diff options
Diffstat (limited to 'core/multiplayer')
-rw-r--r-- | core/multiplayer/SCsub | 5 | ||||
-rw-r--r-- | core/multiplayer/multiplayer.h | 80 | ||||
-rw-r--r-- | core/multiplayer/multiplayer_api.cpp | 668 | ||||
-rw-r--r-- | core/multiplayer/multiplayer_api.h | 162 | ||||
-rw-r--r-- | core/multiplayer/multiplayer_peer.cpp | 90 | ||||
-rw-r--r-- | core/multiplayer/multiplayer_peer.h | 80 | ||||
-rw-r--r-- | core/multiplayer/multiplayer_replicator.cpp | 788 | ||||
-rw-r--r-- | core/multiplayer/multiplayer_replicator.h | 138 | ||||
-rw-r--r-- | core/multiplayer/rpc_manager.cpp | 525 | ||||
-rw-r--r-- | core/multiplayer/rpc_manager.h | 89 |
10 files changed, 2625 insertions, 0 deletions
diff --git a/core/multiplayer/SCsub b/core/multiplayer/SCsub new file mode 100644 index 0000000000..19a6549225 --- /dev/null +++ b/core/multiplayer/SCsub @@ -0,0 +1,5 @@ +#!/usr/bin/env python + +Import("env") + +env.add_source_files(env.core_sources, "*.cpp") diff --git a/core/multiplayer/multiplayer.h b/core/multiplayer/multiplayer.h new file mode 100644 index 0000000000..8ddad61dd0 --- /dev/null +++ b/core/multiplayer/multiplayer.h @@ -0,0 +1,80 @@ +/*************************************************************************/ +/* multiplayer.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef MULTIPLAYER_H +#define MULTIPLAYER_H + +#include "core/variant/binder_common.h" + +#include "core/string/string_name.h" + +namespace Multiplayer { + +enum TransferMode { + TRANSFER_MODE_UNRELIABLE, + TRANSFER_MODE_ORDERED, + TRANSFER_MODE_RELIABLE +}; + +enum RPCMode { + RPC_MODE_DISABLED, // No rpc for this method, calls to this will be blocked (default) + RPC_MODE_ANY, // Any peer can call this rpc() + RPC_MODE_AUTHORITY, // / Only the node's network authority (server by default) can call this rpc() +}; + +struct RPCConfig { + StringName name; + RPCMode rpc_mode = RPC_MODE_DISABLED; + bool sync = false; + TransferMode transfer_mode = TRANSFER_MODE_RELIABLE; + int channel = 0; + + bool operator==(RPCConfig const &p_other) const { + return name == p_other.name; + } +}; + +struct SortRPCConfig { + StringName::AlphCompare compare; + bool operator()(const RPCConfig &p_a, const RPCConfig &p_b) const { + return compare(p_a.name, p_b.name); + } +}; + +}; // namespace Multiplayer + +// This is needed for proper docs generation (i.e. not "Multiplayer."-prefixed). +typedef Multiplayer::RPCMode RPCMode; +typedef Multiplayer::TransferMode TransferMode; + +VARIANT_ENUM_CAST(RPCMode); +VARIANT_ENUM_CAST(TransferMode); + +#endif // MULTIPLAYER_H diff --git a/core/multiplayer/multiplayer_api.cpp b/core/multiplayer/multiplayer_api.cpp new file mode 100644 index 0000000000..1130fcf9cb --- /dev/null +++ b/core/multiplayer/multiplayer_api.cpp @@ -0,0 +1,668 @@ +/*************************************************************************/ +/* multiplayer_api.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "multiplayer_api.h" + +#include "core/debugger/engine_debugger.h" +#include "core/io/marshalls.h" +#include "core/multiplayer/multiplayer_replicator.h" +#include "core/multiplayer/rpc_manager.h" +#include "scene/main/node.h" + +#include <stdint.h> + +#ifdef DEBUG_ENABLED +#include "core/os/os.h" +#endif + +#ifdef DEBUG_ENABLED +void MultiplayerAPI::profile_bandwidth(const String &p_inout, int p_size) { + if (EngineDebugger::is_profiling("multiplayer")) { + Array values; + values.push_back("bandwidth"); + 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 + +void MultiplayerAPI::poll() { + if (!network_peer.is_valid() || network_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED) { + return; + } + + network_peer->poll(); + + if (!network_peer.is_valid()) { // It's possible that polling might have resulted in a disconnection, so check here. + return; + } + + while (network_peer->get_available_packet_count()) { + int sender = network_peer->get_packet_peer(); + const uint8_t *packet; + int len; + + Error err = network_peer->get_packet(&packet, len); + if (err != OK) { + ERR_PRINT("Error getting packet!"); + break; // Something is wrong! + } + + remote_sender_id = sender; + _process_packet(sender, packet, len); + remote_sender_id = 0; + + if (!network_peer.is_valid()) { + break; // It's also possible that a packet or RPC caused a disconnection, so also check here. + } + } + if (network_peer.is_valid() && network_peer->get_connection_status() == MultiplayerPeer::CONNECTION_CONNECTED) { + replicator->poll(); + } +} + +void MultiplayerAPI::clear() { + replicator->clear(); + connected_peers.clear(); + path_get_cache.clear(); + path_send_cache.clear(); + packet_cache.clear(); + last_send_cache_id = 1; +} + +void MultiplayerAPI::set_root_node(Node *p_node) { + root_node = p_node; +} + +Node *MultiplayerAPI::get_root_node() { + return root_node; +} + +void MultiplayerAPI::set_network_peer(const Ref<MultiplayerPeer> &p_peer) { + if (p_peer == network_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 (network_peer.is_valid()) { + network_peer->disconnect("peer_connected", callable_mp(this, &MultiplayerAPI::_add_peer)); + network_peer->disconnect("peer_disconnected", callable_mp(this, &MultiplayerAPI::_del_peer)); + network_peer->disconnect("connection_succeeded", callable_mp(this, &MultiplayerAPI::_connected_to_server)); + network_peer->disconnect("connection_failed", callable_mp(this, &MultiplayerAPI::_connection_failed)); + network_peer->disconnect("server_disconnected", callable_mp(this, &MultiplayerAPI::_server_disconnected)); + clear(); + } + + network_peer = p_peer; + + if (network_peer.is_valid()) { + network_peer->connect("peer_connected", callable_mp(this, &MultiplayerAPI::_add_peer)); + network_peer->connect("peer_disconnected", callable_mp(this, &MultiplayerAPI::_del_peer)); + network_peer->connect("connection_succeeded", callable_mp(this, &MultiplayerAPI::_connected_to_server)); + network_peer->connect("connection_failed", callable_mp(this, &MultiplayerAPI::_connection_failed)); + network_peer->connect("server_disconnected", callable_mp(this, &MultiplayerAPI::_server_disconnected)); + } +} + +Ref<MultiplayerPeer> MultiplayerAPI::get_network_peer() const { + return network_peer; +} + +void MultiplayerAPI::_process_packet(int p_from, const uint8_t *p_packet, int p_packet_len) { + ERR_FAIL_COND_MSG(root_node == nullptr, "Multiplayer root node was not initialized. If you are using custom multiplayer, remember to set the root node via MultiplayerAPI.set_root_node 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: { + _process_simplify_path(p_from, p_packet, p_packet_len); + } break; + + case NETWORK_COMMAND_CONFIRM_PATH: { + _process_confirm_path(p_from, p_packet, p_packet_len); + } break; + + case NETWORK_COMMAND_REMOTE_CALL: { + rpc_manager->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->process_spawn_despawn(p_from, p_packet, p_packet_len, true); + } break; + case NETWORK_COMMAND_DESPAWN: { + replicator->process_spawn_despawn(p_from, p_packet, p_packet_len, false); + } break; + case NETWORK_COMMAND_SYNC: { + replicator->process_sync(p_from, p_packet, p_packet_len); + } break; + } +} + +void MultiplayerAPI::_process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len) { + ERR_FAIL_COND_MSG(p_packet_len < 38, "Invalid packet received. Size too small."); + int ofs = 1; + + String methods_md5; + methods_md5.parse_utf8((const char *)(p_packet + ofs), 32); + ofs += 33; + + int id = decode_uint32(&p_packet[ofs]); + ofs += 4; + + String paths; + paths.parse_utf8((const char *)(p_packet + ofs), p_packet_len - ofs); + + NodePath path = paths; + + if (!path_get_cache.has(p_from)) { + path_get_cache[p_from] = PathGetCache(); + } + + Node *node = root_node->get_node(path); + ERR_FAIL_COND(node == nullptr); + const bool valid_rpc_checksum = rpc_manager->get_rpc_md5(node) == methods_md5; + if (valid_rpc_checksum == false) { + ERR_PRINT("The rpc node checksum failed. Make sure to have the same methods on both nodes. Node path: " + path); + } + + PathGetCache::NodeInfo ni; + ni.path = path; + + path_get_cache[p_from].nodes[id] = ni; + + // Encode path to send ack. + CharString pname = String(path).utf8(); + int len = encode_cstring(pname.get_data(), nullptr); + + Vector<uint8_t> packet; + + packet.resize(1 + 1 + len); + packet.write[0] = NETWORK_COMMAND_CONFIRM_PATH; + packet.write[1] = valid_rpc_checksum; + encode_cstring(pname.get_data(), &packet.write[2]); + + network_peer->set_transfer_channel(0); + network_peer->set_transfer_mode(Multiplayer::TRANSFER_MODE_RELIABLE); + network_peer->set_target_peer(p_from); + network_peer->put_packet(packet.ptr(), packet.size()); +} + +void MultiplayerAPI::_process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len) { + ERR_FAIL_COND_MSG(p_packet_len < 3, "Invalid packet received. Size too small."); + + const bool valid_rpc_checksum = p_packet[1]; + + String paths; + paths.parse_utf8((const char *)&p_packet[2], p_packet_len - 2); + + NodePath path = paths; + + if (valid_rpc_checksum == false) { + ERR_PRINT("The rpc node checksum failed. Make sure to have the same methods on both nodes. Node path: " + path); + } + + PathSentCache *psc = path_send_cache.getptr(path); + ERR_FAIL_COND_MSG(!psc, "Invalid packet received. Tries to confirm a path which was not found in cache."); + + Map<int, bool>::Element *E = psc->confirmed_peers.find(p_from); + ERR_FAIL_COND_MSG(!E, "Invalid packet received. Source peer was not found in cache for the given path."); + E->get() = true; +} + +bool MultiplayerAPI::_send_confirm_path(Node *p_node, NodePath p_path, PathSentCache *psc, int p_target) { + bool has_all_peers = true; + List<int> peers_to_add; // If one is missing, take note to add it. + + for (Set<int>::Element *E = connected_peers.front(); E; E = E->next()) { + if (p_target < 0 && E->get() == -p_target) { + continue; // Continue, excluded. + } + + if (p_target > 0 && E->get() != p_target) { + continue; // Continue, not for this peer. + } + + Map<int, bool>::Element *F = psc->confirmed_peers.find(E->get()); + + if (!F || !F->get()) { + // Path was not cached, or was cached but is unconfirmed. + if (!F) { + // Not cached at all, take note. + peers_to_add.push_back(E->get()); + } + + has_all_peers = false; + } + } + + if (peers_to_add.size() > 0) { + // Those that need to be added, send a message for this. + + // Encode function name. + const CharString path = String(p_path).utf8(); + const int path_len = encode_cstring(path.get_data(), nullptr); + + // Extract MD5 from rpc methods list. + const String methods_md5 = rpc_manager->get_rpc_md5(p_node); + const int methods_md5_len = 33; // 32 + 1 for the `0` that is added by the encoder. + + Vector<uint8_t> packet; + packet.resize(1 + 4 + path_len + methods_md5_len); + int ofs = 0; + + packet.write[ofs] = NETWORK_COMMAND_SIMPLIFY_PATH; + ofs += 1; + + ofs += encode_cstring(methods_md5.utf8().get_data(), &packet.write[ofs]); + + ofs += encode_uint32(psc->id, &packet.write[ofs]); + + ofs += encode_cstring(path.get_data(), &packet.write[ofs]); + + for (int &E : peers_to_add) { + network_peer->set_target_peer(E); // To all of you. + network_peer->set_transfer_channel(0); + network_peer->set_transfer_mode(Multiplayer::TRANSFER_MODE_RELIABLE); + network_peer->put_packet(packet.ptr(), packet.size()); + + psc->confirmed_peers.insert(E, false); // Insert into confirmed, but as false since it was not confirmed. + } + } + + return has_all_peers; +} + +// The variant is compressed and encoded; The first byte contains all the meta +// information and the format is: +// - The first LSB 5 bits are used for the variant type. +// - The next two bits are used to store the encoding mode. +// - The most significant is used to store the boolean value. +#define VARIANT_META_TYPE_MASK 0x1F +#define VARIANT_META_EMODE_MASK 0x60 +#define VARIANT_META_BOOL_MASK 0x80 +#define ENCODE_8 0 << 5 +#define ENCODE_16 1 << 5 +#define ENCODE_32 2 << 5 +#define ENCODE_64 3 << 5 +Error MultiplayerAPI::encode_and_compress_variant(const Variant &p_variant, uint8_t *r_buffer, int &r_len) { + // Unreachable because `VARIANT_MAX` == 27 and `ENCODE_VARIANT_MASK` == 31 + CRASH_COND(p_variant.get_type() > VARIANT_META_TYPE_MASK); + + uint8_t *buf = r_buffer; + r_len = 0; + uint8_t encode_mode = 0; + + switch (p_variant.get_type()) { + case Variant::BOOL: { + if (buf) { + // We still have 1 free bit in the meta, so let's use it. + buf[0] = (p_variant.operator bool()) ? (1 << 7) : 0; + buf[0] |= encode_mode | p_variant.get_type(); + } + r_len += 1; + } break; + case Variant::INT: { + if (buf) { + // Reserve the first byte for the meta. + buf += 1; + } + r_len += 1; + int64_t val = p_variant; + if (val <= (int64_t)INT8_MAX && val >= (int64_t)INT8_MIN) { + // Use 8 bit + encode_mode = ENCODE_8; + if (buf) { + buf[0] = val; + } + r_len += 1; + } else if (val <= (int64_t)INT16_MAX && val >= (int64_t)INT16_MIN) { + // Use 16 bit + encode_mode = ENCODE_16; + if (buf) { + encode_uint16(val, buf); + } + r_len += 2; + } else if (val <= (int64_t)INT32_MAX && val >= (int64_t)INT32_MIN) { + // Use 32 bit + encode_mode = ENCODE_32; + if (buf) { + encode_uint32(val, buf); + } + r_len += 4; + } else { + // Use 64 bit + encode_mode = ENCODE_64; + if (buf) { + encode_uint64(val, buf); + } + r_len += 8; + } + // Store the meta + if (buf) { + buf -= 1; + buf[0] = encode_mode | p_variant.get_type(); + } + } break; + default: + // Any other case is not yet compressed. + Error err = encode_variant(p_variant, r_buffer, r_len, allow_object_decoding); + if (err != OK) { + return err; + } + if (r_buffer) { + // The first byte is not used by the marshalling, so store the type + // so we know how to decompress and decode this variant. + r_buffer[0] = p_variant.get_type(); + } + } + + return OK; +} + +Error MultiplayerAPI::decode_and_decompress_variant(Variant &r_variant, const uint8_t *p_buffer, int p_len, int *r_len) { + const uint8_t *buf = p_buffer; + int len = p_len; + + ERR_FAIL_COND_V(len < 1, ERR_INVALID_DATA); + uint8_t type = buf[0] & VARIANT_META_TYPE_MASK; + uint8_t encode_mode = buf[0] & VARIANT_META_EMODE_MASK; + + ERR_FAIL_COND_V(type >= Variant::VARIANT_MAX, ERR_INVALID_DATA); + + switch (type) { + case Variant::BOOL: { + bool val = (buf[0] & VARIANT_META_BOOL_MASK) > 0; + r_variant = val; + if (r_len) { + *r_len = 1; + } + } break; + case Variant::INT: { + buf += 1; + len -= 1; + if (r_len) { + *r_len = 1; + } + if (encode_mode == ENCODE_8) { + // 8 bits. + ERR_FAIL_COND_V(len < 1, ERR_INVALID_DATA); + int8_t val = buf[0]; + r_variant = val; + if (r_len) { + (*r_len) += 1; + } + } else if (encode_mode == ENCODE_16) { + // 16 bits. + ERR_FAIL_COND_V(len < 2, ERR_INVALID_DATA); + int16_t val = decode_uint16(buf); + r_variant = val; + if (r_len) { + (*r_len) += 2; + } + } else if (encode_mode == ENCODE_32) { + // 32 bits. + ERR_FAIL_COND_V(len < 4, ERR_INVALID_DATA); + int32_t val = decode_uint32(buf); + r_variant = val; + if (r_len) { + (*r_len) += 4; + } + } else { + // 64 bits. + ERR_FAIL_COND_V(len < 8, ERR_INVALID_DATA); + int64_t val = decode_uint64(buf); + r_variant = val; + if (r_len) { + (*r_len) += 8; + } + } + } break; + default: + Error err = decode_variant(r_variant, p_buffer, p_len, r_len, allow_object_decoding); + if (err != OK) { + return err; + } + } + + return OK; +} + +void MultiplayerAPI::_add_peer(int p_id) { + connected_peers.insert(p_id); + path_get_cache.insert(p_id, PathGetCache()); + if (is_network_server()) { + replicator->spawn_all(p_id); + } + emit_signal(SNAME("network_peer_connected"), p_id); +} + +void MultiplayerAPI::_del_peer(int p_id) { + connected_peers.erase(p_id); + // Cleanup get cache. + path_get_cache.erase(p_id); + // Cleanup sent cache. + // Some refactoring is needed to make this faster and do paths GC. + List<NodePath> keys; + path_send_cache.get_key_list(&keys); + for (const NodePath &E : keys) { + PathSentCache *psc = path_send_cache.getptr(E); + psc->confirmed_peers.erase(p_id); + } + emit_signal(SNAME("network_peer_disconnected"), p_id); +} + +void MultiplayerAPI::_connected_to_server() { + emit_signal(SNAME("connected_to_server")); +} + +void MultiplayerAPI::_connection_failed() { + emit_signal(SNAME("connection_failed")); +} + +void MultiplayerAPI::_server_disconnected() { + emit_signal(SNAME("server_disconnected")); +} + +Error MultiplayerAPI::send_bytes(Vector<uint8_t> p_data, int p_to, Multiplayer::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(!network_peer.is_valid(), ERR_UNCONFIGURED, "Trying to send a raw packet while no network peer is active."); + ERR_FAIL_COND_V_MSG(network_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED, "Trying to send a raw packet via a network 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()); + + network_peer->set_target_peer(p_to); + network_peer->set_transfer_channel(p_channel); + network_peer->set_transfer_mode(p_mode); + + return network_peer->put_packet(packet_cache.ptr(), p_data.size() + 1); +} + +void MultiplayerAPI::_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("network_peer_packet"), p_from, out); +} + +bool MultiplayerAPI::is_cache_confirmed(NodePath p_path, int p_peer) { + const PathSentCache *psc = path_send_cache.getptr(p_path); + ERR_FAIL_COND_V(!psc, false); + const Map<int, bool>::Element *F = psc->confirmed_peers.find(p_peer); + ERR_FAIL_COND_V(!F, false); // Should never happen. + return F->get(); +} + +bool MultiplayerAPI::send_confirm_path(Node *p_node, NodePath p_path, int p_peer_id, int &r_id) { + // See if the path is cached. + PathSentCache *psc = path_send_cache.getptr(p_path); + if (!psc) { + // Path is not cached, create. + path_send_cache[p_path] = PathSentCache(); + psc = path_send_cache.getptr(p_path); + psc->id = last_send_cache_id++; + } + r_id = psc->id; + + // See if all peers have cached path (if so, call can be fast). + return _send_confirm_path(p_node, p_path, psc, p_peer_id); +} + +Node *MultiplayerAPI::get_cached_node(int p_from, uint32_t p_node_id) { + Map<int, PathGetCache>::Element *E = path_get_cache.find(p_from); + ERR_FAIL_COND_V_MSG(!E, nullptr, vformat("No cache found for peer %d.", p_from)); + + Map<int, PathGetCache::NodeInfo>::Element *F = E->get().nodes.find(p_node_id); + ERR_FAIL_COND_V_MSG(!F, nullptr, vformat("ID %d not found in cache of peer %d.", p_node_id, p_from)); + + PathGetCache::NodeInfo *ni = &F->get(); + Node *node = root_node->get_node(ni->path); + if (!node) { + ERR_PRINT("Failed to get cached path: " + String(ni->path) + "."); + } + return node; +} + +int MultiplayerAPI::get_network_unique_id() const { + ERR_FAIL_COND_V_MSG(!network_peer.is_valid(), 0, "No network peer is assigned. Unable to get unique network ID."); + return network_peer->get_unique_id(); +} + +bool MultiplayerAPI::is_network_server() const { + return network_peer.is_valid() && network_peer->is_server(); +} + +void MultiplayerAPI::set_refuse_new_network_connections(bool p_refuse) { + ERR_FAIL_COND_MSG(!network_peer.is_valid(), "No network peer is assigned. Unable to set 'refuse_new_connections'."); + network_peer->set_refuse_new_connections(p_refuse); +} + +bool MultiplayerAPI::is_refusing_new_network_connections() const { + ERR_FAIL_COND_V_MSG(!network_peer.is_valid(), false, "No network peer is assigned. Unable to get 'refuse_new_connections'."); + return network_peer->is_refusing_new_connections(); +} + +Vector<int> MultiplayerAPI::get_network_connected_peers() const { + ERR_FAIL_COND_V_MSG(!network_peer.is_valid(), Vector<int>(), "No network peer is assigned. Assume no peers are connected."); + + Vector<int> ret; + for (Set<int>::Element *E = connected_peers.front(); E; E = E->next()) { + ret.push_back(E->get()); + } + + return ret; +} + +void MultiplayerAPI::set_allow_object_decoding(bool p_enable) { + allow_object_decoding = p_enable; +} + +bool MultiplayerAPI::is_object_decoding_allowed() const { + return allow_object_decoding; +} + +void MultiplayerAPI::scene_enter_exit_notify(const String &p_scene, Node *p_node, bool p_enter) { + replicator->scene_enter_exit_notify(p_scene, p_node, p_enter); +} + +void MultiplayerAPI::rpcp(Node *p_node, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) { + rpc_manager->rpcp(p_node, p_peer_id, p_method, p_arg, p_argcount); +} + +void MultiplayerAPI::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_root_node", "node"), &MultiplayerAPI::set_root_node); + ClassDB::bind_method(D_METHOD("get_root_node"), &MultiplayerAPI::get_root_node); + ClassDB::bind_method(D_METHOD("send_bytes", "bytes", "id", "mode", "channel"), &MultiplayerAPI::send_bytes, DEFVAL(MultiplayerPeer::TARGET_PEER_BROADCAST), DEFVAL(Multiplayer::TRANSFER_MODE_RELIABLE), DEFVAL(0)); + ClassDB::bind_method(D_METHOD("has_network_peer"), &MultiplayerAPI::has_network_peer); + ClassDB::bind_method(D_METHOD("get_network_peer"), &MultiplayerAPI::get_network_peer); + ClassDB::bind_method(D_METHOD("get_network_unique_id"), &MultiplayerAPI::get_network_unique_id); + ClassDB::bind_method(D_METHOD("is_network_server"), &MultiplayerAPI::is_network_server); + ClassDB::bind_method(D_METHOD("get_remote_sender_id"), &MultiplayerAPI::get_remote_sender_id); + ClassDB::bind_method(D_METHOD("set_network_peer", "peer"), &MultiplayerAPI::set_network_peer); + ClassDB::bind_method(D_METHOD("poll"), &MultiplayerAPI::poll); + ClassDB::bind_method(D_METHOD("clear"), &MultiplayerAPI::clear); + + ClassDB::bind_method(D_METHOD("get_network_connected_peers"), &MultiplayerAPI::get_network_connected_peers); + ClassDB::bind_method(D_METHOD("set_refuse_new_network_connections", "refuse"), &MultiplayerAPI::set_refuse_new_network_connections); + ClassDB::bind_method(D_METHOD("is_refusing_new_network_connections"), &MultiplayerAPI::is_refusing_new_network_connections); + ClassDB::bind_method(D_METHOD("set_allow_object_decoding", "enable"), &MultiplayerAPI::set_allow_object_decoding); + ClassDB::bind_method(D_METHOD("is_object_decoding_allowed"), &MultiplayerAPI::is_object_decoding_allowed); + ClassDB::bind_method(D_METHOD("get_replicator"), &MultiplayerAPI::get_replicator); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "allow_object_decoding"), "set_allow_object_decoding", "is_object_decoding_allowed"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_network_connections"), "set_refuse_new_network_connections", "is_refusing_new_network_connections"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "network_peer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerPeer", PROPERTY_USAGE_NONE), "set_network_peer", "get_network_peer"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "root_node", PROPERTY_HINT_RESOURCE_TYPE, "Node", PROPERTY_USAGE_NONE), "set_root_node", "get_root_node"); + ADD_PROPERTY_DEFAULT("refuse_new_network_connections", false); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "replicator", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerReplicator", PROPERTY_USAGE_NONE), "", "get_replicator"); + + ADD_SIGNAL(MethodInfo("network_peer_connected", PropertyInfo(Variant::INT, "id"))); + ADD_SIGNAL(MethodInfo("network_peer_disconnected", PropertyInfo(Variant::INT, "id"))); + ADD_SIGNAL(MethodInfo("network_peer_packet", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::PACKED_BYTE_ARRAY, "packet"))); + ADD_SIGNAL(MethodInfo("connected_to_server")); + ADD_SIGNAL(MethodInfo("connection_failed")); + ADD_SIGNAL(MethodInfo("server_disconnected")); +} + +MultiplayerAPI::MultiplayerAPI() { + replicator = memnew(MultiplayerReplicator(this)); + rpc_manager = memnew(RPCManager(this)); + clear(); +} + +MultiplayerAPI::~MultiplayerAPI() { + clear(); + memdelete(replicator); + memdelete(rpc_manager); +} diff --git a/core/multiplayer/multiplayer_api.h b/core/multiplayer/multiplayer_api.h new file mode 100644 index 0000000000..acabda62e2 --- /dev/null +++ b/core/multiplayer/multiplayer_api.h @@ -0,0 +1,162 @@ +/*************************************************************************/ +/* multiplayer_api.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef MULTIPLAYER_API_H +#define MULTIPLAYER_API_H + +#include "core/multiplayer/multiplayer.h" +#include "core/multiplayer/multiplayer_peer.h" +#include "core/object/ref_counted.h" + +class MultiplayerReplicator; +class RPCManager; + +class MultiplayerAPI : public RefCounted { + GDCLASS(MultiplayerAPI, RefCounted); + +public: + enum NetworkCommands { + NETWORK_COMMAND_REMOTE_CALL = 0, + NETWORK_COMMAND_SIMPLIFY_PATH, + NETWORK_COMMAND_CONFIRM_PATH, + NETWORK_COMMAND_RAW, + NETWORK_COMMAND_SPAWN, + NETWORK_COMMAND_DESPAWN, + NETWORK_COMMAND_SYNC, + }; + + // For each command, the 4 MSB can contain custom flags, as defined by subsystems. + enum { + CMD_FLAG_0_SHIFT = 4, + CMD_FLAG_1_SHIFT = 5, + CMD_FLAG_2_SHIFT = 6, + CMD_FLAG_3_SHIFT = 7, + }; + + // This is the mask that will be used to extract the command. + enum { + CMD_MASK = 7, // 0x7 -> 0b00001111 + }; + +private: + //path sent caches + struct PathSentCache { + Map<int, bool> confirmed_peers; + int id; + }; + + //path get caches + struct PathGetCache { + struct NodeInfo { + NodePath path; + ObjectID instance; + }; + + Map<int, NodeInfo> nodes; + }; + + Ref<MultiplayerPeer> network_peer; + Set<int> connected_peers; + int remote_sender_id = 0; + int remote_sender_override = 0; + + HashMap<NodePath, PathSentCache> path_send_cache; + Map<int, PathGetCache> path_get_cache; + int last_send_cache_id; + Vector<uint8_t> packet_cache; + + Node *root_node = nullptr; + bool allow_object_decoding = false; + + MultiplayerReplicator *replicator = nullptr; + RPCManager *rpc_manager = nullptr; + +protected: + static void _bind_methods(); + + bool _send_confirm_path(Node *p_node, NodePath p_path, PathSentCache *psc, int p_target); + void _process_packet(int p_from, const uint8_t *p_packet, int p_packet_len); + void _process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len); + void _process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len); + void _process_raw(int p_from, const uint8_t *p_packet, int p_packet_len); + +public: + void poll(); + void clear(); + void set_root_node(Node *p_node); + Node *get_root_node(); + void set_network_peer(const Ref<MultiplayerPeer> &p_peer); + Ref<MultiplayerPeer> get_network_peer() const; + + Error send_bytes(Vector<uint8_t> p_data, int p_to = MultiplayerPeer::TARGET_PEER_BROADCAST, Multiplayer::TransferMode p_mode = Multiplayer::TRANSFER_MODE_RELIABLE, int p_channel = 0); + + Error encode_and_compress_variant(const Variant &p_variant, uint8_t *p_buffer, int &r_len); + Error decode_and_decompress_variant(Variant &r_variant, const uint8_t *p_buffer, int p_len, int *r_len); + + // Called by Node.rpc + void rpcp(Node *p_node, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount); + // Called by Node._notification + void scene_enter_exit_notify(const String &p_scene, Node *p_node, bool p_enter); + // Called by replicator + bool send_confirm_path(Node *p_node, NodePath p_path, int p_target, int &p_id); + Node *get_cached_node(int p_from, uint32_t p_node_id); + bool is_cache_confirmed(NodePath p_path, int p_peer); + + void _add_peer(int p_id); + void _del_peer(int p_id); + void _connected_to_server(); + void _connection_failed(); + void _server_disconnected(); + + bool has_network_peer() const { return network_peer.is_valid(); } + Vector<int> get_network_connected_peers() const; + const Set<int> get_connected_peers() const { return connected_peers; } + int get_remote_sender_id() const { return remote_sender_override ? remote_sender_override : remote_sender_id; } + void set_remote_sender_override(int p_id) { remote_sender_override = p_id; } + int get_network_unique_id() const; + bool is_network_server() const; + void set_refuse_new_network_connections(bool p_refuse); + bool is_refusing_new_network_connections() const; + + void set_allow_object_decoding(bool p_enable); + bool is_object_decoding_allowed() const; + + MultiplayerReplicator *get_replicator() const { return replicator; } + RPCManager *get_rpc_manager() const { return rpc_manager; } + +#ifdef DEBUG_ENABLED + void profile_bandwidth(const String &p_inout, int p_size); +#endif + + MultiplayerAPI(); + ~MultiplayerAPI(); +}; + +#endif // MULTIPLAYER_API_H diff --git a/core/multiplayer/multiplayer_peer.cpp b/core/multiplayer/multiplayer_peer.cpp new file mode 100644 index 0000000000..40847102d8 --- /dev/null +++ b/core/multiplayer/multiplayer_peer.cpp @@ -0,0 +1,90 @@ +/*************************************************************************/ +/* multiplayer_peer.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "multiplayer_peer.h" + +#include "core/os/os.h" + +uint32_t MultiplayerPeer::generate_unique_id() const { + uint32_t hash = 0; + + while (hash == 0 || hash == 1) { + hash = hash_djb2_one_32( + (uint32_t)OS::get_singleton()->get_ticks_usec()); + hash = hash_djb2_one_32( + (uint32_t)OS::get_singleton()->get_unix_time(), hash); + hash = hash_djb2_one_32( + (uint32_t)OS::get_singleton()->get_user_data_dir().hash64(), hash); + hash = hash_djb2_one_32( + (uint32_t)((uint64_t)this), hash); // Rely on ASLR heap + hash = hash_djb2_one_32( + (uint32_t)((uint64_t)&hash), hash); // Rely on ASLR stack + + hash = hash & 0x7FFFFFFF; // Make it compatible with unsigned, since negative ID is used for exclusion + } + + return hash; +} + +void MultiplayerPeer::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_transfer_channel", "channel"), &MultiplayerPeer::set_transfer_channel); + ClassDB::bind_method(D_METHOD("get_transfer_channel"), &MultiplayerPeer::get_transfer_channel); + ClassDB::bind_method(D_METHOD("set_transfer_mode", "mode"), &MultiplayerPeer::set_transfer_mode); + ClassDB::bind_method(D_METHOD("get_transfer_mode"), &MultiplayerPeer::get_transfer_mode); + ClassDB::bind_method(D_METHOD("set_target_peer", "id"), &MultiplayerPeer::set_target_peer); + + ClassDB::bind_method(D_METHOD("get_packet_peer"), &MultiplayerPeer::get_packet_peer); + + ClassDB::bind_method(D_METHOD("poll"), &MultiplayerPeer::poll); + + ClassDB::bind_method(D_METHOD("get_connection_status"), &MultiplayerPeer::get_connection_status); + ClassDB::bind_method(D_METHOD("get_unique_id"), &MultiplayerPeer::get_unique_id); + ClassDB::bind_method(D_METHOD("generate_unique_id"), &MultiplayerPeer::generate_unique_id); + + ClassDB::bind_method(D_METHOD("set_refuse_new_connections", "enable"), &MultiplayerPeer::set_refuse_new_connections); + ClassDB::bind_method(D_METHOD("is_refusing_new_connections"), &MultiplayerPeer::is_refusing_new_connections); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_connections"), "set_refuse_new_connections", "is_refusing_new_connections"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "transfer_mode", PROPERTY_HINT_ENUM, "Unreliable,Unreliable Ordered,Reliable"), "set_transfer_mode", "get_transfer_mode"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "transfer_channel", PROPERTY_HINT_RANGE, "0,255,1"), "set_transfer_channel", "get_transfer_channel"); + + BIND_ENUM_CONSTANT(CONNECTION_DISCONNECTED); + BIND_ENUM_CONSTANT(CONNECTION_CONNECTING); + BIND_ENUM_CONSTANT(CONNECTION_CONNECTED); + + BIND_CONSTANT(TARGET_PEER_BROADCAST); + BIND_CONSTANT(TARGET_PEER_SERVER); + + ADD_SIGNAL(MethodInfo("peer_connected", PropertyInfo(Variant::INT, "id"))); + ADD_SIGNAL(MethodInfo("peer_disconnected", PropertyInfo(Variant::INT, "id"))); + ADD_SIGNAL(MethodInfo("server_disconnected")); + ADD_SIGNAL(MethodInfo("connection_succeeded")); + ADD_SIGNAL(MethodInfo("connection_failed")); +} diff --git a/core/multiplayer/multiplayer_peer.h b/core/multiplayer/multiplayer_peer.h new file mode 100644 index 0000000000..ba00c3b41b --- /dev/null +++ b/core/multiplayer/multiplayer_peer.h @@ -0,0 +1,80 @@ +/*************************************************************************/ +/* multiplayer_peer.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef NETWORKED_MULTIPLAYER_PEER_H +#define NETWORKED_MULTIPLAYER_PEER_H + +#include "core/io/packet_peer.h" +#include "core/multiplayer/multiplayer.h" + +class MultiplayerPeer : public PacketPeer { + GDCLASS(MultiplayerPeer, PacketPeer); + +protected: + static void _bind_methods(); + +public: + enum { + TARGET_PEER_BROADCAST = 0, + TARGET_PEER_SERVER = 1 + }; + + enum ConnectionStatus { + CONNECTION_DISCONNECTED, + CONNECTION_CONNECTING, + CONNECTION_CONNECTED, + }; + + virtual void set_transfer_channel(int p_channel) = 0; + virtual int get_transfer_channel() const = 0; + virtual void set_transfer_mode(Multiplayer::TransferMode p_mode) = 0; + virtual Multiplayer::TransferMode get_transfer_mode() const = 0; + virtual void set_target_peer(int p_peer_id) = 0; + + virtual int get_packet_peer() const = 0; + + virtual bool is_server() const = 0; + + virtual void poll() = 0; + + virtual int get_unique_id() const = 0; + + virtual void set_refuse_new_connections(bool p_enable) = 0; + virtual bool is_refusing_new_connections() const = 0; + + virtual ConnectionStatus get_connection_status() const = 0; + uint32_t generate_unique_id() const; + + MultiplayerPeer() {} +}; + +VARIANT_ENUM_CAST(MultiplayerPeer::ConnectionStatus) + +#endif // NETWORKED_MULTIPLAYER_PEER_H diff --git a/core/multiplayer/multiplayer_replicator.cpp b/core/multiplayer/multiplayer_replicator.cpp new file mode 100644 index 0000000000..0340e11288 --- /dev/null +++ b/core/multiplayer/multiplayer_replicator.cpp @@ -0,0 +1,788 @@ +/*************************************************************************/ +/* multiplayer_replicator.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "core/multiplayer/multiplayer_replicator.h" + +#include "core/io/marshalls.h" +#include "scene/main/node.h" +#include "scene/resources/packed_scene.h" + +#define MAKE_ROOM(m_amount) \ + if (packet_cache.size() < m_amount) \ + packet_cache.resize(m_amount); + +Error MultiplayerReplicator::_sync_all_default(const ResourceUID::ID &p_scene_id, int p_peer) { + ERR_FAIL_COND_V(!replications.has(p_scene_id), ERR_INVALID_PARAMETER); + SceneConfig &cfg = replications[p_scene_id]; + int full_size = 0; + bool same_size = true; + int last_size = 0; + bool all_raw = true; + struct EncodeInfo { + int size = 0; + bool raw = false; + List<Variant> state; + }; + Map<ObjectID, struct EncodeInfo> state; + if (tracked_objects.has(p_scene_id)) { + for (const ObjectID &obj_id : tracked_objects[p_scene_id]) { + Object *obj = ObjectDB::get_instance(obj_id); + if (obj) { + struct EncodeInfo info; + Error err = _get_state(cfg.sync_properties, obj, info.state); + ERR_CONTINUE(err); + err = _encode_state(info.state, nullptr, info.size, &info.raw); + ERR_CONTINUE(err); + state[obj_id] = info; + full_size += info.size; + if (last_size && info.size != last_size) { + same_size = false; + } + all_raw = all_raw && info.raw; + last_size = info.size; + } + } + } + // Default implementation do not send empty updates. + if (!full_size) { + return OK; + } +#ifdef DEBUG_ENABLED + if (full_size > 4096 && cfg.sync_interval) { + WARN_PRINT_ONCE(vformat("The timed state update for scene %d is big (%d bytes) consider optimizing it", p_scene_id)); + } +#endif + if (same_size) { + // This is fast and small. Should we allow more than 256 objects per type? + // This costs us 1 byte. + MAKE_ROOM(SYNC_CMD_OFFSET + 1 + 2 + 2 + full_size); + } else { + MAKE_ROOM(SYNC_CMD_OFFSET + 1 + 2 + state.size() * 2 + full_size); + } + int ofs = 0; + uint8_t *ptr = packet_cache.ptrw(); + ptr[0] = MultiplayerAPI::NETWORK_COMMAND_SYNC | (same_size ? BYTE_OR_ZERO_FLAG : 0); + ofs = 1; + ofs += encode_uint64(p_scene_id, &ptr[ofs]); + ptr[ofs] = cfg.sync_recv++; + ofs += 1; + ofs += encode_uint16(state.size(), &ptr[ofs]); + if (same_size) { + ofs += encode_uint16(last_size + (all_raw ? 1 << 15 : 0), &ptr[ofs]); + } + for (const ObjectID &obj_id : tracked_objects[p_scene_id]) { + if (!state.has(obj_id)) { + continue; + } + struct EncodeInfo &info = state[obj_id]; + Object *obj = ObjectDB::get_instance(obj_id); + ERR_CONTINUE(!obj); + int size = 0; + if (!same_size) { + // We need to encode the size of every object. + ofs += encode_uint16(info.size + (info.raw ? 1 << 15 : 0), &ptr[ofs]); + } + Error err = _encode_state(info.state, &ptr[ofs], size, &info.raw); + ERR_CONTINUE(err); + ofs += size; + } + Ref<MultiplayerPeer> network_peer = multiplayer->get_network_peer(); + network_peer->set_target_peer(p_peer); + network_peer->set_transfer_channel(0); + network_peer->set_transfer_mode(Multiplayer::TRANSFER_MODE_UNRELIABLE); + return network_peer->put_packet(ptr, ofs); +} + +void MultiplayerReplicator::_process_default_sync(const ResourceUID::ID &p_id, const uint8_t *p_packet, int p_packet_len) { + ERR_FAIL_COND_MSG(p_packet_len < SYNC_CMD_OFFSET + 5, "Invalid spawn packet received"); + ERR_FAIL_COND_MSG(!replications.has(p_id), "Invalid spawn ID received " + itos(p_id)); + SceneConfig &cfg = replications[p_id]; + ERR_FAIL_COND_MSG(cfg.mode != REPLICATION_MODE_SERVER || multiplayer->is_network_server(), "The defualt implementation only allows sync packets from the server"); + const bool same_size = p_packet[0] & BYTE_OR_ZERO_FLAG; + int ofs = SYNC_CMD_OFFSET; + int time = p_packet[ofs]; + // Skip old update. + if (time < cfg.sync_recv && cfg.sync_recv - time < 127) { + return; + } + cfg.sync_recv = time; + ofs += 1; + int count = decode_uint16(&p_packet[ofs]); + ofs += 2; +#ifdef DEBUG_ENABLED + ERR_FAIL_COND(!tracked_objects.has(p_id) || tracked_objects[p_id].size() != count); +#else + if (!tracked_objects.has(p_id) || tracked_objects[p_id].size() != count) { + return; + } +#endif + int data_size = 0; + bool raw = false; + if (same_size) { + // This is fast and optimized. + data_size = decode_uint16(&p_packet[ofs]); + raw = (data_size & (1 << 15)) != 0; + data_size = data_size & ~(1 << 15); + ofs += 2; + ERR_FAIL_COND(p_packet_len - ofs < data_size * count); + } + for (const ObjectID &obj_id : tracked_objects[p_id]) { + Object *obj = ObjectDB::get_instance(obj_id); + ERR_CONTINUE(!obj); + if (!same_size) { + // This is slow and wasteful. + data_size = decode_uint16(&p_packet[ofs]); + raw = (data_size & (1 << 15)) != 0; + data_size = data_size & ~(1 << 15); + ofs += 2; + ERR_FAIL_COND(p_packet_len - ofs < data_size); + } + int size = 0; + Error err = _decode_state(cfg.sync_properties, obj, &p_packet[ofs], data_size, size, raw); + ofs += data_size; + ERR_CONTINUE(err); + ERR_CONTINUE(size != data_size); + } +} + +Error MultiplayerReplicator::_send_default_spawn_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, Object *p_obj, const NodePath &p_path, bool p_spawn) { + ERR_FAIL_COND_V(p_spawn && !p_obj, ERR_INVALID_PARAMETER); + ERR_FAIL_COND_V(!replications.has(p_scene_id), ERR_INVALID_PARAMETER); + Error err; + // Prepare state + List<Variant> state_variants; + int state_len = 0; + const SceneConfig &cfg = replications[p_scene_id]; + if (p_spawn) { + if ((err = _get_state(cfg.properties, p_obj, state_variants)) != OK) { + return err; + } + } + + bool is_raw = false; + if (state_variants.size() == 1 && state_variants[0].get_type() == Variant::PACKED_BYTE_ARRAY) { + is_raw = true; + const PackedByteArray pba = state_variants[0]; + state_len = pba.size(); + } else if (state_variants.size()) { + err = _encode_state(state_variants, nullptr, state_len); + ERR_FAIL_COND_V(err, err); + } else { + is_raw = true; + } + + int ofs = 0; + + // Prepare simplified path + const Node *root_node = multiplayer->get_root_node(); + ERR_FAIL_COND_V(!root_node, ERR_UNCONFIGURED); + NodePath rel_path = (root_node->get_path()).rel_path_to(p_path); + const Vector<StringName> names = rel_path.get_names(); + ERR_FAIL_COND_V(names.size() < 2, ERR_INVALID_PARAMETER); + + NodePath parent = NodePath(names.subarray(0, names.size() - 2), false); + ERR_FAIL_COND_V_MSG(!root_node->has_node(parent), ERR_INVALID_PARAMETER, "Path not found: " + parent); + + int path_id = 0; + multiplayer->send_confirm_path(root_node->get_node(parent), parent, p_peer_id, path_id); + + // Encode name and parent ID. + CharString cname = String(names[names.size() - 1]).utf8(); + int nlen = encode_cstring(cname.get_data(), nullptr); + MAKE_ROOM(SPAWN_CMD_OFFSET + 4 + 4 + nlen + state_len); + uint8_t *ptr = packet_cache.ptrw(); + ptr[0] = (p_spawn ? MultiplayerAPI::NETWORK_COMMAND_SPAWN : MultiplayerAPI::NETWORK_COMMAND_DESPAWN) | (is_raw ? BYTE_OR_ZERO_FLAG : 0); + ofs = 1; + ofs += encode_uint64(p_scene_id, &ptr[ofs]); + ofs += encode_uint32(path_id, &ptr[ofs]); + ofs += encode_uint32(nlen, &ptr[ofs]); + ofs += encode_cstring(cname.get_data(), &ptr[ofs]); + + // Encode state. + if (!is_raw) { + _encode_state(state_variants, &ptr[ofs], state_len); + } else if (state_len) { + PackedByteArray pba = state_variants[0]; + memcpy(&ptr[ofs], pba.ptr(), state_len); + } + + Ref<MultiplayerPeer> network_peer = multiplayer->get_network_peer(); + network_peer->set_target_peer(p_peer_id); + network_peer->set_transfer_channel(0); + network_peer->set_transfer_mode(Multiplayer::TRANSFER_MODE_RELIABLE); + return network_peer->put_packet(ptr, ofs + state_len); +} + +void MultiplayerReplicator::_process_default_spawn_despawn(int p_from, const ResourceUID::ID &p_scene_id, const uint8_t *p_packet, int p_packet_len, bool p_spawn) { + ERR_FAIL_COND_MSG(p_packet_len < SPAWN_CMD_OFFSET + 9, "Invalid spawn packet received"); + int ofs = SPAWN_CMD_OFFSET; + uint32_t node_target = decode_uint32(&p_packet[ofs]); + Node *parent = multiplayer->get_cached_node(p_from, node_target); + ofs += 4; + ERR_FAIL_COND_MSG(parent == nullptr, "Invalid packet received. Requested node was not found."); + + uint32_t name_len = decode_uint32(&p_packet[ofs]); + ofs += 4; + ERR_FAIL_COND_MSG(name_len > uint32_t(p_packet_len - ofs), vformat("Invalid spawn packet size: %d, wants: %d", p_packet_len, ofs + name_len)); + ERR_FAIL_COND_MSG(name_len < 1, "Zero spawn name size."); + + const String name = String::utf8((const char *)&p_packet[ofs], name_len); + // We need to make sure no trickery happens here (e.g. despawning a subpath), but we want to allow autogenerated ("@") node names. + ERR_FAIL_COND_MSG(name.validate_node_name() != name.replace("@", ""), vformat("Invalid node name received: '%s'", name)); + ofs += name_len; + + const SceneConfig &cfg = replications[p_scene_id]; + if (cfg.mode == REPLICATION_MODE_SERVER && p_from == 1) { + String scene_path = ResourceUID::get_singleton()->get_id_path(p_scene_id); + if (p_spawn) { + const bool is_raw = ((p_packet[0] & BYTE_OR_ZERO_FLAG) >> BYTE_OR_ZERO_SHIFT) == 1; + + ERR_FAIL_COND_MSG(parent->has_node(name), vformat("Unable to spawn node. Node already exists: %s/%s", parent->get_path(), name)); + RES res = ResourceLoader::load(scene_path); + ERR_FAIL_COND_MSG(!res.is_valid(), "Unable to load scene to spawn at path: " + scene_path); + PackedScene *scene = Object::cast_to<PackedScene>(res.ptr()); + ERR_FAIL_COND(!scene); + Node *node = scene->instantiate(); + ERR_FAIL_COND(!node); + replicated_nodes[node->get_instance_id()] = p_scene_id; + _track(p_scene_id, node); + int size; + _decode_state(cfg.properties, node, &p_packet[ofs], p_packet_len - ofs, size, is_raw); + parent->_add_child_nocheck(node, name); + emit_signal(SNAME("spawned"), p_scene_id, node); + } else { + ERR_FAIL_COND_MSG(!parent->has_node(name), vformat("Path not found: %s/%s", parent->get_path(), name)); + Node *node = parent->get_node(name); + ERR_FAIL_COND_MSG(!replicated_nodes.has(node->get_instance_id()), vformat("Trying to despawn a Node that was not replicated: %s/%s", parent->get_path(), name)); + emit_signal(SNAME("despawned"), p_scene_id, node); + _untrack(p_scene_id, node); + replicated_nodes.erase(node->get_instance_id()); + node->queue_delete(); + } + } else { + PackedByteArray data; + if (p_packet_len > ofs) { + data.resize(p_packet_len - ofs); + memcpy(data.ptrw(), &p_packet[ofs], data.size()); + } + if (p_spawn) { + emit_signal(SNAME("spawn_requested"), p_from, p_scene_id, parent, name, data); + } else { + emit_signal(SNAME("despawn_requested"), p_from, p_scene_id, parent, name, data); + } + } +} + +void MultiplayerReplicator::process_spawn_despawn(int p_from, const uint8_t *p_packet, int p_packet_len, bool p_spawn) { + ERR_FAIL_COND_MSG(p_packet_len < SPAWN_CMD_OFFSET, "Invalid spawn packet received"); + ResourceUID::ID id = decode_uint64(&p_packet[1]); + ERR_FAIL_COND_MSG(!replications.has(id), "Invalid spawn ID received " + itos(id)); + + const SceneConfig &cfg = replications[id]; + if (cfg.on_spawn_despawn_receive.is_valid()) { + int ofs = SPAWN_CMD_OFFSET; + bool is_raw = ((p_packet[0] & BYTE_OR_ZERO_FLAG) >> BYTE_OR_ZERO_SHIFT) == 1; + Variant data; + int left = p_packet_len - ofs; + if (is_raw && left) { + PackedByteArray pba; + pba.resize(left); + memcpy(pba.ptrw(), &p_packet[ofs], pba.size()); + data = pba; + } else if (left) { + ERR_FAIL_COND(decode_variant(data, &p_packet[ofs], left) != OK); + } + + Variant args[4]; + args[0] = p_from; + args[1] = id; + args[2] = data; + args[3] = p_spawn; + const Variant *argp[] = { &args[0], &args[1], &args[2], &args[3] }; + Callable::CallError ce; + Variant ret; + cfg.on_spawn_despawn_receive.call(argp, 4, ret, ce); + ERR_FAIL_COND_MSG(ce.error != Callable::CallError::CALL_OK, "Custom receive function failed"); + } else { + _process_default_spawn_despawn(p_from, id, p_packet, p_packet_len, p_spawn); + } +} + +void MultiplayerReplicator::process_sync(int p_from, const uint8_t *p_packet, int p_packet_len) { + ERR_FAIL_COND_MSG(p_packet_len < SPAWN_CMD_OFFSET, "Invalid spawn packet received"); + ResourceUID::ID id = decode_uint64(&p_packet[1]); + ERR_FAIL_COND_MSG(!replications.has(id), "Invalid spawn ID received " + itos(id)); + const SceneConfig &cfg = replications[id]; + if (cfg.on_sync_receive.is_valid()) { + Array objs; + if (tracked_objects.has(id)) { + objs.resize(tracked_objects[id].size()); + int idx = 0; + for (const ObjectID &obj_id : tracked_objects[id]) { + objs[idx++] = ObjectDB::get_instance(obj_id); + } + } + PackedByteArray pba; + pba.resize(p_packet_len - SPAWN_CMD_OFFSET); + if (pba.size()) { + memcpy(pba.ptrw(), p_packet, p_packet_len - SPAWN_CMD_OFFSET); + } + Variant args[4] = { p_from, id, objs, pba }; + Variant *argp[4] = { args, &args[1], &args[2], &args[3] }; + Callable::CallError ce; + Variant ret; + cfg.on_sync_receive.call((const Variant **)argp, 4, ret, ce); + ERR_FAIL_COND_MSG(ce.error != Callable::CallError::CALL_OK, "Custom sync function failed"); + } else { + ERR_FAIL_COND_MSG(p_from != 1, "Default sync implementation only allow syncing from server to client"); + _process_default_sync(id, p_packet, p_packet_len); + } +} + +Error MultiplayerReplicator::_get_state(const List<StringName> &p_properties, const Object *p_obj, List<Variant> &r_variant) { + ERR_FAIL_COND_V_MSG(!p_obj, ERR_INVALID_PARAMETER, "Cannot encode null object"); + for (const StringName &prop : p_properties) { + bool valid = false; + const Variant v = p_obj->get(prop, &valid); + ERR_FAIL_COND_V_MSG(!valid, ERR_INVALID_DATA, vformat("Property '%s' not found.", prop)); + r_variant.push_back(v); + } + return OK; +} + +Error MultiplayerReplicator::_encode_state(const List<Variant> &p_variants, uint8_t *p_buffer, int &r_len, bool *r_raw) { + r_len = 0; + int size = 0; + + // Try raw encoding optimization. + if (r_raw && p_variants.size() == 1) { + *r_raw = false; + const Variant v = p_variants[0]; + if (v.get_type() == Variant::PACKED_BYTE_ARRAY) { + *r_raw = true; + const PackedByteArray pba = v; + if (p_buffer) { + memcpy(p_buffer, pba.ptr(), pba.size()); + } + r_len += pba.size(); + } else { + multiplayer->encode_and_compress_variant(v, p_buffer, size); + r_len += size; + } + return OK; + } + + // Regular encoding. + for (const Variant &v : p_variants) { + multiplayer->encode_and_compress_variant(v, p_buffer ? p_buffer + r_len : nullptr, size); + r_len += size; + } + return OK; +} + +Error MultiplayerReplicator::_decode_state(const List<StringName> &p_properties, Object *p_obj, const uint8_t *p_buffer, int p_len, int &r_len, bool p_raw) { + r_len = 0; + int argc = p_properties.size(); + if (argc == 0 && p_raw) { + ERR_FAIL_COND_V_MSG(p_len != 0, ERR_INVALID_DATA, "Buffer has trailing bytes."); + return OK; + } + ERR_FAIL_COND_V(p_raw && argc != 1, ERR_INVALID_DATA); + if (p_raw) { + r_len = p_len; + PackedByteArray pba; + pba.resize(p_len); + memcpy(pba.ptrw(), p_buffer, p_len); + p_obj->set(p_properties[0], pba); + return OK; + } + + Vector<Variant> args; + Vector<const Variant *> argp; + args.resize(argc); + + for (int i = 0; i < argc; i++) { + ERR_FAIL_COND_V_MSG(r_len >= p_len, ERR_INVALID_DATA, "Invalid packet received. Size too small."); + + int vlen; + Error err = multiplayer->decode_and_decompress_variant(args.write[i], &p_buffer[r_len], p_len - r_len, &vlen); + ERR_FAIL_COND_V_MSG(err != OK, err, "Invalid packet received. Unable to decode state variable."); + r_len += vlen; + } + ERR_FAIL_COND_V_MSG(p_len - r_len != 0, ERR_INVALID_DATA, "Buffer has trailing bytes."); + + int i = 0; + for (const StringName &prop : p_properties) { + p_obj->set(prop, args[i]); + i += 1; + } + return OK; +} + +Error MultiplayerReplicator::spawn_config(const ResourceUID::ID &p_id, ReplicationMode p_mode, const TypedArray<StringName> &p_props, const Callable &p_on_send, const Callable &p_on_recv) { + ERR_FAIL_COND_V(p_mode < REPLICATION_MODE_NONE || p_mode > REPLICATION_MODE_CUSTOM, ERR_INVALID_PARAMETER); + ERR_FAIL_COND_V(!ResourceUID::get_singleton()->has_id(p_id), ERR_INVALID_PARAMETER); + ERR_FAIL_COND_V_MSG(p_on_send.is_valid() != p_on_recv.is_valid(), ERR_INVALID_PARAMETER, "Send and receive custom callables must be both valid or both empty"); +#ifdef TOOLS_ENABLED + if (!p_on_send.is_valid()) { + // We allow non scene spawning with custom callables. + String path = ResourceUID::get_singleton()->get_id_path(p_id); + RES res = ResourceLoader::load(path); + ERR_FAIL_COND_V(!res->is_class("PackedScene"), ERR_INVALID_PARAMETER); + } +#endif + if (p_mode == REPLICATION_MODE_NONE) { + if (replications.has(p_id)) { + replications.erase(p_id); + } + } else { + SceneConfig cfg; + cfg.mode = p_mode; + for (int i = 0; i < p_props.size(); i++) { + cfg.properties.push_back(p_props[i]); + } + cfg.on_spawn_despawn_send = p_on_send; + cfg.on_spawn_despawn_receive = p_on_recv; + replications[p_id] = cfg; + } + return OK; +} + +Error MultiplayerReplicator::sync_config(const ResourceUID::ID &p_id, uint64_t p_interval, const TypedArray<StringName> &p_props, const Callable &p_on_send, const Callable &p_on_recv) { + ERR_FAIL_COND_V(!ResourceUID::get_singleton()->has_id(p_id), ERR_INVALID_PARAMETER); + ERR_FAIL_COND_V_MSG(p_on_send.is_valid() != p_on_recv.is_valid(), ERR_INVALID_PARAMETER, "Send and receive custom callables must be both valid or both empty"); + ERR_FAIL_COND_V(!replications.has(p_id), ERR_UNCONFIGURED); + SceneConfig &cfg = replications[p_id]; + ERR_FAIL_COND_V_MSG(p_interval && cfg.mode != REPLICATION_MODE_SERVER && !p_on_send.is_valid(), ERR_INVALID_PARAMETER, "Timed updates in custom mode are only allowed if custom callbacks are also specified"); + for (int i = 0; i < p_props.size(); i++) { + cfg.sync_properties.push_back(p_props[i]); + } + cfg.on_sync_send = p_on_send; + cfg.on_sync_receive = p_on_recv; + cfg.sync_interval = p_interval * 1000; + return OK; +} + +Error MultiplayerReplicator::_send_spawn_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data, bool p_spawn) { + int data_size = 0; + int is_raw = false; + if (p_data.get_type() == Variant::PACKED_BYTE_ARRAY) { + const PackedByteArray pba = p_data; + is_raw = true; + data_size = p_data.operator PackedByteArray().size(); + } else if (p_data.get_type() == Variant::NIL) { + is_raw = true; + } else { + Error err = encode_variant(p_data, nullptr, data_size); + ERR_FAIL_COND_V(err, err); + } + MAKE_ROOM(SPAWN_CMD_OFFSET + data_size); + uint8_t *ptr = packet_cache.ptrw(); + ptr[0] = (p_spawn ? MultiplayerAPI::NETWORK_COMMAND_SPAWN : MultiplayerAPI::NETWORK_COMMAND_DESPAWN) + ((is_raw ? 1 : 0) << BYTE_OR_ZERO_SHIFT); + encode_uint64(p_scene_id, &ptr[1]); + if (p_data.get_type() == Variant::PACKED_BYTE_ARRAY) { + const PackedByteArray pba = p_data; + memcpy(&ptr[SPAWN_CMD_OFFSET], pba.ptr(), pba.size()); + } else if (data_size) { + encode_variant(p_data, &ptr[SPAWN_CMD_OFFSET], data_size); + } + Ref<MultiplayerPeer> network_peer = multiplayer->get_network_peer(); + network_peer->set_target_peer(p_peer_id); + network_peer->set_transfer_channel(0); + network_peer->set_transfer_mode(Multiplayer::TRANSFER_MODE_RELIABLE); + return network_peer->put_packet(ptr, SPAWN_CMD_OFFSET + data_size); +} + +Error MultiplayerReplicator::send_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data, const NodePath &p_path) { + ERR_FAIL_COND_V(!multiplayer->has_network_peer(), ERR_UNCONFIGURED); + ERR_FAIL_COND_V_MSG(!replications.has(p_scene_id), ERR_INVALID_PARAMETER, vformat("Spawnable not found: %d", p_scene_id)); + const SceneConfig &cfg = replications[p_scene_id]; + if (cfg.on_spawn_despawn_send.is_valid()) { + return _send_spawn_despawn(p_peer_id, p_scene_id, p_data, true); + } else { + ERR_FAIL_COND_V_MSG(cfg.mode == REPLICATION_MODE_SERVER && multiplayer->is_network_server(), ERR_UNAVAILABLE, "Manual despawn is restricted in default server mode implementation. Use custom mode if you desire control over server spawn requests."); + NodePath path = p_path; + Object *obj = p_data.get_type() == Variant::OBJECT ? p_data.get_validated_object() : nullptr; + if (path.is_empty() && obj) { + Node *node = Object::cast_to<Node>(obj); + if (node && node->is_inside_tree()) { + path = node->get_path(); + } + } + ERR_FAIL_COND_V_MSG(path.is_empty(), ERR_INVALID_PARAMETER, "Despawn default implementation requires a despawn path, or the data to be a node inside the SceneTree"); + return _send_default_spawn_despawn(p_peer_id, p_scene_id, obj, path, false); + } +} + +Error MultiplayerReplicator::send_spawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data, const NodePath &p_path) { + ERR_FAIL_COND_V(!multiplayer->has_network_peer(), ERR_UNCONFIGURED); + ERR_FAIL_COND_V_MSG(!replications.has(p_scene_id), ERR_INVALID_PARAMETER, vformat("Spawnable not found: %d", p_scene_id)); + const SceneConfig &cfg = replications[p_scene_id]; + if (cfg.on_spawn_despawn_send.is_valid()) { + return _send_spawn_despawn(p_peer_id, p_scene_id, p_data, false); + } else { + ERR_FAIL_COND_V_MSG(cfg.mode == REPLICATION_MODE_SERVER && multiplayer->is_network_server(), ERR_UNAVAILABLE, "Manual spawn is restricted in default server mode implementation. Use custom mode if you desire control over server spawn requests."); + NodePath path = p_path; + Object *obj = p_data.get_type() == Variant::OBJECT ? p_data.get_validated_object() : nullptr; + ERR_FAIL_COND_V_MSG(!obj, ERR_INVALID_PARAMETER, "Spawn default implementation requires the data to be an object."); + if (path.is_empty()) { + Node *node = Object::cast_to<Node>(obj); + if (node && node->is_inside_tree()) { + path = node->get_path(); + } + } + ERR_FAIL_COND_V_MSG(path.is_empty(), ERR_INVALID_PARAMETER, "Spawn default implementation requires a spawn path, or the data to be a node inside the SceneTree"); + return _send_default_spawn_despawn(p_peer_id, p_scene_id, obj, path, true); + } +} + +Error MultiplayerReplicator::_spawn_despawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer, bool p_spawn) { + ERR_FAIL_COND_V_MSG(!replications.has(p_scene_id), ERR_INVALID_PARAMETER, vformat("Spawnable not found: %d", p_scene_id)); + + const SceneConfig &cfg = replications[p_scene_id]; + if (cfg.on_spawn_despawn_send.is_valid()) { + Variant args[4]; + args[0] = p_peer; + args[1] = p_scene_id; + args[2] = p_obj; + args[3] = true; + const Variant *argp[] = { &args[0], &args[1], &args[2], &args[3] }; + Callable::CallError ce; + Variant ret; + cfg.on_spawn_despawn_send.call(argp, 4, ret, ce); + ERR_FAIL_COND_V_MSG(ce.error != Callable::CallError::CALL_OK, FAILED, "Custom send function failed"); + return OK; + } else { + Node *node = Object::cast_to<Node>(p_obj); + ERR_FAIL_COND_V_MSG(!p_obj, ERR_INVALID_PARAMETER, "Only nodes can be replicated by the default implementation"); + return _send_default_spawn_despawn(p_peer, p_scene_id, node, node->get_path(), p_spawn); + } +} + +Error MultiplayerReplicator::spawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer) { + return _spawn_despawn(p_scene_id, p_obj, p_peer, true); +} + +Error MultiplayerReplicator::despawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer) { + return _spawn_despawn(p_scene_id, p_obj, p_peer, false); +} + +PackedByteArray MultiplayerReplicator::encode_state(const ResourceUID::ID &p_scene_id, const Object *p_obj, bool p_initial) { + PackedByteArray state; + ERR_FAIL_COND_V_MSG(!replications.has(p_scene_id), state, vformat("Spawnable not found: %d", p_scene_id)); + const SceneConfig &cfg = replications[p_scene_id]; + int len = 0; + List<Variant> state_vars; + const List<StringName> props = p_initial ? cfg.properties : cfg.sync_properties; + Error err = _get_state(props, p_obj, state_vars); + ERR_FAIL_COND_V_MSG(err != OK, state, "Unable to retrieve object state."); + err = _encode_state(state_vars, nullptr, len); + ERR_FAIL_COND_V_MSG(err != OK, state, "Unable to encode object state."); + state.resize(len); + _encode_state(state_vars, state.ptrw(), len); + return state; +} + +Error MultiplayerReplicator::decode_state(const ResourceUID::ID &p_scene_id, Object *p_obj, const PackedByteArray p_data, bool p_initial) { + ERR_FAIL_COND_V_MSG(!replications.has(p_scene_id), ERR_INVALID_PARAMETER, vformat("Spawnable not found: %d", p_scene_id)); + const SceneConfig &cfg = replications[p_scene_id]; + const List<StringName> props = p_initial ? cfg.properties : cfg.sync_properties; + int size; + return _decode_state(props, p_obj, p_data.ptr(), p_data.size(), size); +} + +void MultiplayerReplicator::scene_enter_exit_notify(const String &p_scene, Node *p_node, bool p_enter) { + if (!multiplayer->has_network_peer()) { + return; + } + Node *root_node = multiplayer->get_root_node(); + ERR_FAIL_COND(!p_node || !p_node->get_parent() || !root_node); + NodePath path = (root_node->get_path()).rel_path_to(p_node->get_parent()->get_path()); + if (path.is_empty()) { + return; + } + ResourceUID::ID id = ResourceLoader::get_resource_uid(p_scene); + if (!replications.has(id)) { + return; + } + const SceneConfig &cfg = replications[id]; + if (p_enter) { + if (cfg.mode == REPLICATION_MODE_SERVER && multiplayer->is_network_server()) { + replicated_nodes[p_node->get_instance_id()] = id; + _track(id, p_node); + spawn(id, p_node, 0); + } + emit_signal(SNAME("replicated_instance_added"), id, p_node); + } else { + if (cfg.mode == REPLICATION_MODE_SERVER && multiplayer->is_network_server() && replicated_nodes.has(p_node->get_instance_id())) { + replicated_nodes.erase(p_node->get_instance_id()); + _untrack(id, p_node); + despawn(id, p_node, 0); + } + emit_signal(SNAME("replicated_instance_removed"), id, p_node); + } +} + +void MultiplayerReplicator::spawn_all(int p_peer) { + for (const KeyValue<ObjectID, ResourceUID::ID> &E : replicated_nodes) { + // Only server mode adds to replicated_nodes, no need to check it. + Object *obj = ObjectDB::get_instance(E.key); + ERR_CONTINUE(!obj); + Node *node = Object::cast_to<Node>(obj); + ERR_CONTINUE(!node); + spawn(E.value, node, p_peer); + } +} + +void MultiplayerReplicator::poll() { + for (KeyValue<ResourceUID::ID, SceneConfig> &E : replications) { + if (!E.value.sync_interval) { + continue; + } + if (E.value.mode == REPLICATION_MODE_SERVER && !multiplayer->is_network_server()) { + continue; + } + uint64_t time = OS::get_singleton()->get_ticks_usec(); + if (E.value.sync_last + E.value.sync_interval <= time) { + sync_all(E.key, 0); + E.value.sync_last = time; + } + // Handle wrapping. + if (E.value.sync_last > time) { + E.value.sync_last = time; + } + } +} + +void MultiplayerReplicator::track(const ResourceUID::ID &p_scene_id, Object *p_obj) { + ERR_FAIL_COND(!replications.has(p_scene_id)); + const SceneConfig &cfg = replications[p_scene_id]; + ERR_FAIL_COND_MSG(cfg.mode == REPLICATION_MODE_SERVER, "Manual object tracking is not allowed in server mode."); + _track(p_scene_id, p_obj); +} + +void MultiplayerReplicator::_track(const ResourceUID::ID &p_scene_id, Object *p_obj) { + ERR_FAIL_COND(!p_obj); + ERR_FAIL_COND(!replications.has(p_scene_id)); + if (!tracked_objects.has(p_scene_id)) { + tracked_objects[p_scene_id] = List<ObjectID>(); + } + tracked_objects[p_scene_id].push_back(p_obj->get_instance_id()); +} + +void MultiplayerReplicator::untrack(const ResourceUID::ID &p_scene_id, Object *p_obj) { + ERR_FAIL_COND(!replications.has(p_scene_id)); + const SceneConfig &cfg = replications[p_scene_id]; + ERR_FAIL_COND_MSG(cfg.mode == REPLICATION_MODE_SERVER, "Manual object tracking is not allowed in server mode."); + _untrack(p_scene_id, p_obj); +} + +void MultiplayerReplicator::_untrack(const ResourceUID::ID &p_scene_id, Object *p_obj) { + ERR_FAIL_COND(!p_obj); + ERR_FAIL_COND(!replications.has(p_scene_id)); + if (tracked_objects.has(p_scene_id)) { + tracked_objects[p_scene_id].erase(p_obj->get_instance_id()); + } +} + +Error MultiplayerReplicator::sync_all(const ResourceUID::ID &p_scene_id, int p_peer) { + ERR_FAIL_COND_V(!replications.has(p_scene_id), ERR_INVALID_PARAMETER); + if (!tracked_objects.has(p_scene_id)) { + return OK; + } + const SceneConfig &cfg = replications[p_scene_id]; + if (cfg.on_sync_send.is_valid()) { + Array objs; + if (tracked_objects.has(p_scene_id)) { + objs.resize(tracked_objects[p_scene_id].size()); + int idx = 0; + for (const ObjectID &obj_id : tracked_objects[p_scene_id]) { + objs[idx++] = ObjectDB::get_instance(obj_id); + } + } + Variant args[3] = { p_scene_id, objs, p_peer }; + Variant *argp[3] = { args, &args[1], &args[2] }; + Callable::CallError ce; + Variant ret; + cfg.on_sync_send.call((const Variant **)argp, 3, ret, ce); + ERR_FAIL_COND_V_MSG(ce.error != Callable::CallError::CALL_OK, FAILED, "Custom sync function failed"); + return OK; + } else if (cfg.sync_properties.size()) { + return _sync_all_default(p_scene_id, p_peer); + } + return OK; +} + +Error MultiplayerReplicator::send_sync(int p_peer_id, const ResourceUID::ID &p_scene_id, PackedByteArray p_data, Multiplayer::TransferMode p_transfer_mode, int p_channel) { + ERR_FAIL_COND_V(!multiplayer->has_network_peer(), ERR_UNCONFIGURED); + ERR_FAIL_COND_V(!replications.has(p_scene_id), ERR_INVALID_PARAMETER); + const SceneConfig &cfg = replications[p_scene_id]; + ERR_FAIL_COND_V_MSG(!cfg.on_sync_send.is_valid(), ERR_UNCONFIGURED, "Sending raw sync messages is only available with custom functions"); + MAKE_ROOM(SYNC_CMD_OFFSET + p_data.size()); + uint8_t *ptr = packet_cache.ptrw(); + ptr[0] = MultiplayerAPI::NETWORK_COMMAND_SYNC; + encode_uint64(p_scene_id, &ptr[1]); + Ref<MultiplayerPeer> network_peer = multiplayer->get_network_peer(); + network_peer->set_target_peer(p_peer_id); + network_peer->set_transfer_channel(p_channel); + network_peer->set_transfer_mode(p_transfer_mode); + return network_peer->put_packet(ptr, SYNC_CMD_OFFSET + p_data.size()); +} + +void MultiplayerReplicator::clear() { + tracked_objects.clear(); + replicated_nodes.clear(); +} + +void MultiplayerReplicator::_bind_methods() { + ClassDB::bind_method(D_METHOD("spawn_config", "scene_id", "spawn_mode", "properties", "custom_send", "custom_receive"), &MultiplayerReplicator::spawn_config, DEFVAL(TypedArray<StringName>()), DEFVAL(Callable()), DEFVAL(Callable())); + ClassDB::bind_method(D_METHOD("sync_config", "scene_id", "interval", "properties", "custom_send", "custom_receive"), &MultiplayerReplicator::sync_config, DEFVAL(TypedArray<StringName>()), DEFVAL(Callable()), DEFVAL(Callable())); + ClassDB::bind_method(D_METHOD("despawn", "scene_id", "object", "peer_id"), &MultiplayerReplicator::despawn, DEFVAL(0)); + ClassDB::bind_method(D_METHOD("spawn", "scene_id", "object", "peer_id"), &MultiplayerReplicator::spawn, DEFVAL(0)); + ClassDB::bind_method(D_METHOD("send_despawn", "peer_id", "scene_id", "data", "path"), &MultiplayerReplicator::send_despawn, DEFVAL(Variant()), DEFVAL(NodePath())); + ClassDB::bind_method(D_METHOD("send_spawn", "peer_id", "scene_id", "data", "path"), &MultiplayerReplicator::send_spawn, DEFVAL(Variant()), DEFVAL(NodePath())); + ClassDB::bind_method(D_METHOD("send_sync", "peer_id", "scene_id", "data", "transfer_mode", "channel"), &MultiplayerReplicator::send_sync, DEFVAL(Multiplayer::TRANSFER_MODE_RELIABLE), DEFVAL(0)); + ClassDB::bind_method(D_METHOD("sync_all", "scene_id", "peer_id"), &MultiplayerReplicator::sync_all, DEFVAL(0)); + ClassDB::bind_method(D_METHOD("track", "scene_id", "object"), &MultiplayerReplicator::track); + ClassDB::bind_method(D_METHOD("untrack", "scene_id", "object"), &MultiplayerReplicator::untrack); + ClassDB::bind_method(D_METHOD("encode_state", "scene_id", "object", "initial"), &MultiplayerReplicator::encode_state, DEFVAL(true)); + ClassDB::bind_method(D_METHOD("decode_state", "scene_id", "object", "data", "initial"), &MultiplayerReplicator::decode_state, DEFVAL(true)); + + ADD_SIGNAL(MethodInfo("despawned", PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); + ADD_SIGNAL(MethodInfo("spawned", PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); + ADD_SIGNAL(MethodInfo("despawn_requested", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "parent", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::PACKED_BYTE_ARRAY, "data"))); + ADD_SIGNAL(MethodInfo("spawn_requested", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "parent", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::PACKED_BYTE_ARRAY, "data"))); + ADD_SIGNAL(MethodInfo("replicated_instance_added", PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); + ADD_SIGNAL(MethodInfo("replicated_instance_removed", PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); + + BIND_ENUM_CONSTANT(REPLICATION_MODE_NONE); + BIND_ENUM_CONSTANT(REPLICATION_MODE_SERVER); + BIND_ENUM_CONSTANT(REPLICATION_MODE_CUSTOM); +} diff --git a/core/multiplayer/multiplayer_replicator.h b/core/multiplayer/multiplayer_replicator.h new file mode 100644 index 0000000000..7fa774fdf4 --- /dev/null +++ b/core/multiplayer/multiplayer_replicator.h @@ -0,0 +1,138 @@ +/*************************************************************************/ +/* multiplayer_replicator.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef MULTIPLAYER_REPLICATOR_H +#define MULTIPLAYER_REPLICATOR_H + +#include "core/multiplayer/multiplayer_api.h" + +#include "core/io/resource_uid.h" +#include "core/templates/hash_map.h" +#include "core/variant/typed_array.h" + +class MultiplayerReplicator : public Object { + GDCLASS(MultiplayerReplicator, Object); + +public: + enum { + SPAWN_CMD_OFFSET = 9, + SYNC_CMD_OFFSET = 9, + }; + + enum ReplicationMode { + REPLICATION_MODE_NONE, + REPLICATION_MODE_SERVER, + REPLICATION_MODE_CUSTOM, + }; + + struct SceneConfig { + ReplicationMode mode; + uint64_t sync_interval = 0; + uint64_t sync_last = 0; + uint8_t sync_recv = 0; + List<StringName> properties; + List<StringName> sync_properties; + Callable on_spawn_despawn_send; + Callable on_spawn_despawn_receive; + Callable on_sync_send; + Callable on_sync_receive; + }; + +protected: + static void _bind_methods(); + +private: + enum { + BYTE_OR_ZERO_SHIFT = MultiplayerAPI::CMD_FLAG_0_SHIFT, + }; + + enum { + BYTE_OR_ZERO_FLAG = 1 << BYTE_OR_ZERO_SHIFT, + }; + + MultiplayerAPI *multiplayer = nullptr; + Vector<uint8_t> packet_cache; + Map<ResourceUID::ID, SceneConfig> replications; + Map<ObjectID, ResourceUID::ID> replicated_nodes; + HashMap<ResourceUID::ID, List<ObjectID>> tracked_objects; + + // Encoding + Error _get_state(const List<StringName> &p_properties, const Object *p_obj, List<Variant> &r_variant); + Error _encode_state(const List<Variant> &p_variants, uint8_t *p_buffer, int &r_len, bool *r_raw = nullptr); + Error _decode_state(const List<StringName> &p_cfg, Object *p_obj, const uint8_t *p_buffer, int p_len, int &r_len, bool p_raw = false); + + // Spawn + Error _spawn_despawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer, bool p_spawn); + Error _send_spawn_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data, bool p_spawn); + void _process_default_spawn_despawn(int p_from, const ResourceUID::ID &p_scene_id, const uint8_t *p_packet, int p_packet_len, bool p_spawn); + Error _send_default_spawn_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, Object *p_obj, const NodePath &p_path, bool p_spawn); + + // Sync + void _process_default_sync(const ResourceUID::ID &p_id, const uint8_t *p_packet, int p_packet_len); + Error _sync_all_default(const ResourceUID::ID &p_scene_id, int p_peer); + void _track(const ResourceUID::ID &p_scene_id, Object *p_object); + void _untrack(const ResourceUID::ID &p_scene_id, Object *p_object); + +public: + void clear(); + + // Encoding + PackedByteArray encode_state(const ResourceUID::ID &p_scene_id, const Object *p_node, bool p_initial); + Error decode_state(const ResourceUID::ID &p_scene_id, Object *p_node, PackedByteArray p_data, bool p_initial); + + // Spawn + Error spawn_config(const ResourceUID::ID &p_id, ReplicationMode p_mode, const TypedArray<StringName> &p_props = TypedArray<StringName>(), const Callable &p_on_send = Callable(), const Callable &p_on_recv = Callable()); + Error spawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer = 0); + Error despawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer = 0); + Error send_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data = Variant(), const NodePath &p_path = NodePath()); + Error send_spawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data = Variant(), const NodePath &p_path = NodePath()); + + // Sync + Error sync_config(const ResourceUID::ID &p_id, uint64_t p_interval, const TypedArray<StringName> &p_props = TypedArray<StringName>(), const Callable &p_on_send = Callable(), const Callable &p_on_recv = Callable()); + Error sync_all(const ResourceUID::ID &p_scene_id, int p_peer); + Error send_sync(int p_peer_id, const ResourceUID::ID &p_scene_id, PackedByteArray p_data, Multiplayer::TransferMode p_mode, int p_channel); + void track(const ResourceUID::ID &p_scene_id, Object *p_object); + void untrack(const ResourceUID::ID &p_scene_id, Object *p_object); + + // Used by MultiplayerAPI + void spawn_all(int p_peer); + void process_spawn_despawn(int p_from, const uint8_t *p_packet, int p_packet_len, bool p_spawn); + void process_sync(int p_from, const uint8_t *p_packet, int p_packet_len); + void scene_enter_exit_notify(const String &p_scene, Node *p_node, bool p_enter); + void poll(); + + MultiplayerReplicator(MultiplayerAPI *p_multiplayer) { + multiplayer = p_multiplayer; + } +}; + +VARIANT_ENUM_CAST(MultiplayerReplicator::ReplicationMode); + +#endif // MULTIPLAYER_REPLICATOR_H diff --git a/core/multiplayer/rpc_manager.cpp b/core/multiplayer/rpc_manager.cpp new file mode 100644 index 0000000000..135dc4a187 --- /dev/null +++ b/core/multiplayer/rpc_manager.cpp @@ -0,0 +1,525 @@ +/*************************************************************************/ +/* rpc_manager.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "core/multiplayer/rpc_manager.h" + +#include "core/debugger/engine_debugger.h" +#include "core/io/marshalls.h" +#include "core/multiplayer/multiplayer_api.h" +#include "scene/main/node.h" + +#ifdef DEBUG_ENABLED +_FORCE_INLINE_ void RPCManager::_profile_node_data(const String &p_what, ObjectID p_id) { + if (EngineDebugger::is_profiling("multiplayer")) { + Array values; + values.push_back("node"); + values.push_back(p_id); + values.push_back(p_what); + EngineDebugger::profiler_add_frame_data("multiplayer", values); + } +} +#else +_FORCE_INLINE_ void RPCManager::_profile_node_data(const String &p_what, ObjectID p_id) {} +#endif + +// Returns the packet size stripping the node path added when the node is not yet cached. +int get_packet_len(uint32_t p_node_target, int p_packet_len) { + if (p_node_target & 0x80000000) { + int ofs = p_node_target & 0x7FFFFFFF; + return p_packet_len - (p_packet_len - ofs); + } else { + return p_packet_len; + } +} + +const Multiplayer::RPCConfig _get_rpc_config(const Node *p_node, const StringName &p_method, uint16_t &r_id) { + const Vector<Multiplayer::RPCConfig> node_config = p_node->get_node_rpc_methods(); + for (int i = 0; i < node_config.size(); i++) { + if (node_config[i].name == p_method) { + r_id = ((uint16_t)i) | (1 << 15); + return node_config[i]; + } + } + if (p_node->get_script_instance()) { + const Vector<Multiplayer::RPCConfig> script_config = p_node->get_script_instance()->get_rpc_methods(); + for (int i = 0; i < script_config.size(); i++) { + if (script_config[i].name == p_method) { + r_id = (uint16_t)i; + return script_config[i]; + } + } + } + return Multiplayer::RPCConfig(); +} + +const Multiplayer::RPCConfig _get_rpc_config_by_id(Node *p_node, uint16_t p_id) { + Vector<Multiplayer::RPCConfig> config; + uint16_t id = p_id; + if (id & (1 << 15)) { + id = id & ~(1 << 15); + config = p_node->get_node_rpc_methods(); + } else if (p_node->get_script_instance()) { + config = p_node->get_script_instance()->get_rpc_methods(); + } + if (id < config.size()) { + return config[id]; + } + return Multiplayer::RPCConfig(); +} + +_FORCE_INLINE_ bool _can_call_mode(Node *p_node, Multiplayer::RPCMode mode, int p_remote_id) { + switch (mode) { + case Multiplayer::RPC_MODE_DISABLED: { + return false; + } break; + case Multiplayer::RPC_MODE_ANY: { + return true; + } break; + case Multiplayer::RPC_MODE_AUTHORITY: { + return !p_node->is_network_authority() && p_remote_id == p_node->get_network_authority(); + } break; + } + + return false; +} + +String RPCManager::get_rpc_md5(const Node *p_node) { + String rpc_list; + const Vector<Multiplayer::RPCConfig> node_config = p_node->get_node_rpc_methods(); + for (int i = 0; i < node_config.size(); i++) { + rpc_list += String(node_config[i].name); + } + if (p_node->get_script_instance()) { + const Vector<Multiplayer::RPCConfig> script_config = p_node->get_script_instance()->get_rpc_methods(); + for (int i = 0; i < script_config.size(); i++) { + rpc_list += String(script_config[i].name); + } + } + return rpc_list.md5_text(); +} + +Node *RPCManager::_process_get_node(int p_from, const uint8_t *p_packet, uint32_t p_node_target, int p_packet_len) { + Node *node = nullptr; + + if (p_node_target & 0x80000000) { + // Use full path (not cached yet). + int ofs = p_node_target & 0x7FFFFFFF; + + ERR_FAIL_COND_V_MSG(ofs >= p_packet_len, nullptr, "Invalid packet received. Size smaller than declared."); + + String paths; + paths.parse_utf8((const char *)&p_packet[ofs], p_packet_len - ofs); + + NodePath np = paths; + + node = multiplayer->get_root_node()->get_node(np); + + if (!node) { + ERR_PRINT("Failed to get path from RPC: " + String(np) + "."); + } + return node; + } else { + // Use cached path. + return multiplayer->get_cached_node(p_from, p_node_target); + } +} + +void RPCManager::process_rpc(int p_from, const uint8_t *p_packet, int p_packet_len) { + // Extract packet meta + int packet_min_size = 1; + int name_id_offset = 1; + ERR_FAIL_COND_MSG(p_packet_len < packet_min_size, "Invalid packet received. Size too small."); + // Compute the meta size, which depends on the compression level. + int node_id_compression = (p_packet[0] & NODE_ID_COMPRESSION_FLAG) >> NODE_ID_COMPRESSION_SHIFT; + int name_id_compression = (p_packet[0] & NAME_ID_COMPRESSION_FLAG) >> NAME_ID_COMPRESSION_SHIFT; + + switch (node_id_compression) { + case NETWORK_NODE_ID_COMPRESSION_8: + packet_min_size += 1; + name_id_offset += 1; + break; + case NETWORK_NODE_ID_COMPRESSION_16: + packet_min_size += 2; + name_id_offset += 2; + break; + case NETWORK_NODE_ID_COMPRESSION_32: + packet_min_size += 4; + name_id_offset += 4; + break; + default: + ERR_FAIL_MSG("Was not possible to extract the node id compression mode."); + } + switch (name_id_compression) { + case NETWORK_NAME_ID_COMPRESSION_8: + packet_min_size += 1; + break; + case NETWORK_NAME_ID_COMPRESSION_16: + packet_min_size += 2; + break; + default: + ERR_FAIL_MSG("Was not possible to extract the name id compression mode."); + } + ERR_FAIL_COND_MSG(p_packet_len < packet_min_size, "Invalid packet received. Size too small."); + + uint32_t node_target = 0; + switch (node_id_compression) { + case NETWORK_NODE_ID_COMPRESSION_8: + node_target = p_packet[1]; + break; + case NETWORK_NODE_ID_COMPRESSION_16: + node_target = decode_uint16(p_packet + 1); + break; + case NETWORK_NODE_ID_COMPRESSION_32: + node_target = decode_uint32(p_packet + 1); + break; + default: + // Unreachable, checked before. + CRASH_NOW(); + } + + Node *node = _process_get_node(p_from, p_packet, node_target, p_packet_len); + ERR_FAIL_COND_MSG(node == nullptr, "Invalid packet received. Requested node was not found."); + + uint16_t name_id = 0; + switch (name_id_compression) { + case NETWORK_NAME_ID_COMPRESSION_8: + name_id = p_packet[name_id_offset]; + break; + case NETWORK_NAME_ID_COMPRESSION_16: + name_id = decode_uint16(p_packet + name_id_offset); + break; + default: + // Unreachable, checked before. + CRASH_NOW(); + } + + const int packet_len = get_packet_len(node_target, p_packet_len); + _process_rpc(node, name_id, p_from, p_packet, packet_len, packet_min_size); +} + +void RPCManager::_process_rpc(Node *p_node, const uint16_t p_rpc_method_id, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset) { + ERR_FAIL_COND_MSG(p_offset > p_packet_len, "Invalid packet received. Size too small."); + + // Check that remote can call the RPC on this node. + const Multiplayer::RPCConfig config = _get_rpc_config_by_id(p_node, p_rpc_method_id); + ERR_FAIL_COND(config.name == StringName()); + + bool can_call = _can_call_mode(p_node, config.rpc_mode, p_from); + ERR_FAIL_COND_MSG(!can_call, "RPC '" + String(config.name) + "' is not allowed on node " + p_node->get_path() + " from: " + itos(p_from) + ". Mode is " + itos((int)config.rpc_mode) + ", authority is " + itos(p_node->get_network_authority()) + "."); + + int argc = 0; + bool byte_only = false; + + const bool byte_only_or_no_args = p_packet[0] & BYTE_ONLY_OR_NO_ARGS_FLAG; + if (byte_only_or_no_args) { + if (p_offset < p_packet_len) { + // This packet contains only bytes. + argc = 1; + byte_only = true; + } else { + // This rpc calls a method without parameters. + } + } else { + // Normal variant, takes the argument count from the packet. + ERR_FAIL_COND_MSG(p_offset >= p_packet_len, "Invalid packet received. Size too small."); + argc = p_packet[p_offset]; + p_offset += 1; + } + + Vector<Variant> args; + Vector<const Variant *> argp; + args.resize(argc); + argp.resize(argc); + +#ifdef DEBUG_ENABLED + _profile_node_data("in_rpc", p_node->get_instance_id()); +#endif + + if (byte_only) { + Vector<uint8_t> pure_data; + const int len = p_packet_len - p_offset; + pure_data.resize(len); + memcpy(pure_data.ptrw(), &p_packet[p_offset], len); + args.write[0] = pure_data; + argp.write[0] = &args[0]; + p_offset += len; + } else { + for (int i = 0; i < argc; i++) { + ERR_FAIL_COND_MSG(p_offset >= p_packet_len, "Invalid packet received. Size too small."); + + int vlen; + Error err = multiplayer->decode_and_decompress_variant(args.write[i], &p_packet[p_offset], p_packet_len - p_offset, &vlen); + ERR_FAIL_COND_MSG(err != OK, "Invalid packet received. Unable to decode RPC argument."); + + argp.write[i] = &args[i]; + p_offset += vlen; + } + } + + Callable::CallError ce; + + p_node->call(config.name, (const Variant **)argp.ptr(), argc, ce); + if (ce.error != Callable::CallError::CALL_OK) { + String error = Variant::get_call_error_text(p_node, config.name, (const Variant **)argp.ptr(), argc, ce); + error = "RPC - " + error; + ERR_PRINT(error); + } +} + +void RPCManager::_send_rpc(Node *p_from, int p_to, uint16_t p_rpc_id, const Multiplayer::RPCConfig &p_config, const StringName &p_name, const Variant **p_arg, int p_argcount) { + Ref<MultiplayerPeer> network_peer = multiplayer->get_network_peer(); + ERR_FAIL_COND_MSG(network_peer.is_null(), "Attempt to remote call/set when networking is not active in SceneTree."); + + ERR_FAIL_COND_MSG(network_peer->get_connection_status() == MultiplayerPeer::CONNECTION_CONNECTING, "Attempt to remote call/set when networking is not connected yet in SceneTree."); + + ERR_FAIL_COND_MSG(network_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED, "Attempt to remote call/set when networking is disconnected."); + + ERR_FAIL_COND_MSG(p_argcount > 255, "Too many arguments >255."); + + if (p_to != 0 && !multiplayer->get_network_connected_peers().has(ABS(p_to))) { + ERR_FAIL_COND_MSG(p_to == network_peer->get_unique_id(), "Attempt to remote call/set yourself! unique ID: " + itos(network_peer->get_unique_id()) + "."); + + ERR_FAIL_MSG("Attempt to remote call unexisting ID: " + itos(p_to) + "."); + } + + NodePath from_path = (multiplayer->get_root_node()->get_path()).rel_path_to(p_from->get_path()); + ERR_FAIL_COND_MSG(from_path.is_empty(), "Unable to send RPC. Relative path is empty. THIS IS LIKELY A BUG IN THE ENGINE!"); + + // See if all peers have cached path (if so, call can be fast). + int psc_id; + const bool has_all_peers = multiplayer->send_confirm_path(p_from, from_path, p_to, psc_id); + + // Create base packet, lots of hardcode because it must be tight. + + int ofs = 0; + +#define MAKE_ROOM(m_amount) \ + if (packet_cache.size() < m_amount) \ + packet_cache.resize(m_amount); + + // Encode meta. + uint8_t command_type = MultiplayerAPI::NETWORK_COMMAND_REMOTE_CALL; + uint8_t node_id_compression = UINT8_MAX; + uint8_t name_id_compression = UINT8_MAX; + bool byte_only_or_no_args = false; + + MAKE_ROOM(1); + // The meta is composed along the way, so just set 0 for now. + packet_cache.write[0] = 0; + ofs += 1; + + // Encode Node ID. + if (has_all_peers) { + // Compress the node ID only if all the target peers already know it. + if (psc_id >= 0 && psc_id <= 255) { + // We can encode the id in 1 byte + node_id_compression = NETWORK_NODE_ID_COMPRESSION_8; + MAKE_ROOM(ofs + 1); + packet_cache.write[ofs] = static_cast<uint8_t>(psc_id); + ofs += 1; + } else if (psc_id >= 0 && psc_id <= 65535) { + // We can encode the id in 2 bytes + node_id_compression = NETWORK_NODE_ID_COMPRESSION_16; + MAKE_ROOM(ofs + 2); + encode_uint16(static_cast<uint16_t>(psc_id), &(packet_cache.write[ofs])); + ofs += 2; + } else { + // Too big, let's use 4 bytes. + node_id_compression = NETWORK_NODE_ID_COMPRESSION_32; + MAKE_ROOM(ofs + 4); + encode_uint32(psc_id, &(packet_cache.write[ofs])); + ofs += 4; + } + } else { + // The targets don't know the node yet, so we need to use 32 bits int. + node_id_compression = NETWORK_NODE_ID_COMPRESSION_32; + MAKE_ROOM(ofs + 4); + encode_uint32(psc_id, &(packet_cache.write[ofs])); + ofs += 4; + } + + // Encode method ID + if (p_rpc_id <= UINT8_MAX) { + // The ID fits in 1 byte + name_id_compression = NETWORK_NAME_ID_COMPRESSION_8; + MAKE_ROOM(ofs + 1); + packet_cache.write[ofs] = static_cast<uint8_t>(p_rpc_id); + ofs += 1; + } else { + // The ID is larger, let's use 2 bytes + name_id_compression = NETWORK_NAME_ID_COMPRESSION_16; + MAKE_ROOM(ofs + 2); + encode_uint16(p_rpc_id, &(packet_cache.write[ofs])); + ofs += 2; + } + + if (p_argcount == 0) { + byte_only_or_no_args = true; + } else if (p_argcount == 1 && p_arg[0]->get_type() == Variant::PACKED_BYTE_ARRAY) { + byte_only_or_no_args = true; + // Special optimization when only the byte vector is sent. + const Vector<uint8_t> data = *p_arg[0]; + MAKE_ROOM(ofs + data.size()); + memcpy(&(packet_cache.write[ofs]), data.ptr(), sizeof(uint8_t) * data.size()); + ofs += data.size(); + } else { + // Arguments + MAKE_ROOM(ofs + 1); + packet_cache.write[ofs] = p_argcount; + ofs += 1; + for (int i = 0; i < p_argcount; i++) { + int len(0); + Error err = multiplayer->encode_and_compress_variant(*p_arg[i], nullptr, len); + ERR_FAIL_COND_MSG(err != OK, "Unable to encode RPC argument. THIS IS LIKELY A BUG IN THE ENGINE!"); + MAKE_ROOM(ofs + len); + multiplayer->encode_and_compress_variant(*p_arg[i], &(packet_cache.write[ofs]), len); + ofs += len; + } + } + + ERR_FAIL_COND(command_type > 7); + ERR_FAIL_COND(node_id_compression > 3); + ERR_FAIL_COND(name_id_compression > 1); + + // We can now set the meta + packet_cache.write[0] = command_type + (node_id_compression << NODE_ID_COMPRESSION_SHIFT) + (name_id_compression << NAME_ID_COMPRESSION_SHIFT) + (byte_only_or_no_args ? BYTE_ONLY_OR_NO_ARGS_FLAG : 0); + +#ifdef DEBUG_ENABLED + multiplayer->profile_bandwidth("out", ofs); +#endif + + // Take chance and set transfer mode, since all send methods will use it. + network_peer->set_transfer_channel(p_config.channel); + network_peer->set_transfer_mode(p_config.transfer_mode); + + if (has_all_peers) { + // They all have verified paths, so send fast. + network_peer->set_target_peer(p_to); // To all of you. + network_peer->put_packet(packet_cache.ptr(), ofs); // A message with love. + } else { + // Unreachable because the node ID is never compressed if the peers doesn't know it. + CRASH_COND(node_id_compression != NETWORK_NODE_ID_COMPRESSION_32); + + // Not all verified path, so send one by one. + + // Append path at the end, since we will need it for some packets. + CharString pname = String(from_path).utf8(); + int path_len = encode_cstring(pname.get_data(), nullptr); + MAKE_ROOM(ofs + path_len); + encode_cstring(pname.get_data(), &(packet_cache.write[ofs])); + + for (const int &P : multiplayer->get_connected_peers()) { + if (p_to < 0 && P == -p_to) { + continue; // Continue, excluded. + } + + if (p_to > 0 && P != p_to) { + continue; // Continue, not for this peer. + } + + bool confirmed = multiplayer->is_cache_confirmed(from_path, P); + + network_peer->set_target_peer(P); // To this one specifically. + + if (confirmed) { + // This one confirmed path, so use id. + encode_uint32(psc_id, &(packet_cache.write[1])); + network_peer->put_packet(packet_cache.ptr(), ofs); + } else { + // This one did not confirm path yet, so use entire path (sorry!). + encode_uint32(0x80000000 | ofs, &(packet_cache.write[1])); // Offset to path and flag. + network_peer->put_packet(packet_cache.ptr(), ofs + path_len); + } + } + } +} + +void RPCManager::rpcp(Node *p_node, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) { + Ref<MultiplayerPeer> network_peer = multiplayer->get_network_peer(); + ERR_FAIL_COND_MSG(!network_peer.is_valid(), "Trying to call an RPC while no network peer is active."); + ERR_FAIL_COND_MSG(!p_node->is_inside_tree(), "Trying to call an RPC on a node which is not inside SceneTree."); + ERR_FAIL_COND_MSG(network_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, "Trying to call an RPC via a network peer which is not connected."); + + int node_id = network_peer->get_unique_id(); + bool call_local_native = false; + bool call_local_script = false; + uint16_t rpc_id = UINT16_MAX; + const Multiplayer::RPCConfig config = _get_rpc_config(p_node, p_method, rpc_id); + ERR_FAIL_COND_MSG(config.name == StringName(), + vformat("Unable to get the RPC configuration for the function \"%s\" at path: \"%s\". This happens when the method is not marked for RPCs.", p_method, p_node->get_path())); + if (p_peer_id == 0 || p_peer_id == node_id || (p_peer_id < 0 && p_peer_id != -node_id)) { + if (rpc_id & (1 << 15)) { + call_local_native = config.sync; + } else { + call_local_script = config.sync; + } + } + + if (p_peer_id != node_id) { +#ifdef DEBUG_ENABLED + _profile_node_data("out_rpc", p_node->get_instance_id()); +#endif + + _send_rpc(p_node, p_peer_id, rpc_id, config, p_method, p_arg, p_argcount); + } + + if (call_local_native) { + Callable::CallError ce; + + multiplayer->set_remote_sender_override(network_peer->get_unique_id()); + p_node->call(p_method, p_arg, p_argcount, ce); + multiplayer->set_remote_sender_override(0); + + if (ce.error != Callable::CallError::CALL_OK) { + String error = Variant::get_call_error_text(p_node, p_method, p_arg, p_argcount, ce); + error = "rpc() aborted in local call: - " + error + "."; + ERR_PRINT(error); + return; + } + } + + if (call_local_script) { + Callable::CallError ce; + ce.error = Callable::CallError::CALL_OK; + + multiplayer->set_remote_sender_override(network_peer->get_unique_id()); + p_node->get_script_instance()->call(p_method, p_arg, p_argcount, ce); + multiplayer->set_remote_sender_override(0); + + if (ce.error != Callable::CallError::CALL_OK) { + String error = Variant::get_call_error_text(p_node, p_method, p_arg, p_argcount, ce); + error = "rpc() aborted in script local call: - " + error + "."; + ERR_PRINT(error); + return; + } + } + + ERR_FAIL_COND_MSG(p_peer_id == node_id && !config.sync, "RPC '" + p_method + "' on yourself is not allowed by selected mode."); +} diff --git a/core/multiplayer/rpc_manager.h b/core/multiplayer/rpc_manager.h new file mode 100644 index 0000000000..7b99dee226 --- /dev/null +++ b/core/multiplayer/rpc_manager.h @@ -0,0 +1,89 @@ +/*************************************************************************/ +/* rpc_manager.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef MULTIPLAYER_RPC_H +#define MULTIPLAYER_RPC_H + +#include "core/multiplayer/multiplayer.h" +#include "core/multiplayer/multiplayer_api.h" +#include "core/object/ref_counted.h" + +class RPCManager : public RefCounted { + GDCLASS(RPCManager, RefCounted); + +private: + enum NetworkNodeIdCompression { + NETWORK_NODE_ID_COMPRESSION_8 = 0, + NETWORK_NODE_ID_COMPRESSION_16, + NETWORK_NODE_ID_COMPRESSION_32, + }; + + enum NetworkNameIdCompression { + NETWORK_NAME_ID_COMPRESSION_8 = 0, + NETWORK_NAME_ID_COMPRESSION_16, + }; + + // The RPC meta is composed by a single byte that contains (starting from the least significant bit): + // - `NetworkCommands` in the first four bits. + // - `NetworkNodeIdCompression` in the next 2 bits. + // - `NetworkNameIdCompression` in the next 1 bit. + // - `byte_only_or_no_args` in the next 1 bit. + enum { + NODE_ID_COMPRESSION_SHIFT = MultiplayerAPI::CMD_FLAG_0_SHIFT, // 2 bits for this. + NAME_ID_COMPRESSION_SHIFT = MultiplayerAPI::CMD_FLAG_2_SHIFT, + BYTE_ONLY_OR_NO_ARGS_SHIFT = MultiplayerAPI::CMD_FLAG_3_SHIFT, + }; + + enum { + NODE_ID_COMPRESSION_FLAG = (1 << NODE_ID_COMPRESSION_SHIFT) | (1 << (NODE_ID_COMPRESSION_SHIFT + 1)), // 2 bits for this. + NAME_ID_COMPRESSION_FLAG = (1 << NAME_ID_COMPRESSION_SHIFT), + BYTE_ONLY_OR_NO_ARGS_FLAG = (1 << BYTE_ONLY_OR_NO_ARGS_SHIFT), + }; + + MultiplayerAPI *multiplayer = nullptr; + Vector<uint8_t> packet_cache; + +protected: + _FORCE_INLINE_ void _profile_node_data(const String &p_what, ObjectID p_id); + void _process_rpc(Node *p_node, const uint16_t p_rpc_method_id, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset); + + void _send_rpc(Node *p_from, int p_to, uint16_t p_rpc_id, const Multiplayer::RPCConfig &p_config, const StringName &p_name, const Variant **p_arg, int p_argcount); + Node *_process_get_node(int p_from, const uint8_t *p_packet, uint32_t p_node_target, int p_packet_len); + +public: + // Called by Node.rpc + void rpcp(Node *p_node, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount); + void process_rpc(int p_from, const uint8_t *p_packet, int p_packet_len); + + String get_rpc_md5(const Node *p_node); + RPCManager(MultiplayerAPI *p_multiplayer) { multiplayer = p_multiplayer; } +}; + +#endif // MULTIPLAYER_RPC_H |