullptr); + return scene->instantiate(); +} + +Node *MultiplayerSpawner::instantiate_custom(const Variant &p_data) { + ERR_FAIL_COND_V_MSG(spawn_limit && spawn_limit <= tracked_nodes.size(), nullptr, "Spawn limit reached!"); + Object *obj = nullptr; + Node *node = nullptr; + if (GDVIRTUAL_CALL(_spawn_custom, p_data, obj)) { + node = Object::cast_to<Node>(obj); + } + return node; +} + +Node *MultiplayerSpawner::spawn(const Variant &p_data) { + ERR_FAIL_COND_V(!is_inside_tree() || !get_multiplayer()->has_multiplayer_peer() || !is_multiplayer_authority(), nullptr); + ERR_FAIL_COND_V_MSG(spawn_limit && spawn_limit <= tracked_nodes.size(), nullptr, "Spawn limit reached!"); + ERR_FAIL_COND_V_MSG(!GDVIRTUAL_IS_OVERRIDDEN(_spawn_custom), nullptr, "Custom spawn requires the '_spawn_custom' virtual method to be implemented via script."); + + Node *parent = get_spawn_node(); + ERR_FAIL_COND_V_MSG(!parent, nullptr, "Cannot find spawn node."); + + Node *node = instantiate_custom(p_data); + ERR_FAIL_COND_V_MSG(!node, nullptr, "The '_spawn_custom' implementation must return a valid Node."); + + _track(node, p_data); + parent->add_child(node, true); + return node; +} diff --git a/scene/multiplayer/multiplayer_spawner.h b/scene/multiplayer/multiplayer_spawner.h new file mode 100644 index 0000000000..63948e39a5 --- /dev/null +++ b/scene/multiplayer/multiplayer_spawner.h @@ -0,0 +1,101 @@ +/*************************************************************************/ +/* multiplayer_spawner.h */ +/*************************************************************************/ +/* 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. */ +/*************************************************************************/ + +#ifndef MULTIPLAYER_SPAWNER_H +#define MULTIPLAYER_SPAWNER_H + +#include "scene/main/node.h" + +#include "core/variant/typed_array.h" +#include "scene/resources/packed_scene.h" +#include "scene/resources/scene_replication_config.h" + +class MultiplayerSpawner : public Node { + GDCLASS(MultiplayerSpawner, Node); + +public: + enum { + INVALID_ID = 0xFF, + }; + +private: + TypedArray<PackedScene> spawnable_scenes; + Set<ResourceUID::ID> spawnable_ids; + NodePath spawn_path; + + struct SpawnInfo { + Variant args; + int id = INVALID_ID; + SpawnInfo(Variant p_args, int p_id) { + id = p_id; + args = p_args; + } + SpawnInfo() {} + }; + + ObjectID spawn_node; + HashMap<ObjectID, SpawnInfo> tracked_nodes; + bool auto_spawn = false; + uint32_t spawn_limit = 0; + + void _update_spawn_node(); + void _track(Node *p_node, const Variant &p_argument, int p_scene_id = INVALID_ID); + void _node_added(Node *p_node); + void _node_exit(ObjectID p_id); + void _node_ready(ObjectID p_id); + +protected: + static void _bind_methods(); + void _notification(int p_what); + +public: + Node *get_spawn_node() const { return spawn_node.is_valid() ? Object::cast_to<Node>(ObjectDB::get_instance(spawn_node)) : nullptr; } + TypedArray<PackedScene> get_spawnable_scenes(); + void set_spawnable_scenes(TypedArray<PackedScene> p_scenes); + NodePath get_spawn_path() const; + void set_spawn_path(const NodePath &p_path); + uint32_t get_spawn_limit() const { return spawn_limit; } + void set_spawn_limit(uint32_t p_limit) { spawn_limit = p_limit; } + bool is_auto_spawning() const; + void set_auto_spawning(bool p_enabled); + + const Variant get_spawn_argument(const ObjectID &p_id) const; + int get_spawn_id(const ObjectID &p_id) const; + int get_scene_id(const String &p_path) const; + Node *spawn(const Variant &p_data = Variant()); + Node *instantiate_custom(const Variant &p_data); + Node *instantiate_scene(int p_idx); + + GDVIRTUAL1R(Object *, _spawn_custom, const Variant &); + + MultiplayerSpawner() {} +}; + +#endif // MULTIPLAYER_SPAWNER_H diff --git a/scene/multiplayer/multiplayer_synchronizer.cpp b/scene/multiplayer/multiplayer_synchronizer.cpp new file mode 100644 index 0000000000..fbe1b99cc9 --- /dev/null +++ b/scene/multiplayer/multiplayer_synchronizer.cpp @@ -0,0 +1,158 @@ +/*************************************************************************/ +/* multiplayer_synchronizer.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 "multiplayer_synchronizer.h" + +#include "core/config/engine.h" +#include "core/multiplayer/multiplayer_api.h" + +Object *MultiplayerSynchronizer::_get_prop_target(Object *p_obj, const NodePath &p_path) { + if (p_path.get_name_count() == 0) { + return p_obj; + } + Node *node = Object::cast_to<Node>(p_obj); + ERR_FAIL_COND_V_MSG(!node || !node->has_node(p_path), nullptr, vformat("Node '%s' not found.", p_path)); + return node->get_node(p_path); +} + +void MultiplayerSynchronizer::_stop() { + Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr; + if (node) { + get_multiplayer()->replication_stop(node, this); + } +} + +void MultiplayerSynchronizer::_start() { + Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr; + if (node) { + get_multiplayer()->replication_start(node, this); + } +} + +Error MultiplayerSynchronizer::get_state(const List<NodePath> &p_properties, Object *p_obj, Vector<Variant> &r_variant, Vector<const Variant *> &r_variant_ptrs) { + ERR_FAIL_COND_V(!p_obj, ERR_INVALID_PARAMETER); + r_variant.resize(p_properties.size()); + r_variant_ptrs.resize(r_variant.size()); + int i = 0; + for (const NodePath &prop : p_properties) { + bool valid = false; + const Object *obj = _get_prop_target(p_obj, prop); + ERR_FAIL_COND_V(!obj, FAILED); + r_variant.write[i] = obj->get(prop.get_concatenated_subnames(), &valid); + r_variant_ptrs.write[i] = &r_variant[i]; + ERR_FAIL_COND_V_MSG(!valid, ERR_INVALID_DATA, vformat("Property '%s' not found.", prop)); + i++; + } + return OK; +} + +Error MultiplayerSynchronizer::set_state(const List<NodePath> &p_properties, Object *p_obj, const Vector<Variant> &p_state) { + ERR_FAIL_COND_V(!p_obj, ERR_INVALID_PARAMETER); + int i = 0; + for (const NodePath &prop : p_properties) { + Object *obj = _get_prop_target(p_obj, prop); + ERR_FAIL_COND_V(!obj, FAILED); + obj->set(prop.get_concatenated_subnames(), p_state[i]); + i += 1; + } + return OK; +} + +void MultiplayerSynchronizer::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_root_path", "path"), &MultiplayerSynchronizer::set_root_path); + ClassDB::bind_method(D_METHOD("get_root_path"), &MultiplayerSynchronizer::get_root_path); + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_path"), "set_root_path", "get_root_path"); + + ClassDB::bind_method(D_METHOD("set_replication_interval", "milliseconds"), &MultiplayerSynchronizer::set_replication_interval); + ClassDB::bind_method(D_METHOD("get_replication_interval"), &MultiplayerSynchronizer::get_replication_interval); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "replication_interval", PROPERTY_HINT_RANGE, "0,5,0.001"), "set_replication_interval", "get_replication_interval"); + + ClassDB::bind_method(D_METHOD("set_replication_config", "config"), &MultiplayerSynchronizer::set_replication_config); + ClassDB::bind_method(D_METHOD("get_replication_config"), &MultiplayerSynchronizer::get_replication_config); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "resource", PROPERTY_HINT_RESOURCE_TYPE, "SceneReplicationConfig"), "set_replication_config", "get_replication_config"); +} + +void MultiplayerSynchronizer::_notification(int p_what) { +#ifdef TOOLS_ENABLED + if (Engine::get_singleton()->is_editor_hint()) { + return; + } +#endif + if (root_path.is_empty()) { + return; + } + if (p_what == NOTIFICATION_ENTER_TREE) { + _start(); + } else if (p_what == NOTIFICATION_EXIT_TREE) { + _stop(); + } +} + +void MultiplayerSynchronizer::set_replication_interval(double p_interval) { + ERR_FAIL_COND_MSG(p_interval < 0, "Interval must be greater or equal to 0 (where 0 means default)"); + interval_msec = uint64_t(p_interval * 1000); +} + +double MultiplayerSynchronizer::get_replication_interval() const { + return double(interval_msec) / 1000.0; +} + +uint64_t MultiplayerSynchronizer::get_replication_interval_msec() const { + return interval_msec; +} + +void MultiplayerSynchronizer::set_replication_config(Ref<SceneReplicationConfig> p_config) { + replication_config = p_config; +} + +Ref<SceneReplicationConfig> MultiplayerSynchronizer::get_replication_config() { + return replication_config; +} + +void MultiplayerSynchronizer::set_root_path(const NodePath &p_path) { + _stop(); + root_path = p_path; + _start(); +} + +NodePath MultiplayerSynchronizer::get_root_path() const { + return root_path; +} + +void MultiplayerSynchronizer::set_multiplayer_authority(int p_peer_id, bool p_recursive) { + Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr; + if (!node) { + Node::set_multiplayer_authority(p_peer_id, p_recursive); + return; + } + get_multiplayer()->replication_stop(node, this); + Node::set_multiplayer_authority(p_peer_id, p_recursive); + get_multiplayer()->replication_start(node, this); +} diff --git a/scene/multiplayer/multiplayer_synchronizer.h b/scene/multiplayer/multiplayer_synchronizer.h new file mode 100644 index 0000000000..e856745379 --- /dev/null +++ b/scene/multiplayer/multiplayer_synchronizer.h @@ -0,0 +1,72 @@ +/*************************************************************************/ +/* multiplayer_synchronizer.h */ +/*************************************************************************/ +/* 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. */ +/*************************************************************************/ + +#ifndef MULTIPLAYER_SYNCHRONIZER_H +#define MULTIPLAYER_SYNCHRONIZER_H + +#include "scene/main/node.h" + +#include "scene/resources/scene_replication_config.h" + +class MultiplayerSynchronizer : public Node { + GDCLASS(MultiplayerSynchronizer, Node); + +private: + Ref<SceneReplicationConfig> replication_config; + NodePath root_path; + uint64_t interval_msec = 0; + + static Object *_get_prop_target(Object *p_obj, const NodePath &p_prop); + void _start(); + void _stop(); + +protected: + static void _bind_methods(); + void _notification(int p_what); + +public: + static Error get_state(const List<NodePath> &p_properties, Object *p_obj, Vector<Variant> &r_variant, Vector<const Variant *> &r_variant_ptrs); + static Error set_state(const List<NodePath> &p_properties, Object *p_obj, const Vector<Variant> &p_state); + + void set_replication_interval(double p_interval); + double get_replication_interval() const; + uint64_t get_replication_interval_msec() const; + + void set_replication_config(Ref<SceneReplicationConfig> p_config); + Ref<SceneReplicationConfig> get_replication_config(); + + void set_root_path(const NodePath &p_path); + NodePath get_root_path() const; + virtual void set_multiplayer_authority(int p_peer_id, bool p_recursive = true) override; + + MultiplayerSynchronizer() {} +}; + +#endif // MULTIPLAYER_SYNCHRONIZER_H diff --git a/scene/multiplayer/scene_replication_interface.cpp b/scene/multiplayer/scene_replication_interface.cpp new file mode 100644 index 0000000000..7155935084 --- /dev/null +++ b/scene/multiplayer/scene_replication_interface.cpp @@ -0,0 +1,415 @@ +/*************************************************************************/ +/* scene_replication_interface.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_replication_interface.h" + +#include "core/io/marshalls.h" +#include "scene/main/node.h" +#include "scene/multiplayer/multiplayer_spawner.h" +#include "scene/multiplayer/multiplayer_synchronizer.h" + +#define MAKE_ROOM(m_amount) \ + if (packet_cache.size() < m_amount) \ + packet_cache.resize(m_amount); + +MultiplayerReplicationInterface *SceneReplicationInterface::_create(MultiplayerAPI *p_multiplayer) { + return memnew(SceneReplicationInterface(p_multiplayer)); +} + +void SceneReplicationInterface::make_default() { + MultiplayerAPI::create_default_replication_interface = _create; +} + +void SceneReplicationInterface::_free_remotes(int p_id) { + const HashMap<uint32_t, ObjectID> remotes = rep_state->peer_get_remotes(p_id); + const uint32_t *k = nullptr; + while ((k = remotes.next(k))) { + Node *node = rep_state->get_node(remotes.get(*k)); + ERR_CONTINUE(!node); + node->queue_delete(); + } +} + +void SceneReplicationInterface::on_peer_change(int p_id, bool p_connected) { + if (p_connected) { + rep_state->on_peer_change(p_id, p_connected); + for (const ObjectID &oid : rep_state->get_spawned_nodes()) { + _send_spawn(rep_state->get_node(oid), rep_state->get_spawner(oid), p_id); + } + for (const ObjectID &oid : rep_state->get_path_only_nodes()) { + Node *node = rep_state->get_node(oid); + MultiplayerSynchronizer *sync = rep_state->get_synchronizer(oid); + ERR_CONTINUE(!node || !sync); + if (sync->is_multiplayer_authority()) { + rep_state->peer_add_node(p_id, oid); + } + } + } else { + _free_remotes(p_id); + rep_state->on_peer_change(p_id, p_connected); + } +} + +void SceneReplicationInterface::on_reset() { + for (int pid : rep_state->get_peers()) { + _free_remotes(pid); + } + rep_state->reset(); +} + +void SceneReplicationInterface::on_network_process() { + uint64_t msec = OS::get_singleton()->get_ticks_msec(); + for (int peer : rep_state->get_peers()) { + _send_sync(peer, msec); + } +} + +Error SceneReplicationInterface::on_spawn(Object *p_obj, Variant p_config) { + Node *node = Object::cast_to<Node>(p_obj); + ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER); + MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object()); + ERR_FAIL_COND_V(!spawner, ERR_INVALID_PARAMETER); + Error err = rep_state->config_add_spawn(node, spawner); + ERR_FAIL_COND_V(err != OK, err); + return _send_spawn(node, spawner, 0); +} + +Error SceneReplicationInterface::on_despawn(Object *p_obj, Variant p_config) { + Node *node = Object::cast_to<Node>(p_obj); + ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER); + MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object()); + ERR_FAIL_COND_V(!p_obj || !spawner, ERR_INVALID_PARAMETER); + Error err = rep_state->config_del_spawn(node, spawner); + ERR_FAIL_COND_V(err != OK, err); + return _send_despawn(node, 0); +} + +Error SceneReplicationInterface::on_replication_start(Object *p_obj, Variant p_config) { + Node *node = Object::cast_to<Node>(p_obj); + ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER); + MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object()); + ERR_FAIL_COND_V(!sync, ERR_INVALID_PARAMETER); + rep_state->config_add_sync(node, sync); + // Try to apply initial state if spawning (hack to apply if before ready). + if (pending_spawn == p_obj->get_instance_id()) { + pending_spawn = ObjectID(); // Make sure this only happens once. + const List<NodePath> props = sync->get_replication_config()->get_spawn_properties(); + Vector<Variant> vars; + vars.resize(props.size()); + int consumed; + Error err = MultiplayerAPI::decode_and_decompress_variants(vars, pending_buffer, pending_buffer_size, consumed); + ERR_FAIL_COND_V(err, err); + err = MultiplayerSynchronizer::set_state(props, node, vars); + ERR_FAIL_COND_V(err, err); + } else if (multiplayer->has_multiplayer_peer() && sync->is_multiplayer_authority()) { + // Either it's a spawn or a static sync, in any case add it to the list of known nodes. + rep_state->peer_add_node(0, p_obj->get_instance_id()); + } + return OK; +} + +Error SceneReplicationInterface::on_replication_stop(Object *p_obj, Variant p_config) { + Node *node = Object::cast_to<Node>(p_obj); + ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER); + MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object()); + ERR_FAIL_COND_V(!p_obj || !sync, ERR_INVALID_PARAMETER); + return rep_state->config_del_sync(node, sync); +} + +Error SceneReplicationInterface::_send_raw(const uint8_t *p_buffer, int p_size, int p_peer, bool p_reliable) { + ERR_FAIL_COND_V(!p_buffer || p_size < 1, ERR_INVALID_PARAMETER); + ERR_FAIL_COND_V(!multiplayer, ERR_UNCONFIGURED); + ERR_FAIL_COND_V(!multiplayer->has_multiplayer_peer(), ERR_UNCONFIGURED); + Ref<MultiplayerPeer> peer = multiplayer->get_multiplayer_peer(); + peer->set_target_peer(p_peer); + peer->set_transfer_channel(0); + peer->set_transfer_mode(p_reliable ? Multiplayer::TRANSFER_MODE_RELIABLE : Multiplayer::TRANSFER_MODE_UNRELIABLE); + return peer->put_packet(p_buffer, p_size); +} + +Error SceneReplicationInterface::_send_spawn(Node *p_node, MultiplayerSpawner *p_spawner, int p_peer) { + ERR_FAIL_COND_V(p_peer < 0, ERR_BUG); + ERR_FAIL_COND_V(!multiplayer, ERR_BUG); + ERR_FAIL_COND_V(!p_spawner || !p_node, ERR_BUG); + + const ObjectID oid = p_node->get_instance_id(); + uint32_t nid = rep_state->ensure_net_id(oid); + + // Prepare custom arg and scene_id + uint8_t scene_id = p_spawner->get_spawn_id(oid); + bool is_custom = scene_id == MultiplayerSpawner::INVALID_ID; + Variant spawn_arg = p_spawner->get_spawn_argument(oid); + int spawn_arg_size = 0; + if (is_custom) { + Error err = MultiplayerAPI::encode_and_compress_variant(spawn_arg, nullptr, spawn_arg_size, false); + ERR_FAIL_COND_V(err, err); + } + + // Prepare spawn state. + int state_size = 0; + Vector<Variant> state_vars; + Vector<const Variant *> state_varp; + MultiplayerSynchronizer *synchronizer = rep_state->get_synchronizer(oid); + if (synchronizer && synchronizer->get_replication_config().is_valid()) { + const List<NodePath> props = synchronizer->get_replication_config()->get_spawn_properties(); + Error err = MultiplayerSynchronizer::get_state(props, p_node, state_vars, state_varp); + ERR_FAIL_COND_V_MSG(err != OK, err, "Unable to retrieve spawn state."); + err = MultiplayerAPI::encode_and_compress_variants(state_varp.ptrw(), state_varp.size(), nullptr, state_size); + ERR_FAIL_COND_V_MSG(err != OK, err, "Unable to encode spawn state."); + } + + // 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_spawner->get_path()); + + int path_id = 0; + multiplayer->send_confirm_path(p_spawner, rel_path, p_peer, path_id); + + // Encode name and parent ID. + CharString cname = p_node->get_name().operator String().utf8(); + int nlen = encode_cstring(cname.get_data(), nullptr); + MAKE_ROOM(1 + 1 + 4 + 4 + 4 + nlen + (is_custom ? 4 + spawn_arg_size : 0) + state_size); + uint8_t *ptr = packet_cache.ptrw(); + ptr[0] = (uint8_t)MultiplayerAPI::NETWORK_COMMAND_SPAWN; + ptr[1] = scene_id; + int ofs = 2; + ofs += encode_uint32(path_id, &ptr[ofs]); + ofs += encode_uint32(nid, &ptr[ofs]); + ofs += encode_uint32(nlen, &ptr[ofs]); + ofs += encode_cstring(cname.get_data(), &ptr[ofs]); + // Write args + if (is_custom) { + ofs += encode_uint32(spawn_arg_size, &ptr[ofs]); + Error err = MultiplayerAPI::encode_and_compress_variant(spawn_arg, &ptr[ofs], spawn_arg_size, false); + ERR_FAIL_COND_V(err, err); + ofs += spawn_arg_size; + } + // Write state. + if (state_size) { + Error err = MultiplayerAPI::encode_and_compress_variants(state_varp.ptrw(), state_varp.size(), &ptr[ofs], state_size); + ERR_FAIL_COND_V(err, err); + ofs += state_size; + } + Error err = _send_raw(ptr, ofs, p_peer, true); + ERR_FAIL_COND_V(err, err); + return rep_state->peer_add_node(p_peer, oid); +} + +Error SceneReplicationInterface::_send_despawn(Node *p_node, int p_peer) { + const ObjectID oid = p_node->get_instance_id(); + MAKE_ROOM(5); + uint8_t *ptr = packet_cache.ptrw(); + ptr[0] = (uint8_t)MultiplayerAPI::NETWORK_COMMAND_DESPAWN; + int ofs = 1; + uint32_t nid = rep_state->get_net_id(oid); + ofs += encode_uint32(nid, &ptr[ofs]); + Error err = _send_raw(ptr, ofs, p_peer, true); + ERR_FAIL_COND_V(err, err); + return rep_state->peer_del_node(p_peer, oid); +} + +Error SceneReplicationInterface::on_spawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) { + ERR_FAIL_COND_V_MSG(p_buffer_len < 14, ERR_INVALID_DATA, "Invalid spawn packet received"); + int ofs = 1; // The spawn/despawn command. + uint8_t scene_id = p_buffer[ofs]; + ofs += 1; + uint32_t node_target = decode_uint32(&p_buffer[ofs]); + ofs += 4; + MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(multiplayer->get_cached_node(p_from, node_target)); + ERR_FAIL_COND_V(!spawner, ERR_DOES_NOT_EXIST); + ERR_FAIL_COND_V(p_from != spawner->get_multiplayer_authority(), ERR_UNAUTHORIZED); + + uint32_t net_id = decode_uint32(&p_buffer[ofs]); + ofs += 4; + uint32_t name_len = decode_uint32(&p_buffer[ofs]); + ofs += 4; + 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)); + ERR_FAIL_COND_V_MSG(name_len < 1, ERR_INVALID_DATA, "Zero spawn name size."); + + // We need to make sure no trickery happens here, but we want to allow autogenerated ("@") node names. + const String name = String::utf8((const char *)&p_buffer[ofs], name_len); + 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)); + ofs += name_len; + + // Check that we can spawn. + Node *parent = spawner->get_node_or_null(spawner->get_spawn_path()); + 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); + node->queue_delete(); + return OK; +} + +void SceneReplicationInterface::_send_sync(int p_peer, uint64_t p_msec) { + const Set<ObjectID> &known = rep_state->get_known_nodes(p_peer); + if (known.is_empty()) { + return; + } + MAKE_ROOM(sync_mtu); + uint8_t *ptr = packet_cache.ptrw(); + ptr[0] = MultiplayerAPI::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 : known) { + if (!rep_state->update_sync_time(oid, p_msec)) { + continue; // nothing to sync. + } + MultiplayerSynchronizer *sync = rep_state->get_synchronizer(oid); + ERR_CONTINUE(!sync); + Node *node = rep_state->get_node(oid); + ERR_CONTINUE(!node); + 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) { + uint32_t net_id = rep_state->get_net_id(oid); + if (net_id == 0) { + // First time path based ID. + const Node *root_node = multiplayer->get_root_node(); + ERR_FAIL_COND(!root_node); + NodePath rel_path = (root_node->get_path()).rel_path_to(sync->get_path()); + int path_id = 0; + multiplayer->send_confirm_path(sync, rel_path, p_peer, path_id); + net_id = path_id; + rep_state->set_net_id(oid, net_id | 0x80000000); + } + 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_cached_node(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; +} diff --git a/scene/multiplayer/scene_replication_interface.h b/scene/multiplayer/scene_replication_interface.h new file mode 100644 index 0000000000..855878d029 --- /dev/null +++ b/scene/multiplayer/scene_replication_interface.h @@ -0,0 +1,84 @@ +/*************************************************************************/ +/* scene_replication_interface.h */ +/*************************************************************************/ +/* 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. */ +/*************************************************************************/ + +#ifndef SCENE_TREE_REPLICATOR_INTERFACE_H +#define SCENE_TREE_REPLICATOR_INTERFACE_H + +#include "core/multiplayer/multiplayer_api.h" + +#include "scene/multiplayer/scene_replication_state.h" + +class SceneReplicationInterface : public MultiplayerReplicationInterface { + GDCLASS(SceneReplicationInterface, MultiplayerReplicationInterface); + +private: + void _send_sync(int p_peer, uint64_t p_msec); + Error _send_spawn(Node *p_node, MultiplayerSpawner *p_spawner, int p_peer); + Error _send_despawn(Node *p_node, int p_peer); + Error _send_raw(const uint8_t *p_buffer, int p_size, int p_peer, bool p_reliable); + + void _free_remotes(int p_peer); + + Ref<SceneReplicationState> rep_state; + MultiplayerAPI *multiplayer; + PackedByteArray packet_cache; + int sync_mtu = 1350; // Highly dependent on underlying protocol. + + // An hack to apply the initial state before ready. + ObjectID pending_spawn; + const uint8_t *pending_buffer = nullptr; + int pending_buffer_size = 0; + +protected: + static MultiplayerReplicationInterface *_create(MultiplayerAPI *p_multiplayer); + +public: + static void make_default(); + + virtual void on_reset() override; + virtual void on_peer_change(int p_id, bool p_connected) override; + + virtual Error on_spawn(Object *p_obj, Variant p_config) override; + virtual Error on_despawn(Object *p_obj, Variant p_config) override; + virtual Error on_replication_start(Object *p_obj, Variant p_config) override; + virtual Error on_replication_stop(Object *p_obj, Variant p_config) override; + virtual void on_network_process() override; + + virtual Error on_spawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) override; + virtual Error on_despawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) override; + virtual Error on_sync_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) override; + + SceneReplicationInterface(MultiplayerAPI *p_multiplayer) { + rep_state.instantiate(); + multiplayer = p_multiplayer; + } +}; + +#endif // SCENE_TREE_REPLICATOR_INTERFACE_H diff --git a/scene/multiplayer/scene_replication_state.cpp b/scene/multiplayer/scene_replication_state.cpp new file mode 100644 index 0000000000..b8dadeff24 --- /dev/null +++ b/scene/multiplayer/scene_replication_state.cpp @@ -0,0 +1,258 @@ +/*************************************************************************/ +/* scene_replication_state.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/scene_replication_state.h" + +#include "core/multiplayer/multiplayer_api.h" +#include "scene/multiplayer/multiplayer_spawner.h" +#include "scene/multiplayer/multiplayer_synchronizer.h" +#include "scene/scene_string_names.h" + +SceneReplicationState::TrackedNode &SceneReplicationState::_track(const ObjectID &p_id) { + if (!tracked_nodes.has(p_id)) { + tracked_nodes[p_id] = TrackedNode(p_id); + Node *node = Object::cast_to<Node>(ObjectDB::get_instance(p_id)); + node->connect(SceneStringNames::get_singleton()->tree_exited, callable_mp(this, &SceneReplicationState::_untrack), varray(p_id), Node::CONNECT_ONESHOT); + } + return tracked_nodes[p_id]; +} + +void SceneReplicationState::_untrack(const ObjectID &p_id) { + if (tracked_nodes.has(p_id)) { + uint32_t net_id = tracked_nodes[p_id].net_id; + uint32_t peer = tracked_nodes[p_id].remote_peer; + tracked_nodes.erase(p_id); + // If it was spawned by a remote, remove it from the received nodes. + if (peer && peers_info.has(peer)) { + peers_info[peer].recv_nodes.erase(net_id); + } + // If we spawned or synced it, we need to remove it from any peer it was sent to. + if (net_id || peer == 0) { + const int *k = nullptr; + while ((k = peers_info.next(k))) { + peers_info.get(*k).known_nodes.erase(p_id); + } + } + } +} + +const HashMap<uint32_t, ObjectID> SceneReplicationState::peer_get_remotes(int p_peer) const { + return peers_info.has(p_peer) ? peers_info[p_peer].recv_nodes : HashMap<uint32_t, ObjectID>(); +} + +bool SceneReplicationState::update_last_node_sync(const ObjectID &p_id, uint16_t p_time) { + TrackedNode *tnode = tracked_nodes.getptr(p_id); + ERR_FAIL_COND_V(!tnode, false); + if (p_time <= tnode->last_sync && tnode->last_sync - p_time < 32767) { + return false; + } + tnode->last_sync = p_time; + return true; +} + +bool SceneReplicationState::update_sync_time(const ObjectID &p_id, uint64_t p_msec) { + TrackedNode *tnode = tracked_nodes.getptr(p_id); + ERR_FAIL_COND_V(!tnode, false); + MultiplayerSynchronizer *sync = get_synchronizer(p_id); + if (!sync) { + return false; + } + if (tnode->last_sync_msec == p_msec) { + return true; + } + if (p_msec >= tnode->last_sync_msec + sync->get_replication_interval_msec()) { + tnode->last_sync_msec = p_msec; + return true; + } + return false; +} + +const Set<ObjectID> SceneReplicationState::get_known_nodes(int p_peer) { + ERR_FAIL_COND_V(!peers_info.has(p_peer), Set<ObjectID>()); + return peers_info[p_peer].known_nodes; +} + +uint32_t SceneReplicationState::get_net_id(const ObjectID &p_id) const { + const TrackedNode *tnode = tracked_nodes.getptr(p_id); + ERR_FAIL_COND_V(!tnode, 0); + return tnode->net_id; +} + +void SceneReplicationState::set_net_id(const ObjectID &p_id, uint32_t p_net_id) { + TrackedNode *tnode = tracked_nodes.getptr(p_id); + ERR_FAIL_COND(!tnode); + tnode->net_id = p_net_id; +} + +uint32_t SceneReplicationState::ensure_net_id(const ObjectID &p_id) { + TrackedNode *tnode = tracked_nodes.getptr(p_id); + ERR_FAIL_COND_V(!tnode, 0); + if (tnode->net_id == 0) { + tnode->net_id = ++last_net_id; + } + return tnode->net_id; +} + +void SceneReplicationState::on_peer_change(int p_peer, bool p_connected) { + if (p_connected) { + peers_info[p_peer] = PeerInfo(); + known_peers.insert(p_peer); + } else { + peers_info.erase(p_peer); + known_peers.erase(p_peer); + } +} + +void SceneReplicationState::reset() { + peers_info.clear(); + known_peers.clear(); + // Tracked nodes are cleared on deletion, here we only reset the ids so they can be later re-assigned. + const ObjectID *oid = nullptr; + while ((oid = tracked_nodes.next(oid))) { + TrackedNode &tobj = tracked_nodes[*oid]; + tobj.net_id = 0; + tobj.remote_peer = 0; + tobj.last_sync = 0; + } +} + +Error SceneReplicationState::config_add_spawn(Node *p_node, MultiplayerSpawner *p_spawner) { + const ObjectID oid = p_node->get_instance_id(); + TrackedNode &tobj = _track(oid); + ERR_FAIL_COND_V(tobj.spawner != ObjectID(), ERR_ALREADY_IN_USE); + tobj.spawner = p_spawner->get_instance_id(); + spawned_nodes.insert(oid); + // The spawner may be notified after the synchronizer. + path_only_nodes.erase(oid); + return OK; +} + +Error SceneReplicationState::config_del_spawn(Node *p_node, MultiplayerSpawner *p_spawner) { + const ObjectID oid = p_node->get_instance_id(); + ERR_FAIL_COND_V(!is_tracked(oid), ERR_INVALID_PARAMETER); + TrackedNode &tobj = _track(oid); + ERR_FAIL_COND_V(tobj.spawner != p_spawner->get_instance_id(), ERR_INVALID_PARAMETER); + tobj.spawner = ObjectID(); + spawned_nodes.erase(oid); + return OK; +} + +Error SceneReplicationState::config_add_sync(Node *p_node, MultiplayerSynchronizer *p_sync) { + const ObjectID oid = p_node->get_instance_id(); + TrackedNode &tobj = _track(oid); + ERR_FAIL_COND_V(tobj.synchronizer != ObjectID(), ERR_ALREADY_IN_USE); + tobj.synchronizer = p_sync->get_instance_id(); + // If it doesn't have a spawner, we might need to assign ID for this node using it's path. + if (tobj.spawner.is_null()) { + path_only_nodes.insert(oid); + } + return OK; +} + +Error SceneReplicationState::config_del_sync(Node *p_node, MultiplayerSynchronizer *p_sync) { + const ObjectID oid = p_node->get_instance_id(); + ERR_FAIL_COND_V(!is_tracked(oid), ERR_INVALID_PARAMETER); + TrackedNode &tobj = _track(oid); + ERR_FAIL_COND_V(tobj.synchronizer != p_sync->get_instance_id(), ERR_INVALID_PARAMETER); + tobj.synchronizer = ObjectID(); + if (path_only_nodes.has(oid)) { + p_node->disconnect(SceneStringNames::get_singleton()->tree_exited, callable_mp(this, &SceneReplicationState::_untrack)); + _untrack(oid); + path_only_nodes.erase(oid); + } + return OK; +} + +Error SceneReplicationState::peer_add_node(int p_peer, const ObjectID &p_id) { + if (p_peer) { + ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER); + peers_info[p_peer].known_nodes.insert(p_id); + } else { + const int *pid = nullptr; + while ((pid = peers_info.next(pid))) { + peers_info.get(*pid).known_nodes.insert(p_id); + } + } + return OK; +} + +Error SceneReplicationState::peer_del_node(int p_peer, const ObjectID &p_id) { + if (p_peer) { + ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER); + peers_info[p_peer].known_nodes.erase(p_id); + } else { + const int *pid = nullptr; + while ((pid = peers_info.next(pid))) { + peers_info.get(*pid).known_nodes.erase(p_id); + } + } + return OK; +} + +Node *SceneReplicationState::peer_get_remote(int p_peer, uint32_t p_net_id) { + PeerInfo *info = peers_info.getptr(p_peer); + return info && info->recv_nodes.has(p_net_id) ? Object::cast_to<Node>(ObjectDB::get_instance(info->recv_nodes[p_net_id])) : nullptr; +} + +Error SceneReplicationState::peer_add_remote(int p_peer, uint32_t p_net_id, Node *p_node, MultiplayerSpawner *p_spawner) { + ERR_FAIL_COND_V(!p_node || !p_spawner, ERR_INVALID_PARAMETER); + ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_UNAVAILABLE); + PeerInfo &pinfo = peers_info[p_peer]; + ObjectID oid = p_node->get_instance_id(); + TrackedNode &tobj = _track(oid); + tobj.spawner = p_spawner->get_instance_id(); + tobj.net_id = p_net_id; + tobj.remote_peer = p_peer; + tobj.last_sync = pinfo.last_recv_sync; + // Also track as a remote. + ERR_FAIL_COND_V(pinfo.recv_nodes.has(p_net_id), ERR_ALREADY_IN_USE); + pinfo.recv_nodes[p_net_id] = oid; + return OK; +} + +Error SceneReplicationState::peer_del_remote(int p_peer, uint32_t p_net_id, Node **r_node) { + ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_UNAUTHORIZED); + PeerInfo &info = peers_info[p_peer]; + ERR_FAIL_COND_V(!info.recv_nodes.has(p_net_id), ERR_UNAUTHORIZED); + *r_node = Object::cast_to<Node>(ObjectDB::get_instance(info.recv_nodes[p_net_id])); + info.recv_nodes.erase(p_net_id); + return OK; +} + +uint16_t SceneReplicationState::peer_sync_next(int p_peer) { + ERR_FAIL_COND_V(!peers_info.has(p_peer), 0); + PeerInfo &info = peers_info[p_peer]; + return ++info.last_sent_sync; +} + +void SceneReplicationState::peer_sync_recv(int p_peer, uint16_t p_time) { + ERR_FAIL_COND(!peers_info.has(p_peer)); + peers_info[p_peer].last_recv_sync = p_time; +} diff --git a/scene/multiplayer/scene_replication_state.h b/scene/multiplayer/scene_replication_state.h new file mode 100644 index 0000000000..18e4d9fa39 --- /dev/null +++ b/scene/multiplayer/scene_replication_state.h @@ -0,0 +1,121 @@ +/*************************************************************************/ +/* scene_replication_state.h */ +/*************************************************************************/ +/* 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. */ +/*************************************************************************/ + +#ifndef SCENE_REPLICATON_STATE_H +#define SCENE_REPLICATON_STATE_H + +#include "core/object/ref_counted.h" + +class MultiplayerSpawner; +class MultiplayerSynchronizer; +class Node; + +class SceneReplicationState : public RefCounted { +private: + struct TrackedNode { + ObjectID id; + uint32_t net_id = 0; + uint32_t remote_peer = 0; + ObjectID spawner; + ObjectID synchronizer; + uint16_t last_sync = 0; + uint64_t last_sync_msec = 0; + + bool operator==(const ObjectID &p_other) { return id == p_other; } + + Node *get_node() const { return id.is_valid() ? Object::cast_to<Node>(ObjectDB::get_instance(id)) : nullptr; } + MultiplayerSpawner *get_spawner() const { return spawner.is_valid() ? Object::cast_to<MultiplayerSpawner>(ObjectDB::get_instance(spawner)) : nullptr; } + MultiplayerSynchronizer *get_synchronizer() const { return synchronizer.is_valid() ? Object::cast_to<MultiplayerSynchronizer>(ObjectDB::get_instance(synchronizer)) : nullptr; } + TrackedNode() {} + TrackedNode(const ObjectID &p_id) { id = p_id; } + TrackedNode(const ObjectID &p_id, uint32_t p_net_id) { + id = p_id; + net_id = p_net_id; + } + }; + + struct PeerInfo { + Set<ObjectID> known_nodes; + HashMap<uint32_t, ObjectID> recv_nodes; + uint16_t last_sent_sync = 0; + uint16_t last_recv_sync = 0; + }; + + Set<int> known_peers; + uint32_t last_net_id = 0; + HashMap<ObjectID, TrackedNode> tracked_nodes; + HashMap<int, PeerInfo> peers_info; + Set<ObjectID> spawned_nodes; + Set<ObjectID> path_only_nodes; + + TrackedNode &_track(const ObjectID &p_id); + void _untrack(const ObjectID &p_id); + bool is_tracked(const ObjectID &p_id) const { return tracked_nodes.has(p_id); } + +public: + const Set<int> get_peers() const { return known_peers; } + const Set<ObjectID> get_spawned_nodes() const { return spawned_nodes; } + const Set<ObjectID> get_path_only_nodes() const { return path_only_nodes; } + + MultiplayerSynchronizer *get_synchronizer(const ObjectID &p_id) { return tracked_nodes.has(p_id) ? tracked_nodes[p_id].get_synchronizer() : nullptr; } + MultiplayerSpawner *get_spawner(const ObjectID &p_id) { return tracked_nodes.has(p_id) ? tracked_nodes[p_id].get_spawner() : nullptr; } + Node *get_node(const ObjectID &p_id) { return tracked_nodes.has(p_id) ? tracked_nodes[p_id].get_node() : nullptr; } + bool update_last_node_sync(const ObjectID &p_id, uint16_t p_time); + bool update_sync_time(const ObjectID &p_id, uint64_t p_msec); + + const Set<ObjectID> get_known_nodes(int p_peer); + uint32_t get_net_id(const ObjectID &p_id) const; + void set_net_id(const ObjectID &p_id, uint32_t p_net_id); + uint32_t ensure_net_id(const ObjectID &p_id); + + void reset(); + void on_peer_change(int p_peer, bool p_connected); + + Error config_add_spawn(Node *p_node, MultiplayerSpawner *p_spawner); + Error config_del_spawn(Node *p_node, MultiplayerSpawner *p_spawner); + + Error config_add_sync(Node *p_node, MultiplayerSynchronizer *p_sync); + Error config_del_sync(Node *p_node, MultiplayerSynchronizer *p_sync); + + Error peer_add_node(int p_peer, const ObjectID &p_id); + Error peer_del_node(int p_peer, const ObjectID &p_id); + + const HashMap<uint32_t, ObjectID> peer_get_remotes(int p_peer) const; + Node *peer_get_remote(int p_peer, uint32_t p_net_id); + Error peer_add_remote(int p_peer, uint32_t p_net_id, Node *p_node, MultiplayerSpawner *p_spawner); + Error peer_del_remote(int p_peer, uint32_t p_net_id, Node **r_node); + + uint16_t peer_sync_next(int p_peer); + void peer_sync_recv(int p_peer, uint16_t p_time); + + SceneReplicationState() {} +}; + +#endif // SCENE_REPLICATON_STATE_H diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp index 838cef824b..f19b018982 100644 --- a/scene/register_scene_types.cpp +++ b/scene/register_scene_types.cpp @@ -134,6 +134,9 @@ #include "scene/main/timer.h" #include "scene/main/viewport.h" #include "scene/main/window.h" +#include "scene/multiplayer/multiplayer_spawner.h" +#include "scene/multiplayer/multiplayer_synchronizer.h" +#include "scene/multiplayer/scene_replication_interface.h" #include "scene/resources/audio_stream_sample.h" #include "scene/resources/bit_map.h" #include "scene/resources/box_shape_3d.h" @@ -301,6 +304,8 @@ void register_scene_types() { GDREGISTER_CLASS(SubViewport); GDREGISTER_CLASS(ViewportTexture); GDREGISTER_CLASS(HTTPRequest); + GDREGISTER_CLASS(MultiplayerSpawner); + GDREGISTER_CLASS(MultiplayerSynchronizer); GDREGISTER_CLASS(Timer); GDREGISTER_CLASS(CanvasLayer); GDREGISTER_CLASS(CanvasModulate); @@ -822,6 +827,8 @@ void register_scene_types() { GDREGISTER_CLASS(Font); GDREGISTER_CLASS(Curve); + GDREGISTER_CLASS(SceneReplicationConfig); + GDREGISTER_CLASS(TextLine); GDREGISTER_CLASS(TextParagraph); @@ -1050,6 +1057,7 @@ void register_scene_types() { } SceneDebugger::initialize(); + SceneReplicationInterface::make_default(); NativeExtensionManager::get_singleton()->initialize_extensions(NativeExtension::INITIALIZATION_LEVEL_SCENE); } diff --git a/scene/resources/scene_replication_config.cpp b/scene/resources/scene_replication_config.cpp new file mode 100644 index 0000000000..2acc0f1922 --- /dev/null +++ b/scene/resources/scene_replication_config.cpp @@ -0,0 +1,187 @@ +/*************************************************************************/ +/* scene_replication_config.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_replication_config.h" + +#include "core/multiplayer/multiplayer_api.h" +#include "scene/main/node.h" + +bool SceneReplicationConfig::_set(const StringName &p_name, const Variant &p_value) { + String name = p_name; + + if (name.begins_with("properties/")) { + int idx = name.get_slicec('/', 1).to_int(); + String what = name.get_slicec('/', 2); + + if (properties.size() == idx && what == "path") { + ERR_FAIL_COND_V(p_value.get_type() != Variant::NODE_PATH, false); + NodePath path = p_value; + ERR_FAIL_COND_V(path.is_empty() || path.get_subname_count() == 0, false); + add_property(path); + return true; + } + ERR_FAIL_COND_V(p_value.get_type() != Variant::BOOL, false); + ERR_FAIL_INDEX_V(idx, properties.size(), false); + ReplicationProperty &prop = properties[idx]; + if (what == "sync") { + prop.sync = p_value; + sync_props.push_back(prop.name); + return true; + } else if (what == "spawn") { + prop.spawn = p_value; + spawn_props.push_back(prop.name); + return true; + } + } + return false; +} + +bool SceneReplicationConfig::_get(const StringName &p_name, Variant &r_ret) const { + String name = p_name; + + if (name.begins_with("properties/")) { + int idx = name.get_slicec('/', 1).to_int(); + String what = name.get_slicec('/', 2); + ERR_FAIL_INDEX_V(idx, properties.size(), false); + const ReplicationProperty &prop = properties[idx]; + if (what == "path") { + r_ret = prop.name; + return true; + } else if (what == "sync") { + r_ret = prop.sync; + return true; + } else if (what == "spawn") { + r_ret = prop.spawn; + return true; + } + } + return false; +} + +void SceneReplicationConfig::_get_property_list(List<PropertyInfo> *p_list) const { + for (int i = 0; i < properties.size(); i++) { + p_list->push_back(PropertyInfo(Variant::STRING, "properties/" + itos(i) + "/path", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL)); + p_list->push_back(PropertyInfo(Variant::STRING, "properties/" + itos(i) + "/spawn", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL)); + p_list->push_back(PropertyInfo(Variant::STRING, "properties/" + itos(i) + "/sync", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL)); + } +} + +TypedArray<NodePath> SceneReplicationConfig::get_properties() const { + TypedArray<NodePath> paths; + for (const ReplicationProperty &prop : properties) { + paths.push_back(prop.name); + } + return paths; +} + +void SceneReplicationConfig::add_property(const NodePath &p_path, int p_index) { + ERR_FAIL_COND(properties.find(p_path)); + + if (p_index < 0 || p_index == properties.size()) { + properties.push_back(ReplicationProperty(p_path)); + return; + } + + ERR_FAIL_INDEX(p_index, properties.size()); + + List<ReplicationProperty>::Element *I = properties.front(); + int c = 0; + while (c < p_index) { + I = I->next(); + c++; + } + properties.insert_before(I, ReplicationProperty(p_path)); +} + +void SceneReplicationConfig::remove_property(const NodePath &p_path) { + properties.erase(p_path); +} + +int SceneReplicationConfig::property_get_index(const NodePath &p_path) const { + for (int i = 0; i < properties.size(); i++) { + if (properties[i].name == p_path) { + return i; + } + } + ERR_FAIL_V(-1); +} + +bool SceneReplicationConfig::property_get_spawn(const NodePath &p_path) { + List<ReplicationProperty>::Element *E = properties.find(p_path); + ERR_FAIL_COND_V(!E, false); + return E->get().spawn; +} + +void SceneReplicationConfig::property_set_spawn(const NodePath &p_path, bool p_enabled) { + List<ReplicationProperty>::Element *E = properties.find(p_path); + ERR_FAIL_COND(!E); + if (E->get().spawn == p_enabled) { + return; + } + E->get().spawn = p_enabled; + spawn_props.clear(); + for (const ReplicationProperty &prop : properties) { + if (prop.spawn) { + spawn_props.push_back(p_path); + } + } +} + +bool SceneReplicationConfig::property_get_sync(const NodePath &p_path) { + List<ReplicationProperty>::Element *E = properties.find(p_path); + ERR_FAIL_COND_V(!E, false); + return E->get().sync; +} + +void SceneReplicationConfig::property_set_sync(const NodePath &p_path, bool p_enabled) { + List<ReplicationProperty>::Element *E = properties.find(p_path); + ERR_FAIL_COND(!E); + if (E->get().sync == p_enabled) { + return; + } + E->get().sync = p_enabled; + sync_props.clear(); + for (const ReplicationProperty &prop : properties) { + if (prop.sync) { + sync_props.push_back(p_path); + } + } +} + +void SceneReplicationConfig::_bind_methods() { + ClassDB::bind_method(D_METHOD("get_properties"), &SceneReplicationConfig::get_properties); + ClassDB::bind_method(D_METHOD("add_property", "path", "index"), &SceneReplicationConfig::add_property, DEFVAL(-1)); + ClassDB::bind_method(D_METHOD("remove_property", "path"), &SceneReplicationConfig::remove_property); + ClassDB::bind_method(D_METHOD("property_get_index", "path"), &SceneReplicationConfig::property_get_index); + ClassDB::bind_method(D_METHOD("property_get_spawn", "path"), &SceneReplicationConfig::property_get_spawn); + ClassDB::bind_method(D_METHOD("property_set_spawn", "path", "enabled"), &SceneReplicationConfig::property_set_spawn); + ClassDB::bind_method(D_METHOD("property_get_sync", "path"), &SceneReplicationConfig::property_get_sync); + ClassDB::bind_method(D_METHOD("property_set_sync", "path", "enabled"), &SceneReplicationConfig::property_set_sync); +} diff --git a/scene/resources/scene_replication_config.h b/scene/resources/scene_replication_config.h new file mode 100644 index 0000000000..b791be9414 --- /dev/null +++ b/scene/resources/scene_replication_config.h @@ -0,0 +1,90 @@ +/*************************************************************************/ +/* scene_replication_config.h */ +/*************************************************************************/ +/* 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. */ +/*************************************************************************/ + +#ifndef SCENE_REPLICATION_CONFIG_H +#define SCENE_REPLICATION_CONFIG_H + +#include "core/io/resource.h" + +#include "core/variant/typed_array.h" + +class SceneReplicationConfig : public Resource { + GDCLASS(SceneReplicationConfig, Resource); + OBJ_SAVE_TYPE(SceneReplicationConfig); + RES_BASE_EXTENSION("repl"); + +private: + struct ReplicationProperty { + NodePath name; + bool spawn = true; + bool sync = true; + + bool operator==(const ReplicationProperty &p_to) { + return name == p_to.name; + } + + ReplicationProperty() {} + + ReplicationProperty(const NodePath &p_name) { + name = p_name; + } + }; + + List<ReplicationProperty> properties; + List<NodePath> spawn_props; + List<NodePath> sync_props; + +protected: + static void _bind_methods(); + + bool _set(const StringName &p_name, const Variant &p_value); + bool _get(const StringName &p_name, Variant &r_ret) const; + void _get_property_list(List<PropertyInfo> *p_list) const; + +public: + TypedArray<NodePath> get_properties() const; + + void add_property(const NodePath &p_path, int p_index = -1); + void remove_property(const NodePath &p_path); + + int property_get_index(const NodePath &p_path) const; + bool property_get_spawn(const NodePath &p_path); + void property_set_spawn(const NodePath &p_path, bool p_enabled); + + bool property_get_sync(const NodePath &p_path); + void property_set_sync(const NodePath &p_path, bool p_enabled); + + const List<NodePath> &get_spawn_properties() { return spawn_props; } + const List<NodePath> &get_sync_properties() { return sync_props; } + + SceneReplicationConfig() {} +}; + +#endif // SCENE_REPLICATION_CONFIG_H |