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-rw-r--r--modules/multiplayer/scene_multiplayer.cpp668
1 files changed, 668 insertions, 0 deletions
diff --git a/modules/multiplayer/scene_multiplayer.cpp b/modules/multiplayer/scene_multiplayer.cpp
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+++ b/modules/multiplayer/scene_multiplayer.cpp
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+/**************************************************************************/
+/* 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();
+}