diff options
Diffstat (limited to 'modules/multiplayer/scene_multiplayer.cpp')
-rw-r--r-- | modules/multiplayer/scene_multiplayer.cpp | 236 |
1 files changed, 207 insertions, 29 deletions
diff --git a/modules/multiplayer/scene_multiplayer.cpp b/modules/multiplayer/scene_multiplayer.cpp index f94f8ef658..db7c5037cd 100644 --- a/modules/multiplayer/scene_multiplayer.cpp +++ b/modules/multiplayer/scene_multiplayer.cpp @@ -51,14 +51,32 @@ void SceneMultiplayer::profile_bandwidth(const String &p_inout, int p_size) { } #endif +void SceneMultiplayer::_update_status() { + MultiplayerPeer::ConnectionStatus status = multiplayer_peer.is_valid() ? multiplayer_peer->get_connection_status() : MultiplayerPeer::CONNECTION_DISCONNECTED; + if (last_connection_status != status) { + if (status == MultiplayerPeer::CONNECTION_DISCONNECTED) { + if (last_connection_status == MultiplayerPeer::CONNECTION_CONNECTING) { + emit_signal(SNAME("connection_failed")); + } else { + emit_signal(SNAME("server_disconnected")); + } + clear(); + } + last_connection_status = status; + } +} + Error SceneMultiplayer::poll() { - if (!multiplayer_peer.is_valid() || multiplayer_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED) { - return ERR_UNCONFIGURED; + _update_status(); + if (last_connection_status == MultiplayerPeer::CONNECTION_DISCONNECTED) { + return OK; } multiplayer_peer->poll(); - if (!multiplayer_peer.is_valid()) { // It's possible that polling might have resulted in a disconnection, so check here. + _update_status(); + if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) { + // We might be still connecting, or polling might have resulted in a disconnection. return OK; } @@ -73,8 +91,48 @@ Error SceneMultiplayer::poll() { Error err = multiplayer_peer->get_packet(&packet, len); ERR_FAIL_COND_V_MSG(err != OK, err, vformat("Error getting packet! %d", err)); + if (pending_peers.has(sender)) { + if (pending_peers[sender].local) { + // If the auth is over, admit the peer at the first packet. + pending_peers.erase(sender); + _admit_peer(sender); + } else { + ERR_CONTINUE(len < 2 || (packet[0] & CMD_MASK) != NETWORK_COMMAND_SYS || packet[1] != SYS_COMMAND_AUTH); + // Auth message. + PackedByteArray pba; + pba.resize(len - 2); + if (pba.size()) { + memcpy(pba.ptrw(), &packet[2], len - 2); + // User callback + const Variant sv = sender; + const Variant pbav = pba; + const Variant *argv[2] = { &sv, &pbav }; + Variant ret; + Callable::CallError ce; + auth_callback.callp(argv, 2, ret, ce); + ERR_CONTINUE_MSG(ce.error != Callable::CallError::CALL_OK, "Failed to call authentication callback"); + } else { + // Remote complete notification. + pending_peers[sender].remote = true; + if (pending_peers[sender].local) { + pending_peers.erase(sender); + _admit_peer(sender); + } + } + continue; // Auth in progress. + } + } + + ERR_CONTINUE(!connected_peers.has(sender)); + if (len && (packet[0] & CMD_MASK) == NETWORK_COMMAND_SYS) { // Sys messages are processed separately since they might call _process_packet themselves. + if (len > 1 && packet[1] == SYS_COMMAND_AUTH) { + ERR_CONTINUE(len != 2); + // If we are here, we already admitted the peer locally, and this is just a confirmation packet. + continue; + } + _process_sys(sender, packet, len, mode, channel); } else { remote_sender_id = sender; @@ -82,17 +140,42 @@ Error SceneMultiplayer::poll() { remote_sender_id = 0; } - if (!multiplayer_peer.is_valid()) { - return OK; // It's also possible that a packet or RPC caused a disconnection, so also check here. + _update_status(); + if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) { // It's possible that processing a packet might have resulted in a disconnection, so check here. + return OK; + } + } + if (pending_peers.size() && auth_timeout) { + HashSet<int> to_drop; + uint64_t time = OS::get_singleton()->get_ticks_msec(); + for (const KeyValue<int, PendingPeer> &pending : pending_peers) { + if (pending.value.time + auth_timeout <= time) { + multiplayer_peer->disconnect_peer(pending.key); + to_drop.insert(pending.key); + } + } + for (const int &P : to_drop) { + // Each signal might trigger a disconnection. + pending_peers.erase(P); + emit_signal(SNAME("peer_authentication_failed"), P); } } + + _update_status(); + if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) { // Signals might have triggered disconnection. + return OK; + } + replicator->on_network_process(); return OK; } void SceneMultiplayer::clear() { + last_connection_status = MultiplayerPeer::CONNECTION_DISCONNECTED; + pending_peers.clear(); connected_peers.clear(); packet_cache.clear(); + replicator->on_reset(); cache->clear(); relay_buffer->clear(); } @@ -117,9 +200,6 @@ void SceneMultiplayer::set_multiplayer_peer(const Ref<MultiplayerPeer> &p_peer) if (multiplayer_peer.is_valid()) { multiplayer_peer->disconnect("peer_connected", callable_mp(this, &SceneMultiplayer::_add_peer)); multiplayer_peer->disconnect("peer_disconnected", callable_mp(this, &SceneMultiplayer::_del_peer)); - multiplayer_peer->disconnect("connection_succeeded", callable_mp(this, &SceneMultiplayer::_connected_to_server)); - multiplayer_peer->disconnect("connection_failed", callable_mp(this, &SceneMultiplayer::_connection_failed)); - multiplayer_peer->disconnect("server_disconnected", callable_mp(this, &SceneMultiplayer::_server_disconnected)); clear(); } @@ -128,11 +208,8 @@ void SceneMultiplayer::set_multiplayer_peer(const Ref<MultiplayerPeer> &p_peer) if (multiplayer_peer.is_valid()) { multiplayer_peer->connect("peer_connected", callable_mp(this, &SceneMultiplayer::_add_peer)); multiplayer_peer->connect("peer_disconnected", callable_mp(this, &SceneMultiplayer::_del_peer)); - multiplayer_peer->connect("connection_succeeded", callable_mp(this, &SceneMultiplayer::_connected_to_server)); - multiplayer_peer->connect("connection_failed", callable_mp(this, &SceneMultiplayer::_connection_failed)); - multiplayer_peer->connect("server_disconnected", callable_mp(this, &SceneMultiplayer::_server_disconnected)); } - replicator->on_reset(); + _update_status(); } Ref<MultiplayerPeer> SceneMultiplayer::get_multiplayer_peer() { @@ -193,18 +270,19 @@ Error SceneMultiplayer::send_command(int p_to, const uint8_t *p_packet, int p_pa const Vector<uint8_t> data = relay_buffer->get_data_array(); return multiplayer_peer->put_packet(data.ptr(), relay_buffer->get_position()); } - if (p_to < 0) { + if (p_to > 0) { + ERR_FAIL_COND_V(!connected_peers.has(p_to), ERR_BUG); + multiplayer_peer->set_target_peer(p_to); + return multiplayer_peer->put_packet(p_packet, p_packet_len); + } else { for (const int &pid : connected_peers) { - if (pid == -p_to) { + if (p_to && pid == -p_to) { continue; } multiplayer_peer->set_target_peer(pid); multiplayer_peer->put_packet(p_packet, p_packet_len); } return OK; - } else { - multiplayer_peer->set_target_peer(p_to); - return multiplayer_peer->put_packet(p_packet, p_packet_len); } } @@ -215,7 +293,7 @@ void SceneMultiplayer::_process_sys(int p_from, const uint8_t *p_packet, int p_p switch (sys_cmd_type) { case SYS_COMMAND_ADD_PEER: { ERR_FAIL_COND(!server_relay || !multiplayer_peer->is_server_relay_supported() || get_unique_id() == 1 || p_from != 1); - _add_peer(peer); + _admit_peer(peer); // Relayed peers are automatically accepted. } break; case SYS_COMMAND_DEL_PEER: { ERR_FAIL_COND(!server_relay || !multiplayer_peer->is_server_relay_supported() || get_unique_id() == 1 || p_from != 1); @@ -273,6 +351,17 @@ void SceneMultiplayer::_process_sys(int p_from, const uint8_t *p_packet, int p_p } void SceneMultiplayer::_add_peer(int p_id) { + if (auth_callback.is_valid()) { + pending_peers[p_id] = PendingPeer(); + pending_peers[p_id].time = OS::get_singleton()->get_ticks_msec(); + emit_signal(SNAME("peer_authenticating"), p_id); + return; + } else { + _admit_peer(p_id); + } +} + +void SceneMultiplayer::_admit_peer(int p_id) { if (server_relay && get_unique_id() == 1 && multiplayer_peer->is_server_relay_supported()) { // Notify others of connection, and send connected peers to newly connected one. uint8_t buf[SYS_CMD_SIZE]; @@ -295,10 +384,21 @@ void SceneMultiplayer::_add_peer(int p_id) { connected_peers.insert(p_id); cache->on_peer_change(p_id, true); replicator->on_peer_change(p_id, true); + if (p_id == 1) { + emit_signal(SNAME("connected_to_server")); + } emit_signal(SNAME("peer_connected"), p_id); } void SceneMultiplayer::_del_peer(int p_id) { + if (pending_peers.has(p_id)) { + pending_peers.erase(p_id); + emit_signal(SNAME("peer_authentication_failed"), p_id); + return; + } else if (!connected_peers.has(p_id)) { + return; + } + if (server_relay && get_unique_id() == 1 && multiplayer_peer->is_server_relay_supported()) { // Notify others of disconnection. uint8_t buf[SYS_CMD_SIZE]; @@ -322,17 +422,14 @@ void SceneMultiplayer::_del_peer(int p_id) { emit_signal(SNAME("peer_disconnected"), p_id); } -void SceneMultiplayer::_connected_to_server() { - emit_signal(SNAME("connected_to_server")); -} - -void SceneMultiplayer::_connection_failed() { - emit_signal(SNAME("connection_failed")); -} - -void SceneMultiplayer::_server_disconnected() { - replicator->on_reset(); - emit_signal(SNAME("server_disconnected")); +void SceneMultiplayer::disconnect_peer(int p_id) { + ERR_FAIL_COND(multiplayer_peer.is_null() || multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED); + if (pending_peers.has(p_id)) { + pending_peers.erase(p_id); + } else if (connected_peers.has(p_id)) { + connected_peers.has(p_id); + } + multiplayer_peer->disconnect_peer(p_id); } Error SceneMultiplayer::send_bytes(Vector<uint8_t> p_data, int p_to, MultiplayerPeer::TransferMode p_mode, int p_channel) { @@ -353,6 +450,61 @@ Error SceneMultiplayer::send_bytes(Vector<uint8_t> p_data, int p_to, Multiplayer return send_command(p_to, packet_cache.ptr(), p_data.size() + 1); } +Error SceneMultiplayer::send_auth(int p_to, Vector<uint8_t> p_data) { + ERR_FAIL_COND_V(multiplayer_peer.is_null() || multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED); + ERR_FAIL_COND_V(!pending_peers.has(p_to), ERR_INVALID_PARAMETER); + ERR_FAIL_COND_V(p_data.size() < 1, ERR_INVALID_PARAMETER); + ERR_FAIL_COND_V_MSG(pending_peers[p_to].local, ERR_FILE_CANT_WRITE, "The authentication session was previously marked as completed, no more authentication data can be sent."); + ERR_FAIL_COND_V_MSG(pending_peers[p_to].remote, ERR_FILE_CANT_WRITE, "The remote peer notified that the authentication session was completed, no more authentication data can be sent."); + + if (packet_cache.size() < p_data.size() + 2) { + packet_cache.resize(p_data.size() + 2); + } + + packet_cache.write[0] = NETWORK_COMMAND_SYS; + packet_cache.write[1] = SYS_COMMAND_AUTH; + memcpy(&packet_cache.write[2], p_data.ptr(), p_data.size()); + + multiplayer_peer->set_target_peer(p_to); + multiplayer_peer->set_transfer_channel(0); + multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE); + return multiplayer_peer->put_packet(packet_cache.ptr(), p_data.size() + 2); +} + +Error SceneMultiplayer::complete_auth(int p_peer) { + ERR_FAIL_COND_V(multiplayer_peer.is_null() || multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED); + ERR_FAIL_COND_V(!pending_peers.has(p_peer), ERR_INVALID_PARAMETER); + ERR_FAIL_COND_V_MSG(pending_peers[p_peer].local, ERR_FILE_CANT_WRITE, "The authentication session was already marked as completed."); + pending_peers[p_peer].local = true; + // Notify the remote peer that the authentication has completed. + uint8_t buf[2] = { NETWORK_COMMAND_SYS, SYS_COMMAND_AUTH }; + Error err = multiplayer_peer->put_packet(buf, 2); + // The remote peer already reported the authentication as completed, so admit the peer. + // May generate new packets, so it must happen after sending confirmation. + if (pending_peers[p_peer].remote) { + pending_peers.erase(p_peer); + _admit_peer(p_peer); + } + return err; +} + +void SceneMultiplayer::set_auth_callback(Callable p_callback) { + auth_callback = p_callback; +} + +Callable SceneMultiplayer::get_auth_callback() const { + return auth_callback; +} + +void SceneMultiplayer::set_auth_timeout(double p_timeout) { + ERR_FAIL_COND_MSG(p_timeout < 0, "Timeout must be greater or equal to 0 (where 0 means no timeout)"); + auth_timeout = uint64_t(p_timeout * 1000); +} + +double SceneMultiplayer::get_auth_timeout() const { + return double(auth_timeout) / 1000.0; +} + void SceneMultiplayer::_process_raw(int p_from, const uint8_t *p_packet, int p_packet_len) { ERR_FAIL_COND_MSG(p_packet_len < 2, "Invalid packet received. Size too small."); @@ -392,6 +544,16 @@ Vector<int> SceneMultiplayer::get_peer_ids() { return ret; } +Vector<int> SceneMultiplayer::get_authenticating_peer_ids() { + Vector<int> out; + out.resize(pending_peers.size()); + int idx = 0; + for (const KeyValue<int, PendingPeer> &E : pending_peers) { + out.write[idx++] = E.key; + } + return out; +} + void SceneMultiplayer::set_allow_object_decoding(bool p_enable) { allow_object_decoding = p_enable; } @@ -453,6 +615,18 @@ void SceneMultiplayer::_bind_methods() { ClassDB::bind_method(D_METHOD("set_root_path", "path"), &SceneMultiplayer::set_root_path); ClassDB::bind_method(D_METHOD("get_root_path"), &SceneMultiplayer::get_root_path); ClassDB::bind_method(D_METHOD("clear"), &SceneMultiplayer::clear); + + ClassDB::bind_method(D_METHOD("disconnect_peer", "id"), &SceneMultiplayer::disconnect_peer); + + ClassDB::bind_method(D_METHOD("get_authenticating_peers"), &SceneMultiplayer::get_authenticating_peer_ids); + ClassDB::bind_method(D_METHOD("send_auth", "id", "data"), &SceneMultiplayer::send_auth); + ClassDB::bind_method(D_METHOD("complete_auth", "id"), &SceneMultiplayer::complete_auth); + + ClassDB::bind_method(D_METHOD("set_auth_callback", "callback"), &SceneMultiplayer::set_auth_callback); + ClassDB::bind_method(D_METHOD("get_auth_callback"), &SceneMultiplayer::get_auth_callback); + ClassDB::bind_method(D_METHOD("set_auth_timeout", "timeout"), &SceneMultiplayer::set_auth_timeout); + ClassDB::bind_method(D_METHOD("get_auth_timeout"), &SceneMultiplayer::get_auth_timeout); + ClassDB::bind_method(D_METHOD("set_refuse_new_connections", "refuse"), &SceneMultiplayer::set_refuse_new_connections); ClassDB::bind_method(D_METHOD("is_refusing_new_connections"), &SceneMultiplayer::is_refusing_new_connections); ClassDB::bind_method(D_METHOD("set_allow_object_decoding", "enable"), &SceneMultiplayer::set_allow_object_decoding); @@ -462,12 +636,16 @@ void SceneMultiplayer::_bind_methods() { ClassDB::bind_method(D_METHOD("send_bytes", "bytes", "id", "mode", "channel"), &SceneMultiplayer::send_bytes, DEFVAL(MultiplayerPeer::TARGET_PEER_BROADCAST), DEFVAL(MultiplayerPeer::TRANSFER_MODE_RELIABLE), DEFVAL(0)); ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_path"), "set_root_path", "get_root_path"); + ADD_PROPERTY(PropertyInfo(Variant::CALLABLE, "auth_callback"), "set_auth_callback", "get_auth_callback"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "auth_timeout", PROPERTY_HINT_RANGE, "0,30,0.1,or_greater,suffix:s"), "set_auth_timeout", "get_auth_timeout"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "allow_object_decoding"), "set_allow_object_decoding", "is_object_decoding_allowed"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_connections"), "set_refuse_new_connections", "is_refusing_new_connections"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "server_relay"), "set_server_relay_enabled", "is_server_relay_enabled"); ADD_PROPERTY_DEFAULT("refuse_new_connections", false); + ADD_SIGNAL(MethodInfo("peer_authenticating", PropertyInfo(Variant::INT, "id"))); + ADD_SIGNAL(MethodInfo("peer_authentication_failed", PropertyInfo(Variant::INT, "id"))); ADD_SIGNAL(MethodInfo("peer_packet", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::PACKED_BYTE_ARRAY, "packet"))); } |