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Diffstat (limited to 'modules/multiplayer/scene_replication_interface.cpp')
-rw-r--r-- | modules/multiplayer/scene_replication_interface.cpp | 692 |
1 files changed, 692 insertions, 0 deletions
diff --git a/modules/multiplayer/scene_replication_interface.cpp b/modules/multiplayer/scene_replication_interface.cpp new file mode 100644 index 0000000000..659ce7316a --- /dev/null +++ b/modules/multiplayer/scene_replication_interface.cpp @@ -0,0 +1,692 @@ +/*************************************************************************/ +/* scene_replication_interface.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "scene_replication_interface.h" + +#include "scene_multiplayer.h" + +#include "core/io/marshalls.h" +#include "scene/main/node.h" +#include "scene/scene_string_names.h" + +#define MAKE_ROOM(m_amount) \ + if (packet_cache.size() < m_amount) \ + packet_cache.resize(m_amount); + +SceneReplicationInterface::TrackedNode &SceneReplicationInterface::_track(const ObjectID &p_id) { + if (!tracked_nodes.has(p_id)) { + tracked_nodes[p_id] = TrackedNode(p_id); + Node *node = get_id_as<Node>(p_id); + node->connect(SceneStringNames::get_singleton()->tree_exited, callable_mp(this, &SceneReplicationInterface::_untrack).bind(p_id), Node::CONNECT_ONE_SHOT); + } + return tracked_nodes[p_id]; +} + +void SceneReplicationInterface::_untrack(const ObjectID &p_id) { + if (!tracked_nodes.has(p_id)) { + return; + } + uint32_t net_id = tracked_nodes[p_id].net_id; + uint32_t peer = tracked_nodes[p_id].remote_peer; + tracked_nodes.erase(p_id); + // If it was spawned by a remote, remove it from the received nodes. + if (peer && peers_info.has(peer)) { + peers_info[peer].recv_nodes.erase(net_id); + } + // If we spawned or synced it, we need to remove it from any peer it was sent to. + if (net_id || peer == 0) { + for (KeyValue<int, PeerInfo> &E : peers_info) { + E.value.spawn_nodes.erase(p_id); + } + } +} + +void SceneReplicationInterface::_free_remotes(const PeerInfo &p_info) { + for (const KeyValue<uint32_t, ObjectID> &E : p_info.recv_nodes) { + Node *node = tracked_nodes.has(E.value) ? get_id_as<Node>(E.value) : nullptr; + ERR_CONTINUE(!node); + node->queue_free(); + } +} + +void SceneReplicationInterface::on_peer_change(int p_id, bool p_connected) { + if (p_connected) { + peers_info[p_id] = PeerInfo(); + for (const ObjectID &oid : spawned_nodes) { + _update_spawn_visibility(p_id, oid); + } + for (const ObjectID &oid : sync_nodes) { + _update_sync_visibility(p_id, get_id_as<MultiplayerSynchronizer>(oid)); + } + } else { + ERR_FAIL_COND(!peers_info.has(p_id)); + _free_remotes(peers_info[p_id]); + peers_info.erase(p_id); + } +} + +void SceneReplicationInterface::on_reset() { + for (const KeyValue<int, PeerInfo> &E : peers_info) { + _free_remotes(E.value); + } + peers_info.clear(); + // Tracked nodes are cleared on deletion, here we only reset the ids so they can be later re-assigned. + for (KeyValue<ObjectID, TrackedNode> &E : tracked_nodes) { + TrackedNode &tobj = E.value; + tobj.net_id = 0; + tobj.remote_peer = 0; + } + for (const ObjectID &oid : sync_nodes) { + MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(oid); + ERR_CONTINUE(!sync); + sync->reset(); + } + last_net_id = 0; +} + +void SceneReplicationInterface::on_network_process() { + uint64_t msec = OS::get_singleton()->get_ticks_msec(); + for (KeyValue<int, PeerInfo> &E : peers_info) { + const HashSet<ObjectID> to_sync = E.value.sync_nodes; + if (to_sync.is_empty()) { + continue; // Nothing to sync + } + uint16_t sync_net_time = ++E.value.last_sent_sync; + _send_sync(E.key, to_sync, sync_net_time, msec); + } +} + +Error SceneReplicationInterface::on_spawn(Object *p_obj, Variant p_config) { + Node *node = Object::cast_to<Node>(p_obj); + ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER); + MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object()); + ERR_FAIL_COND_V(!spawner, ERR_INVALID_PARAMETER); + // Track node. + const ObjectID oid = node->get_instance_id(); + TrackedNode &tobj = _track(oid); + ERR_FAIL_COND_V(tobj.spawner != ObjectID(), ERR_ALREADY_IN_USE); + tobj.spawner = spawner->get_instance_id(); + spawned_nodes.insert(oid); + + if (multiplayer->has_multiplayer_peer() && spawner->is_multiplayer_authority()) { + if (tobj.net_id == 0) { + tobj.net_id = ++last_net_id; + } + _update_spawn_visibility(0, oid); + } + return OK; +} + +Error SceneReplicationInterface::on_despawn(Object *p_obj, Variant p_config) { + Node *node = Object::cast_to<Node>(p_obj); + ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER); + MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object()); + ERR_FAIL_COND_V(!p_obj || !spawner, ERR_INVALID_PARAMETER); + // Forcibly despawn to all peers that knowns me. + int len = 0; + Error err = _make_despawn_packet(node, len); + ERR_FAIL_COND_V(err != OK, ERR_BUG); + const ObjectID oid = p_obj->get_instance_id(); + for (const KeyValue<int, PeerInfo> &E : peers_info) { + if (!E.value.spawn_nodes.has(oid)) { + continue; + } + _send_raw(packet_cache.ptr(), len, E.key, true); + } + // Also remove spawner tracking from the replication state. + ERR_FAIL_COND_V(!tracked_nodes.has(oid), ERR_INVALID_PARAMETER); + TrackedNode &tobj = _track(oid); + ERR_FAIL_COND_V(tobj.spawner != spawner->get_instance_id(), ERR_INVALID_PARAMETER); + tobj.spawner = ObjectID(); + spawned_nodes.erase(oid); + for (KeyValue<int, PeerInfo> &E : peers_info) { + E.value.spawn_nodes.erase(oid); + } + return OK; +} + +Error SceneReplicationInterface::on_replication_start(Object *p_obj, Variant p_config) { + Node *node = Object::cast_to<Node>(p_obj); + ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER); + MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object()); + ERR_FAIL_COND_V(!sync, ERR_INVALID_PARAMETER); + + // Add to synchronizer list. + TrackedNode &tobj = _track(p_obj->get_instance_id()); + const ObjectID sid = sync->get_instance_id(); + tobj.synchronizers.insert(sid); + sync_nodes.insert(sid); + + // Update visibility. + sync->connect("visibility_changed", callable_mp(this, &SceneReplicationInterface::_visibility_changed).bind(sync->get_instance_id())); + _update_sync_visibility(0, sync); + + if (pending_spawn == p_obj->get_instance_id() && sync->get_multiplayer_authority() == pending_spawn_remote) { + // Try to apply synchronizer Net ID + ERR_FAIL_COND_V_MSG(pending_sync_net_ids.is_empty(), ERR_INVALID_DATA, vformat("The MultiplayerSynchronizer at path \"%s\" is unable to process the pending spawn since it has no network ID. This might happen when changing the multiplayer authority during the \"_ready\" callback. Make sure to only change the authority of multiplayer synchronizers during \"_enter_tree\" or the \"_spawn_custom\" callback of their multiplayer spawner.", sync->get_path())); + ERR_FAIL_COND_V(!peers_info.has(pending_spawn_remote), ERR_INVALID_DATA); + uint32_t net_id = pending_sync_net_ids[0]; + pending_sync_net_ids.pop_front(); + peers_info[pending_spawn_remote].recv_sync_ids[net_id] = sync->get_instance_id(); + + // Try to apply spawn state (before ready). + if (pending_buffer_size > 0) { + ERR_FAIL_COND_V(!node || sync->get_replication_config().is_null(), ERR_UNCONFIGURED); + int consumed = 0; + const List<NodePath> props = sync->get_replication_config()->get_spawn_properties(); + Vector<Variant> vars; + vars.resize(props.size()); + Error err = MultiplayerAPI::decode_and_decompress_variants(vars, pending_buffer, pending_buffer_size, consumed); + ERR_FAIL_COND_V(err, err); + if (consumed > 0) { + pending_buffer += consumed; + pending_buffer_size -= consumed; + err = MultiplayerSynchronizer::set_state(props, node, vars); + ERR_FAIL_COND_V(err, err); + } + } + } + return OK; +} + +Error SceneReplicationInterface::on_replication_stop(Object *p_obj, Variant p_config) { + Node *node = Object::cast_to<Node>(p_obj); + ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER); + MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object()); + ERR_FAIL_COND_V(!sync, ERR_INVALID_PARAMETER); + sync->disconnect("visibility_changed", callable_mp(this, &SceneReplicationInterface::_visibility_changed)); + // Untrack synchronizer. + const ObjectID oid = node->get_instance_id(); + const ObjectID sid = sync->get_instance_id(); + ERR_FAIL_COND_V(!tracked_nodes.has(oid), ERR_INVALID_PARAMETER); + TrackedNode &tobj = _track(oid); + tobj.synchronizers.erase(sid); + sync_nodes.erase(sid); + for (KeyValue<int, PeerInfo> &E : peers_info) { + E.value.sync_nodes.erase(sid); + if (sync->get_net_id()) { + E.value.recv_sync_ids.erase(sync->get_net_id()); + } + } + return OK; +} + +void SceneReplicationInterface::_visibility_changed(int p_peer, ObjectID p_sid) { + MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(p_sid); + ERR_FAIL_COND(!sync); // Bug. + Node *node = sync->get_root_node(); + ERR_FAIL_COND(!node); // Bug. + const ObjectID oid = node->get_instance_id(); + if (spawned_nodes.has(oid)) { + _update_spawn_visibility(p_peer, oid); + } + _update_sync_visibility(p_peer, sync); +} + +Error SceneReplicationInterface::_update_sync_visibility(int p_peer, MultiplayerSynchronizer *p_sync) { + ERR_FAIL_COND_V(!p_sync, ERR_BUG); + if (!multiplayer->has_multiplayer_peer() || !p_sync->is_multiplayer_authority()) { + return OK; + } + + const ObjectID &sid = p_sync->get_instance_id(); + bool is_visible = p_sync->is_visible_to(p_peer); + if (p_peer == 0) { + for (KeyValue<int, PeerInfo> &E : peers_info) { + // Might be visible to this specific peer. + bool is_visible_to_peer = is_visible || p_sync->is_visible_to(E.key); + if (is_visible_to_peer == E.value.sync_nodes.has(sid)) { + continue; + } + if (is_visible_to_peer) { + E.value.sync_nodes.insert(sid); + } else { + E.value.sync_nodes.erase(sid); + } + } + return OK; + } else { + ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER); + if (is_visible == peers_info[p_peer].sync_nodes.has(sid)) { + return OK; + } + if (is_visible) { + peers_info[p_peer].sync_nodes.insert(sid); + } else { + peers_info[p_peer].sync_nodes.erase(sid); + } + return OK; + } +} + +Error SceneReplicationInterface::_update_spawn_visibility(int p_peer, const ObjectID &p_oid) { + const TrackedNode *tnode = tracked_nodes.getptr(p_oid); + ERR_FAIL_COND_V(!tnode, ERR_BUG); + MultiplayerSpawner *spawner = get_id_as<MultiplayerSpawner>(tnode->spawner); + Node *node = get_id_as<Node>(p_oid); + ERR_FAIL_COND_V(!node || !spawner || !spawner->is_multiplayer_authority(), ERR_BUG); + ERR_FAIL_COND_V(!tracked_nodes.has(p_oid), ERR_BUG); + const HashSet<ObjectID> synchronizers = tracked_nodes[p_oid].synchronizers; + bool is_visible = true; + for (const ObjectID &sid : synchronizers) { + MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(sid); + ERR_CONTINUE(!sync); + if (!sync->is_multiplayer_authority()) { + continue; + } + // Spawn visibility is composed using OR when multiple synchronizers are present. + if (sync->is_visible_to(p_peer)) { + is_visible = true; + break; + } + is_visible = false; + } + // Spawn (and despawn) when needed. + HashSet<int> to_spawn; + HashSet<int> to_despawn; + if (p_peer) { + ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER); + if (is_visible == peers_info[p_peer].spawn_nodes.has(p_oid)) { + return OK; + } + if (is_visible) { + to_spawn.insert(p_peer); + } else { + to_despawn.insert(p_peer); + } + } else { + // Check visibility for each peers. + for (const KeyValue<int, PeerInfo> &E : peers_info) { + if (is_visible) { + // This is fast, since the the object is visibile to everyone, we don't need to check each peer. + if (E.value.spawn_nodes.has(p_oid)) { + // Already spawned. + continue; + } + to_spawn.insert(E.key); + } else { + // Need to check visibility for each peer. + _update_spawn_visibility(E.key, p_oid); + } + } + } + if (to_spawn.size()) { + int len = 0; + _make_spawn_packet(node, spawner, len); + for (int pid : to_spawn) { + ERR_CONTINUE(!peers_info.has(pid)); + int path_id; + multiplayer->get_path_cache()->send_object_cache(spawner, pid, path_id); + _send_raw(packet_cache.ptr(), len, pid, true); + peers_info[pid].spawn_nodes.insert(p_oid); + } + } + if (to_despawn.size()) { + int len = 0; + _make_despawn_packet(node, len); + for (int pid : to_despawn) { + ERR_CONTINUE(!peers_info.has(pid)); + peers_info[pid].spawn_nodes.erase(p_oid); + _send_raw(packet_cache.ptr(), len, pid, true); + } + } + return OK; +} + +Error SceneReplicationInterface::_send_raw(const uint8_t *p_buffer, int p_size, int p_peer, bool p_reliable) { + ERR_FAIL_COND_V(!p_buffer || p_size < 1, ERR_INVALID_PARAMETER); + ERR_FAIL_COND_V(!multiplayer, ERR_UNCONFIGURED); + ERR_FAIL_COND_V(!multiplayer->has_multiplayer_peer(), ERR_UNCONFIGURED); + +#ifdef DEBUG_ENABLED + multiplayer->profile_bandwidth("out", p_size); +#endif + + Ref<MultiplayerPeer> peer = multiplayer->get_multiplayer_peer(); + peer->set_transfer_channel(0); + peer->set_transfer_mode(p_reliable ? MultiplayerPeer::TRANSFER_MODE_RELIABLE : MultiplayerPeer::TRANSFER_MODE_UNRELIABLE); + return multiplayer->send_command(p_peer, p_buffer, p_size); +} + +Error SceneReplicationInterface::_make_spawn_packet(Node *p_node, MultiplayerSpawner *p_spawner, int &r_len) { + ERR_FAIL_COND_V(!multiplayer || !p_node || !p_spawner, ERR_BUG); + + const ObjectID oid = p_node->get_instance_id(); + const TrackedNode *tnode = tracked_nodes.getptr(oid); + ERR_FAIL_COND_V(!tnode, ERR_INVALID_PARAMETER); + + uint32_t nid = tnode->net_id; + ERR_FAIL_COND_V(!nid, ERR_UNCONFIGURED); + + // Prepare custom arg and scene_id + uint8_t scene_id = p_spawner->find_spawnable_scene_index_from_object(oid); + bool is_custom = scene_id == MultiplayerSpawner::INVALID_ID; + Variant spawn_arg = p_spawner->get_spawn_argument(oid); + int spawn_arg_size = 0; + if (is_custom) { + Error err = MultiplayerAPI::encode_and_compress_variant(spawn_arg, nullptr, spawn_arg_size, false); + ERR_FAIL_COND_V(err, err); + } + + // Prepare spawn state. + List<NodePath> state_props; + List<uint32_t> sync_ids; + const HashSet<ObjectID> synchronizers = tnode->synchronizers; + for (const ObjectID &sid : synchronizers) { + MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(sid); + if (!sync->is_multiplayer_authority()) { + continue; + } + ERR_CONTINUE(!sync); + ERR_FAIL_COND_V(sync->get_replication_config().is_null(), ERR_BUG); + for (const NodePath &prop : sync->get_replication_config()->get_spawn_properties()) { + state_props.push_back(prop); + } + // Ensure the synchronizer has an ID. + if (sync->get_net_id() == 0) { + sync->set_net_id(++last_net_id); + } + sync_ids.push_back(sync->get_net_id()); + } + int state_size = 0; + Vector<Variant> state_vars; + Vector<const Variant *> state_varp; + if (state_props.size()) { + Error err = MultiplayerSynchronizer::get_state(state_props, p_node, state_vars, state_varp); + ERR_FAIL_COND_V_MSG(err != OK, err, "Unable to retrieve spawn state."); + err = MultiplayerAPI::encode_and_compress_variants(state_varp.ptrw(), state_varp.size(), nullptr, state_size); + ERR_FAIL_COND_V_MSG(err != OK, err, "Unable to encode spawn state."); + } + + // Encode scene ID, path ID, net ID, node name. + int path_id = multiplayer->get_path_cache()->make_object_cache(p_spawner); + CharString cname = p_node->get_name().operator String().utf8(); + int nlen = encode_cstring(cname.get_data(), nullptr); + MAKE_ROOM(1 + 1 + 4 + 4 + 4 + 4 * sync_ids.size() + 4 + nlen + (is_custom ? 4 + spawn_arg_size : 0) + state_size); + uint8_t *ptr = packet_cache.ptrw(); + ptr[0] = (uint8_t)SceneMultiplayer::NETWORK_COMMAND_SPAWN; + ptr[1] = scene_id; + int ofs = 2; + ofs += encode_uint32(path_id, &ptr[ofs]); + ofs += encode_uint32(nid, &ptr[ofs]); + ofs += encode_uint32(sync_ids.size(), &ptr[ofs]); + ofs += encode_uint32(nlen, &ptr[ofs]); + for (uint32_t snid : sync_ids) { + ofs += encode_uint32(snid, &ptr[ofs]); + } + ofs += encode_cstring(cname.get_data(), &ptr[ofs]); + // Write args + if (is_custom) { + ofs += encode_uint32(spawn_arg_size, &ptr[ofs]); + Error err = MultiplayerAPI::encode_and_compress_variant(spawn_arg, &ptr[ofs], spawn_arg_size, false); + ERR_FAIL_COND_V(err, err); + ofs += spawn_arg_size; + } + // Write state. + if (state_size) { + Error err = MultiplayerAPI::encode_and_compress_variants(state_varp.ptrw(), state_varp.size(), &ptr[ofs], state_size); + ERR_FAIL_COND_V(err, err); + ofs += state_size; + } + r_len = ofs; + return OK; +} + +Error SceneReplicationInterface::_make_despawn_packet(Node *p_node, int &r_len) { + const ObjectID oid = p_node->get_instance_id(); + const TrackedNode *tnode = tracked_nodes.getptr(oid); + ERR_FAIL_COND_V(!tnode, ERR_INVALID_PARAMETER); + MAKE_ROOM(5); + uint8_t *ptr = packet_cache.ptrw(); + ptr[0] = (uint8_t)SceneMultiplayer::NETWORK_COMMAND_DESPAWN; + int ofs = 1; + uint32_t nid = tnode->net_id; + ofs += encode_uint32(nid, &ptr[ofs]); + r_len = ofs; + return OK; +} + +Error SceneReplicationInterface::on_spawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) { + ERR_FAIL_COND_V_MSG(p_buffer_len < 18, ERR_INVALID_DATA, "Invalid spawn packet received"); + int ofs = 1; // The spawn/despawn command. + uint8_t scene_id = p_buffer[ofs]; + ofs += 1; + uint32_t node_target = decode_uint32(&p_buffer[ofs]); + ofs += 4; + MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(multiplayer->get_path_cache()->get_cached_object(p_from, node_target)); + ERR_FAIL_COND_V(!spawner, ERR_DOES_NOT_EXIST); + ERR_FAIL_COND_V(p_from != spawner->get_multiplayer_authority(), ERR_UNAUTHORIZED); + + uint32_t net_id = decode_uint32(&p_buffer[ofs]); + ofs += 4; + uint32_t sync_len = decode_uint32(&p_buffer[ofs]); + ofs += 4; + uint32_t name_len = decode_uint32(&p_buffer[ofs]); + ofs += 4; + ERR_FAIL_COND_V_MSG(name_len + (sync_len * 4) > uint32_t(p_buffer_len - ofs), ERR_INVALID_DATA, vformat("Invalid spawn packet size: %d, wants: %d", p_buffer_len, ofs + name_len + (sync_len * 4))); + List<uint32_t> sync_ids; + for (uint32_t i = 0; i < sync_len; i++) { + sync_ids.push_back(decode_uint32(&p_buffer[ofs])); + ofs += 4; + } + ERR_FAIL_COND_V_MSG(name_len < 1, ERR_INVALID_DATA, "Zero spawn name size."); + + // We need to make sure no trickery happens here, but we want to allow autogenerated ("@") node names. + const String name = String::utf8((const char *)&p_buffer[ofs], name_len); + ERR_FAIL_COND_V_MSG(name.validate_node_name() != name, ERR_INVALID_DATA, vformat("Invalid node name received: '%s'. Make sure to add nodes via 'add_child(node, true)' remotely.", name)); + ofs += name_len; + + // Check that we can spawn. + Node *parent = spawner->get_node_or_null(spawner->get_spawn_path()); + ERR_FAIL_COND_V(!parent, ERR_UNCONFIGURED); + ERR_FAIL_COND_V(parent->has_node(name), ERR_INVALID_DATA); + + Node *node = nullptr; + if (scene_id == MultiplayerSpawner::INVALID_ID) { + // Custom spawn. + ERR_FAIL_COND_V(p_buffer_len - ofs < 4, ERR_INVALID_DATA); + uint32_t arg_size = decode_uint32(&p_buffer[ofs]); + ofs += 4; + ERR_FAIL_COND_V(arg_size > uint32_t(p_buffer_len - ofs), ERR_INVALID_DATA); + Variant v; + Error err = MultiplayerAPI::decode_and_decompress_variant(v, &p_buffer[ofs], arg_size, nullptr, false); + ERR_FAIL_COND_V(err != OK, err); + ofs += arg_size; + node = spawner->instantiate_custom(v); + } else { + // Scene based spawn. + node = spawner->instantiate_scene(scene_id); + } + ERR_FAIL_COND_V(!node, ERR_UNAUTHORIZED); + node->set_name(name); + + // Add and track remote + ERR_FAIL_COND_V(!peers_info.has(p_from), ERR_UNAVAILABLE); + ERR_FAIL_COND_V(peers_info[p_from].recv_nodes.has(net_id), ERR_ALREADY_IN_USE); + ObjectID oid = node->get_instance_id(); + TrackedNode &tobj = _track(oid); + tobj.spawner = spawner->get_instance_id(); + tobj.net_id = net_id; + tobj.remote_peer = p_from; + peers_info[p_from].recv_nodes[net_id] = oid; + + // The initial state will be applied during the sync config (i.e. before _ready). + pending_spawn = node->get_instance_id(); + pending_spawn_remote = p_from; + pending_buffer_size = p_buffer_len - ofs; + pending_buffer = pending_buffer_size > 0 ? &p_buffer[ofs] : nullptr; + pending_sync_net_ids = sync_ids; + + parent->add_child(node); + spawner->emit_signal(SNAME("spawned"), node); + + pending_spawn = ObjectID(); + pending_spawn_remote = 0; + pending_buffer = nullptr; + pending_buffer_size = 0; + if (pending_sync_net_ids.size()) { + pending_sync_net_ids.clear(); + ERR_FAIL_V(ERR_INVALID_DATA); // Should have been consumed. + } + return OK; +} + +Error SceneReplicationInterface::on_despawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) { + ERR_FAIL_COND_V_MSG(p_buffer_len < 5, ERR_INVALID_DATA, "Invalid spawn packet received"); + int ofs = 1; // The spawn/despawn command. + uint32_t net_id = decode_uint32(&p_buffer[ofs]); + ofs += 4; + + // Untrack remote + ERR_FAIL_COND_V(!peers_info.has(p_from), ERR_UNAUTHORIZED); + PeerInfo &pinfo = peers_info[p_from]; + ERR_FAIL_COND_V(!pinfo.recv_nodes.has(net_id), ERR_UNAUTHORIZED); + Node *node = get_id_as<Node>(pinfo.recv_nodes[net_id]); + ERR_FAIL_COND_V(!node, ERR_BUG); + pinfo.recv_nodes.erase(net_id); + + const ObjectID oid = node->get_instance_id(); + ERR_FAIL_COND_V(!tracked_nodes.has(oid), ERR_BUG); + MultiplayerSpawner *spawner = get_id_as<MultiplayerSpawner>(tracked_nodes[oid].spawner); + ERR_FAIL_COND_V(!spawner, ERR_DOES_NOT_EXIST); + ERR_FAIL_COND_V(p_from != spawner->get_multiplayer_authority(), ERR_UNAUTHORIZED); + + if (node->get_parent() != nullptr) { + node->get_parent()->remove_child(node); + } + node->queue_free(); + spawner->emit_signal(SNAME("despawned"), node); + + return OK; +} + +void SceneReplicationInterface::_send_sync(int p_peer, const HashSet<ObjectID> p_synchronizers, uint16_t p_sync_net_time, uint64_t p_msec) { + MAKE_ROOM(sync_mtu); + uint8_t *ptr = packet_cache.ptrw(); + ptr[0] = SceneMultiplayer::NETWORK_COMMAND_SYNC; + int ofs = 1; + ofs += encode_uint16(p_sync_net_time, &ptr[1]); + // Can only send updates for already notified nodes. + // This is a lazy implementation, we could optimize much more here with by grouping by replication config. + for (const ObjectID &oid : p_synchronizers) { + MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(oid); + ERR_CONTINUE(!sync || !sync->get_replication_config().is_valid() || !sync->is_multiplayer_authority()); + if (!sync->update_outbound_sync_time(p_msec)) { + continue; // nothing to sync. + } + + Node *node = sync->get_root_node(); + ERR_CONTINUE(!node); + uint32_t net_id = sync->get_net_id(); + if (net_id == 0 || (net_id & 0x80000000)) { + int path_id = 0; + bool verified = multiplayer->get_path_cache()->send_object_cache(sync, p_peer, path_id); + ERR_CONTINUE_MSG(path_id < 0, "This should never happen!"); + if (net_id == 0) { + // First time path based ID. + net_id = path_id | 0x80000000; + sync->set_net_id(net_id | 0x80000000); + } + if (!verified) { + // The path based sync is not yet confirmed, skipping. + continue; + } + } + int size; + Vector<Variant> vars; + Vector<const Variant *> varp; + const List<NodePath> props = sync->get_replication_config()->get_sync_properties(); + Error err = MultiplayerSynchronizer::get_state(props, node, vars, varp); + ERR_CONTINUE_MSG(err != OK, "Unable to retrieve sync state."); + err = MultiplayerAPI::encode_and_compress_variants(varp.ptrw(), varp.size(), nullptr, size); + ERR_CONTINUE_MSG(err != OK, "Unable to encode sync state."); + // TODO Handle single state above MTU. + ERR_CONTINUE_MSG(size > 3 + 4 + 4 + sync_mtu, vformat("Node states bigger then MTU will not be sent (%d > %d): %s", size, sync_mtu, node->get_path())); + if (ofs + 4 + 4 + size > sync_mtu) { + // Send what we got, and reset write. + _send_raw(packet_cache.ptr(), ofs, p_peer, false); + ofs = 3; + } + if (size) { + ofs += encode_uint32(sync->get_net_id(), &ptr[ofs]); + ofs += encode_uint32(size, &ptr[ofs]); + MultiplayerAPI::encode_and_compress_variants(varp.ptrw(), varp.size(), &ptr[ofs], size); + ofs += size; + } + } + if (ofs > 3) { + // Got some left over to send. + _send_raw(packet_cache.ptr(), ofs, p_peer, false); + } +} + +Error SceneReplicationInterface::on_sync_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) { + ERR_FAIL_COND_V_MSG(p_buffer_len < 11, ERR_INVALID_DATA, "Invalid sync packet received"); + uint16_t time = decode_uint16(&p_buffer[1]); + int ofs = 3; + while (ofs + 8 < p_buffer_len) { + uint32_t net_id = decode_uint32(&p_buffer[ofs]); + ofs += 4; + uint32_t size = decode_uint32(&p_buffer[ofs]); + ofs += 4; + MultiplayerSynchronizer *sync = nullptr; + if (net_id & 0x80000000) { + sync = Object::cast_to<MultiplayerSynchronizer>(multiplayer->get_path_cache()->get_cached_object(p_from, net_id & 0x7FFFFFFF)); + } else if (peers_info[p_from].recv_sync_ids.has(net_id)) { + const ObjectID &sid = peers_info[p_from].recv_sync_ids[net_id]; + sync = get_id_as<MultiplayerSynchronizer>(sid); + } + if (!sync) { + // Not received yet. + ofs += size; + continue; + } + Node *node = sync->get_root_node(); + if (sync->get_multiplayer_authority() != p_from || !node) { + ERR_CONTINUE(true); + } + if (!sync->update_inbound_sync_time(time)) { + // State is too old. + ofs += size; + continue; + } + ERR_FAIL_COND_V(size > uint32_t(p_buffer_len - ofs), ERR_BUG); + const List<NodePath> props = sync->get_replication_config()->get_sync_properties(); + Vector<Variant> vars; + vars.resize(props.size()); + int consumed; + Error err = MultiplayerAPI::decode_and_decompress_variants(vars, &p_buffer[ofs], size, consumed); + ERR_FAIL_COND_V(err, err); + err = MultiplayerSynchronizer::set_state(props, node, vars); + ERR_FAIL_COND_V(err, err); + ofs += size; + } + return OK; +} |