diff options
Diffstat (limited to 'modules/multiplayer/scene_multiplayer.cpp')
-rw-r--r-- | modules/multiplayer/scene_multiplayer.cpp | 668 |
1 files changed, 668 insertions, 0 deletions
diff --git a/modules/multiplayer/scene_multiplayer.cpp b/modules/multiplayer/scene_multiplayer.cpp new file mode 100644 index 0000000000..01fc1b5275 --- /dev/null +++ b/modules/multiplayer/scene_multiplayer.cpp @@ -0,0 +1,668 @@ +/**************************************************************************/ +/* scene_multiplayer.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#include "scene_multiplayer.h" + +#include "core/debugger/engine_debugger.h" +#include "core/io/marshalls.h" + +#include <stdint.h> + +#ifdef DEBUG_ENABLED +#include "core/os/os.h" +#endif + +#ifdef DEBUG_ENABLED +_FORCE_INLINE_ void SceneMultiplayer::_profile_bandwidth(const String &p_what, int p_value) { + if (EngineDebugger::is_profiling("multiplayer:bandwidth")) { + Array values; + values.push_back(p_what); + values.push_back(OS::get_singleton()->get_ticks_msec()); + values.push_back(p_value); + EngineDebugger::profiler_add_frame_data("multiplayer:bandwidth", values); + } +} +#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() { + _update_status(); + if (last_connection_status == MultiplayerPeer::CONNECTION_DISCONNECTED) { + return OK; + } + + multiplayer_peer->poll(); + + _update_status(); + if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) { + // We might be still connecting, or polling might have resulted in a disconnection. + return OK; + } + + while (multiplayer_peer->get_available_packet_count()) { + int sender = multiplayer_peer->get_packet_peer(); + const uint8_t *packet; + int len; + + int channel = multiplayer_peer->get_packet_channel(); + MultiplayerPeer::TransferMode mode = multiplayer_peer->get_packet_mode(); + + Error err = multiplayer_peer->get_packet(&packet, len); + ERR_FAIL_COND_V_MSG(err != OK, err, vformat("Error getting packet! %d", err)); + +#ifdef DEBUG_ENABLED + _profile_bandwidth("in", len); +#endif + + 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; + _process_packet(sender, packet, len); + remote_sender_id = 0; + } + + _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(); +} + +void SceneMultiplayer::set_root_path(const NodePath &p_path) { + ERR_FAIL_COND_MSG(!p_path.is_absolute() && !p_path.is_empty(), "SceneMultiplayer root path must be absolute."); + root_path = p_path; +} + +NodePath SceneMultiplayer::get_root_path() const { + return root_path; +} + +void SceneMultiplayer::set_multiplayer_peer(const Ref<MultiplayerPeer> &p_peer) { + if (p_peer == multiplayer_peer) { + return; // Nothing to do + } + + ERR_FAIL_COND_MSG(p_peer.is_valid() && p_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED, + "Supplied MultiplayerPeer must be connecting or connected."); + + if (multiplayer_peer.is_valid()) { + multiplayer_peer->disconnect("peer_connected", callable_mp(this, &SceneMultiplayer::_add_peer)); + multiplayer_peer->disconnect("peer_disconnected", callable_mp(this, &SceneMultiplayer::_del_peer)); + clear(); + } + + multiplayer_peer = p_peer; + + if (multiplayer_peer.is_valid()) { + multiplayer_peer->connect("peer_connected", callable_mp(this, &SceneMultiplayer::_add_peer)); + multiplayer_peer->connect("peer_disconnected", callable_mp(this, &SceneMultiplayer::_del_peer)); + } + _update_status(); +} + +Ref<MultiplayerPeer> SceneMultiplayer::get_multiplayer_peer() { + return multiplayer_peer; +} + +void SceneMultiplayer::_process_packet(int p_from, const uint8_t *p_packet, int p_packet_len) { + ERR_FAIL_COND_MSG(root_path.is_empty(), "Multiplayer root was not initialized. If you are using custom multiplayer, remember to set the root path via SceneMultiplayer.set_root_path before using it."); + ERR_FAIL_COND_MSG(p_packet_len < 1, "Invalid packet received. Size too small."); + + // Extract the `packet_type` from the LSB three bits: + uint8_t packet_type = p_packet[0] & CMD_MASK; + + switch (packet_type) { + case NETWORK_COMMAND_SIMPLIFY_PATH: { + cache->process_simplify_path(p_from, p_packet, p_packet_len); + } break; + + case NETWORK_COMMAND_CONFIRM_PATH: { + cache->process_confirm_path(p_from, p_packet, p_packet_len); + } break; + + case NETWORK_COMMAND_REMOTE_CALL: { + rpc->process_rpc(p_from, p_packet, p_packet_len); + } break; + + case NETWORK_COMMAND_RAW: { + _process_raw(p_from, p_packet, p_packet_len); + } break; + case NETWORK_COMMAND_SPAWN: { + replicator->on_spawn_receive(p_from, p_packet, p_packet_len); + } break; + case NETWORK_COMMAND_DESPAWN: { + replicator->on_despawn_receive(p_from, p_packet, p_packet_len); + } break; + case NETWORK_COMMAND_SYNC: { + replicator->on_sync_receive(p_from, p_packet, p_packet_len); + } break; + default: { + ERR_FAIL_MSG("Invalid network command from " + itos(p_from)); + } break; + } +} + +#ifdef DEBUG_ENABLED +_FORCE_INLINE_ Error SceneMultiplayer::_send(const uint8_t *p_packet, int p_packet_len) { + _profile_bandwidth("out", p_packet_len); + return multiplayer_peer->put_packet(p_packet, p_packet_len); +} +#endif + +Error SceneMultiplayer::send_command(int p_to, const uint8_t *p_packet, int p_packet_len) { + if (server_relay && get_unique_id() != 1 && p_to != 1 && multiplayer_peer->is_server_relay_supported()) { + // Send relay packet. + relay_buffer->seek(0); + relay_buffer->put_u8(NETWORK_COMMAND_SYS); + relay_buffer->put_u8(SYS_COMMAND_RELAY); + relay_buffer->put_32(p_to); // Set the destination. + relay_buffer->put_data(p_packet, p_packet_len); + multiplayer_peer->set_target_peer(1); + const Vector<uint8_t> data = relay_buffer->get_data_array(); + return _send(data.ptr(), relay_buffer->get_position()); + } + if (p_to > 0) { + ERR_FAIL_COND_V(!connected_peers.has(p_to), ERR_BUG); + multiplayer_peer->set_target_peer(p_to); + return _send(p_packet, p_packet_len); + } else { + for (const int &pid : connected_peers) { + if (p_to && pid == -p_to) { + continue; + } + multiplayer_peer->set_target_peer(pid); + _send(p_packet, p_packet_len); + } + return OK; + } +} + +void SceneMultiplayer::_process_sys(int p_from, const uint8_t *p_packet, int p_packet_len, MultiplayerPeer::TransferMode p_mode, int p_channel) { + ERR_FAIL_COND_MSG(p_packet_len < SYS_CMD_SIZE, "Invalid packet received. Size too small."); + uint8_t sys_cmd_type = p_packet[1]; + int32_t peer = int32_t(decode_uint32(&p_packet[2])); + 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); + _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); + _del_peer(peer); + } break; + case SYS_COMMAND_RELAY: { + ERR_FAIL_COND(!server_relay || !multiplayer_peer->is_server_relay_supported()); + ERR_FAIL_COND(p_packet_len < SYS_CMD_SIZE + 1); + const uint8_t *packet = p_packet + SYS_CMD_SIZE; + int len = p_packet_len - SYS_CMD_SIZE; + bool should_process = false; + if (get_unique_id() == 1) { // I am the server. + // Direct messages to server should not go through relay. + ERR_FAIL_COND(peer > 0 && !connected_peers.has(peer)); + // Send relay packet. + relay_buffer->seek(0); + relay_buffer->put_u8(NETWORK_COMMAND_SYS); + relay_buffer->put_u8(SYS_COMMAND_RELAY); + relay_buffer->put_32(p_from); // Set the source. + relay_buffer->put_data(packet, len); + const Vector<uint8_t> data = relay_buffer->get_data_array(); + multiplayer_peer->set_transfer_mode(p_mode); + multiplayer_peer->set_transfer_channel(p_channel); + if (peer > 0) { + multiplayer_peer->set_target_peer(peer); + _send(data.ptr(), relay_buffer->get_position()); + } else { + for (const int &P : connected_peers) { + // Not to sender, nor excluded. + if (P == p_from || (peer < 0 && P != -peer)) { + continue; + } + multiplayer_peer->set_target_peer(P); + _send(data.ptr(), relay_buffer->get_position()); + } + } + if (peer == 0 || peer == -1) { + should_process = true; + peer = p_from; // Process as the source. + } + } else { + ERR_FAIL_COND(p_from != 1); // Bug. + should_process = true; + } + if (should_process) { + remote_sender_id = peer; + _process_packet(peer, packet, len); + remote_sender_id = 0; + } + } break; + default: { + ERR_FAIL(); + } + } +} + +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]; + buf[0] = NETWORK_COMMAND_SYS; + buf[1] = SYS_COMMAND_ADD_PEER; + multiplayer_peer->set_transfer_channel(0); + multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE); + for (const int &P : connected_peers) { + // Send new peer to already connected. + encode_uint32(p_id, &buf[2]); + multiplayer_peer->set_target_peer(P); + _send(buf, sizeof(buf)); + // Send already connected to new peer. + encode_uint32(P, &buf[2]); + multiplayer_peer->set_target_peer(p_id); + _send(buf, sizeof(buf)); + } + } + + 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]; + buf[0] = NETWORK_COMMAND_SYS; + buf[1] = SYS_COMMAND_DEL_PEER; + multiplayer_peer->set_transfer_channel(0); + multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE); + encode_uint32(p_id, &buf[2]); + for (const int &P : connected_peers) { + if (P == p_id) { + continue; + } + multiplayer_peer->set_target_peer(P); + _send(buf, sizeof(buf)); + } + } + + replicator->on_peer_change(p_id, false); + cache->on_peer_change(p_id, false); + connected_peers.erase(p_id); + emit_signal(SNAME("peer_disconnected"), p_id); +} + +void SceneMultiplayer::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) { + ERR_FAIL_COND_V_MSG(p_data.size() < 1, ERR_INVALID_DATA, "Trying to send an empty raw packet."); + ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), ERR_UNCONFIGURED, "Trying to send a raw packet while no multiplayer peer is active."); + ERR_FAIL_COND_V_MSG(multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED, "Trying to send a raw packet via a multiplayer peer which is not connected."); + + if (packet_cache.size() < p_data.size() + 1) { + packet_cache.resize(p_data.size() + 1); + } + + const uint8_t *r = p_data.ptr(); + packet_cache.write[0] = NETWORK_COMMAND_RAW; + memcpy(&packet_cache.write[1], &r[0], p_data.size()); + + multiplayer_peer->set_transfer_channel(p_channel); + multiplayer_peer->set_transfer_mode(p_mode); + 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 _send(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 = _send(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."); + + Vector<uint8_t> out; + int len = p_packet_len - 1; + out.resize(len); + { + uint8_t *w = out.ptrw(); + memcpy(&w[0], &p_packet[1], len); + } + emit_signal(SNAME("peer_packet"), p_from, out); +} + +int SceneMultiplayer::get_unique_id() { + ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), 0, "No multiplayer peer is assigned. Unable to get unique ID."); + return multiplayer_peer->get_unique_id(); +} + +void SceneMultiplayer::set_refuse_new_connections(bool p_refuse) { + ERR_FAIL_COND_MSG(!multiplayer_peer.is_valid(), "No multiplayer peer is assigned. Unable to set 'refuse_new_connections'."); + multiplayer_peer->set_refuse_new_connections(p_refuse); +} + +bool SceneMultiplayer::is_refusing_new_connections() const { + ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), false, "No multiplayer peer is assigned. Unable to get 'refuse_new_connections'."); + return multiplayer_peer->is_refusing_new_connections(); +} + +Vector<int> SceneMultiplayer::get_peer_ids() { + ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), Vector<int>(), "No multiplayer peer is assigned. Assume no peers are connected."); + + Vector<int> ret; + for (const int &E : connected_peers) { + ret.push_back(E); + } + + return ret; +} + +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; +} + +bool SceneMultiplayer::is_object_decoding_allowed() const { + return allow_object_decoding; +} + +String SceneMultiplayer::get_rpc_md5(const Object *p_obj) { + return rpc->get_rpc_md5(p_obj); +} + +Error SceneMultiplayer::rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) { + return rpc->rpcp(p_obj, p_peer_id, p_method, p_arg, p_argcount); +} + +Error SceneMultiplayer::object_configuration_add(Object *p_obj, Variant p_config) { + if (p_obj == nullptr && p_config.get_type() == Variant::NODE_PATH) { + set_root_path(p_config); + return OK; + } + MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object()); + MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object()); + if (spawner) { + return replicator->on_spawn(p_obj, p_config); + } else if (sync) { + return replicator->on_replication_start(p_obj, p_config); + } + return ERR_INVALID_PARAMETER; +} + +Error SceneMultiplayer::object_configuration_remove(Object *p_obj, Variant p_config) { + if (p_obj == nullptr && p_config.get_type() == Variant::NODE_PATH) { + ERR_FAIL_COND_V(root_path != p_config.operator NodePath(), ERR_INVALID_PARAMETER); + set_root_path(NodePath()); + return OK; + } + MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object()); + MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object()); + if (spawner) { + return replicator->on_despawn(p_obj, p_config); + } + if (sync) { + return replicator->on_replication_stop(p_obj, p_config); + } + return ERR_INVALID_PARAMETER; +} + +void SceneMultiplayer::set_server_relay_enabled(bool p_enabled) { + server_relay = p_enabled; +} + +bool SceneMultiplayer::is_server_relay_enabled() const { + return server_relay; +} + +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); + ClassDB::bind_method(D_METHOD("is_object_decoding_allowed"), &SceneMultiplayer::is_object_decoding_allowed); + ClassDB::bind_method(D_METHOD("set_server_relay_enabled", "enabled"), &SceneMultiplayer::set_server_relay_enabled); + ClassDB::bind_method(D_METHOD("is_server_relay_enabled"), &SceneMultiplayer::is_server_relay_enabled); + 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"))); +} + +SceneMultiplayer::SceneMultiplayer() { + relay_buffer.instantiate(); + replicator = Ref<SceneReplicationInterface>(memnew(SceneReplicationInterface(this))); + rpc = Ref<SceneRPCInterface>(memnew(SceneRPCInterface(this))); + cache = Ref<SceneCacheInterface>(memnew(SceneCacheInterface(this))); + set_multiplayer_peer(Ref<OfflineMultiplayerPeer>(memnew(OfflineMultiplayerPeer))); +} + +SceneMultiplayer::~SceneMultiplayer() { + clear(); +} |