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-rw-r--r--modules/multiplayer/scene_replication_interface.cpp182
1 files changed, 135 insertions, 47 deletions
diff --git a/modules/multiplayer/scene_replication_interface.cpp b/modules/multiplayer/scene_replication_interface.cpp
index 8359580805..3466cb10df 100644
--- a/modules/multiplayer/scene_replication_interface.cpp
+++ b/modules/multiplayer/scene_replication_interface.cpp
@@ -1,37 +1,38 @@
-/*************************************************************************/
-/* 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* scene_replication_interface.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_replication_interface.h"
#include "scene_multiplayer.h"
+#include "core/debugger/engine_debugger.h"
#include "core/io/marshalls.h"
#include "scene/main/node.h"
#include "scene/scene_string_names.h"
@@ -40,6 +41,18 @@
if (packet_cache.size() < m_amount) \
packet_cache.resize(m_amount);
+#ifdef DEBUG_ENABLED
+_FORCE_INLINE_ void SceneReplicationInterface::_profile_node_data(const String &p_what, ObjectID p_id, int p_size) {
+ if (EngineDebugger::is_profiling("multiplayer:replication")) {
+ Array values;
+ values.push_back(p_what);
+ values.push_back(p_id);
+ values.push_back(p_size);
+ EngineDebugger::profiler_add_frame_data("multiplayer:replication", values);
+ }
+}
+#endif
+
SceneReplicationInterface::TrackedNode &SceneReplicationInterface::_track(const ObjectID &p_id) {
if (!tracked_nodes.has(p_id)) {
tracked_nodes[p_id] = TrackedNode(p_id);
@@ -72,7 +85,7 @@ 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_delete();
+ node->queue_free();
}
}
@@ -112,6 +125,20 @@ void SceneReplicationInterface::on_reset() {
}
void SceneReplicationInterface::on_network_process() {
+ // Prevent endless stalling in case of unforeseen spawn errors.
+ if (spawn_queue.size()) {
+ ERR_PRINT("An error happened during last spawn, this usually means the 'ready' signal was not emitted by the spawned node.");
+ for (const ObjectID &oid : spawn_queue) {
+ Node *node = get_id_as<Node>(oid);
+ ERR_CONTINUE(!node);
+ if (node->is_connected(SceneStringNames::get_singleton()->ready, callable_mp(this, &SceneReplicationInterface::_node_ready))) {
+ node->disconnect(SceneStringNames::get_singleton()->ready, callable_mp(this, &SceneReplicationInterface::_node_ready));
+ }
+ }
+ spawn_queue.clear();
+ }
+
+ // Process timed syncs.
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;
@@ -131,17 +158,39 @@ Error SceneReplicationInterface::on_spawn(Object *p_obj, Variant p_config) {
// Track node.
const ObjectID oid = node->get_instance_id();
TrackedNode &tobj = _track(oid);
+
+ // Spawn state needs to be callected after "ready", but the spawn order follows "enter_tree".
ERR_FAIL_COND_V(tobj.spawner != ObjectID(), ERR_ALREADY_IN_USE);
tobj.spawner = spawner->get_instance_id();
- spawned_nodes.insert(oid);
+ spawn_queue.insert(oid);
+ node->connect(SceneStringNames::get_singleton()->ready, callable_mp(this, &SceneReplicationInterface::_node_ready).bind(oid), Node::CONNECT_ONE_SHOT);
+ return OK;
+}
+
+void SceneReplicationInterface::_node_ready(const ObjectID &p_oid) {
+ ERR_FAIL_COND(!spawn_queue.has(p_oid)); // Bug.
- if (multiplayer->has_multiplayer_peer() && spawner->is_multiplayer_authority()) {
- if (tobj.net_id == 0) {
- tobj.net_id = ++last_net_id;
+ // If we are a nested spawn, we need to wait until the parent is ready.
+ if (p_oid != *(spawn_queue.begin())) {
+ return;
+ }
+
+ for (const ObjectID &oid : spawn_queue) {
+ ERR_CONTINUE(!tracked_nodes.has(oid));
+
+ TrackedNode &tobj = tracked_nodes[oid];
+ MultiplayerSpawner *spawner = get_id_as<MultiplayerSpawner>(tobj.spawner);
+ ERR_CONTINUE(!spawner);
+
+ 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);
}
- _update_spawn_visibility(0, oid);
}
- return OK;
+ spawn_queue.clear();
}
Error SceneReplicationInterface::on_despawn(Object *p_obj, Variant p_config) {
@@ -244,15 +293,54 @@ void SceneReplicationInterface::_visibility_changed(int p_peer, ObjectID p_sid)
Node *node = sync->get_root_node();
ERR_FAIL_COND(!node); // Bug.
const ObjectID oid = node->get_instance_id();
- if (spawned_nodes.has(oid)) {
+ if (spawned_nodes.has(oid) && p_peer != multiplayer->get_unique_id()) {
_update_spawn_visibility(p_peer, oid);
}
_update_sync_visibility(p_peer, sync);
}
+bool SceneReplicationInterface::is_rpc_visible(const ObjectID &p_oid, int p_peer) const {
+ if (!tracked_nodes.has(p_oid)) {
+ return true; // Untracked nodes are always visible to RPCs.
+ }
+ ERR_FAIL_COND_V(p_peer < 0, false);
+ const TrackedNode &tnode = tracked_nodes[p_oid];
+ if (tnode.synchronizers.is_empty()) {
+ return true; // No synchronizers means no visibility restrictions.
+ }
+ if (tnode.remote_peer && uint32_t(p_peer) == tnode.remote_peer) {
+ return true; // RPCs on spawned nodes are always visible to spawner.
+ } else if (spawned_nodes.has(p_oid)) {
+ // It's a spwaned node we control, this can be fast
+ if (p_peer) {
+ return peers_info.has(p_peer) && peers_info[p_peer].spawn_nodes.has(p_oid);
+ } else {
+ for (const KeyValue<int, PeerInfo> &E : peers_info) {
+ if (!E.value.spawn_nodes.has(p_oid)) {
+ return false; // Not public.
+ }
+ }
+ return true; // All peers have this node.
+ }
+ } else {
+ // Cycle object synchronizers to check visibility.
+ for (const ObjectID &sid : tnode.synchronizers) {
+ MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(sid);
+ ERR_CONTINUE(!sync);
+ // RPC visibility is composed using OR when multiple synchronizers are present.
+ // Note that we don't really care about authority here which may lead to unexpected
+ // results when using multiple synchronizers to control the same node.
+ if (sync->is_visible_to(p_peer)) {
+ return true;
+ }
+ }
+ return false; // Not visible.
+ }
+}
+
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()) {
+ if (!multiplayer->has_multiplayer_peer() || !p_sync->is_multiplayer_authority() || p_peer == multiplayer->get_unique_id()) {
return OK;
}
@@ -325,7 +413,7 @@ Error SceneReplicationInterface::_update_spawn_visibility(int p_peer, const Obje
// 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.
+ // This is fast, since the the object is visible to everyone, we don't need to check each peer.
if (E.value.spawn_nodes.has(p_oid)) {
// Already spawned.
continue;
@@ -362,18 +450,12 @@ Error SceneReplicationInterface::_update_spawn_visibility(int p_peer, const Obje
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_target_peer(p_peer);
peer->set_transfer_channel(0);
peer->set_transfer_mode(p_reliable ? MultiplayerPeer::TRANSFER_MODE_RELIABLE : MultiplayerPeer::TRANSFER_MODE_UNRELIABLE);
- return peer->put_packet(p_buffer, p_size);
+ return multiplayer->send_command(p_peer, p_buffer, p_size);
}
Error SceneReplicationInterface::_make_spawn_packet(Node *p_node, MultiplayerSpawner *p_spawner, int &r_len) {
@@ -582,7 +664,7 @@ Error SceneReplicationInterface::on_despawn_receive(int p_from, const uint8_t *p
if (node->get_parent() != nullptr) {
node->get_parent()->remove_child(node);
}
- node->queue_delete();
+ node->queue_free();
spawner->emit_signal(SNAME("despawned"), node);
return OK;
@@ -641,6 +723,9 @@ void SceneReplicationInterface::_send_sync(int p_peer, const HashSet<ObjectID> p
MultiplayerAPI::encode_and_compress_variants(varp.ptrw(), varp.size(), &ptr[ofs], size);
ofs += size;
}
+#ifdef DEBUG_ENABLED
+ _profile_node_data("sync_out", oid, size);
+#endif
}
if (ofs > 3) {
// Got some left over to send.
@@ -688,6 +773,9 @@ Error SceneReplicationInterface::on_sync_receive(int p_from, const uint8_t *p_bu
err = MultiplayerSynchronizer::set_state(props, node, vars);
ERR_FAIL_COND_V(err, err);
ofs += size;
+#ifdef DEBUG_ENABLED
+ _profile_node_data("sync_in", sync->get_instance_id(), size);
+#endif
}
return OK;
}