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-rw-r--r--modules/multiplayer/SCsub2
-rw-r--r--modules/multiplayer/doc_classes/MultiplayerSpawner.xml20
-rw-r--r--modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml9
-rw-r--r--modules/multiplayer/doc_classes/SceneMultiplayer.xml52
-rw-r--r--modules/multiplayer/editor/editor_network_profiler.cpp347
-rw-r--r--modules/multiplayer/editor/editor_network_profiler.h101
-rw-r--r--modules/multiplayer/editor/multiplayer_editor_plugin.cpp175
-rw-r--r--modules/multiplayer/editor/multiplayer_editor_plugin.h85
-rw-r--r--modules/multiplayer/editor/replication_editor.cpp (renamed from modules/multiplayer/editor/replication_editor_plugin.cpp)139
-rw-r--r--modules/multiplayer/editor/replication_editor.h (renamed from modules/multiplayer/editor/replication_editor_plugin.h)101
-rw-r--r--modules/multiplayer/multiplayer_debugger.cpp333
-rw-r--r--modules/multiplayer/multiplayer_debugger.h134
-rw-r--r--modules/multiplayer/multiplayer_spawner.cpp117
-rw-r--r--modules/multiplayer/multiplayer_spawner.h67
-rw-r--r--modules/multiplayer/multiplayer_synchronizer.cpp118
-rw-r--r--modules/multiplayer/multiplayer_synchronizer.h75
-rw-r--r--modules/multiplayer/register_types.cpp68
-rw-r--r--modules/multiplayer/register_types.h58
-rw-r--r--modules/multiplayer/scene_cache_interface.cpp72
-rw-r--r--modules/multiplayer/scene_cache_interface.h58
-rw-r--r--modules/multiplayer/scene_multiplayer.cpp468
-rw-r--r--modules/multiplayer/scene_multiplayer.h141
-rw-r--r--modules/multiplayer/scene_replication_config.cpp74
-rw-r--r--modules/multiplayer/scene_replication_config.h58
-rw-r--r--modules/multiplayer/scene_replication_interface.cpp605
-rw-r--r--modules/multiplayer/scene_replication_interface.h140
-rw-r--r--modules/multiplayer/scene_replication_state.cpp267
-rw-r--r--modules/multiplayer/scene_replication_state.h135
-rw-r--r--modules/multiplayer/scene_rpc_interface.cpp144
-rw-r--r--modules/multiplayer/scene_rpc_interface.h63
30 files changed, 2874 insertions, 1352 deletions
diff --git a/modules/multiplayer/SCsub b/modules/multiplayer/SCsub
index ff33655537..e89038c3e0 100644
--- a/modules/multiplayer/SCsub
+++ b/modules/multiplayer/SCsub
@@ -8,7 +8,7 @@ env_mp = env_modules.Clone()
module_obj = []
env_mp.add_source_files(module_obj, "*.cpp")
-if env["tools"]:
+if env.editor_build:
env_mp.add_source_files(module_obj, "editor/*.cpp")
env.modules_sources += module_obj
diff --git a/modules/multiplayer/doc_classes/MultiplayerSpawner.xml b/modules/multiplayer/doc_classes/MultiplayerSpawner.xml
index c0265c9161..b6a31cf542 100644
--- a/modules/multiplayer/doc_classes/MultiplayerSpawner.xml
+++ b/modules/multiplayer/doc_classes/MultiplayerSpawner.xml
@@ -5,22 +5,12 @@
</brief_description>
<description>
Spawnable scenes can be configured in the editor or through code (see [method add_spawnable_scene]).
- Also supports custom node spawns through [method spawn], calling [method _spawn_custom] on all peers.
-
+ Also supports custom node spawns through [method spawn], calling [member spawn_function] on all peers.
Internally, [MultiplayerSpawner] uses [method MultiplayerAPI.object_configuration_add] to notify spawns passing the spawned node as the [code]object[/code] and itself as the [code]configuration[/code], and [method MultiplayerAPI.object_configuration_remove] to notify despawns in a similar way.
</description>
<tutorials>
</tutorials>
<methods>
- <method name="_spawn_custom" qualifiers="virtual">
- <return type="Node" />
- <param index="0" name="data" type="Variant" />
- <description>
- Method called on all peers when a custom spawn was requested by the authority using [method spawn]. Should return a [Node] that is not in the scene tree.
-
- [b]Note:[/b] Spawned nodes should [b]not[/b] be added to the scene with `add_child`. This is done automatically.
- </description>
- </method>
<method name="add_spawnable_scene">
<return type="void" />
<param index="0" name="path" type="String" />
@@ -51,16 +41,18 @@
<return type="Node" />
<param index="0" name="data" type="Variant" default="null" />
<description>
- Requests a custom spawn, with [code]data[/code] passed to [method _spawn_custom] on all peers. Returns the locally spawned node instance already inside the scene tree, and added as a child of the node pointed by [member spawn_path].
-
+ Requests a custom spawn, with [code]data[/code] passed to [member spawn_function] on all peers. Returns the locally spawned node instance already inside the scene tree, and added as a child of the node pointed by [member spawn_path].
[b]Note:[/b] Spawnable scenes are spawned automatically. [method spawn] is only needed for custom spawns.
</description>
</method>
</methods>
<members>
+ <member name="spawn_function" type="Callable" setter="set_spawn_function" getter="get_spawn_function">
+ Method called on all peers when for every custom [method spawn] requested by the authority. Will receive the [code]data[/code] parameter, and should return a [Node] that is not in the scene tree.
+ [b]Note:[/b] The returned node should [b]not[/b] be added to the scene with [method Node.add_child]. This is done automatically.
+ </member>
<member name="spawn_limit" type="int" setter="set_spawn_limit" getter="get_spawn_limit" default="0">
Maximum nodes that is allowed to be spawned by this spawner. Includes both spawnable scenes and custom spawns.
-
When set to [code]0[/code] (the default), there is no limit.
</member>
<member name="spawn_path" type="NodePath" setter="set_spawn_path" getter="get_spawn_path" default="NodePath(&quot;&quot;)">
diff --git a/modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml b/modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml
index 9a4d755d64..af7c345f15 100644
--- a/modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml
+++ b/modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml
@@ -5,10 +5,8 @@
</brief_description>
<description>
By default, [MultiplayerSynchronizer] synchronizes configured properties to all peers.
- Visiblity can be handled directly with [method set_visibility_for] or as-needed with [method add_visibility_filter] and [method update_visibility].
-
+ Visibility can be handled directly with [method set_visibility_for] or as-needed with [method add_visibility_filter] and [method update_visibility].
[MultiplayerSpawner]s will handle nodes according to visibility of synchronizers as long as the node at [member root_path] was spawned by one.
-
Internally, [MultiplayerSynchronizer] uses [method MultiplayerAPI.object_configuration_add] to notify synchronization start passing the [Node] at [member root_path] as the [code]object[/code] and itself as the [code]configuration[/code], and uses [method MultiplayerAPI.object_configuration_remove] to notify synchronization end in a similar way.
</description>
<tutorials>
@@ -19,8 +17,7 @@
<param index="0" name="filter" type="Callable" />
<description>
Adds a peer visibility filter for this synchronizer.
-
- [code]filter[/code] should take a peer id [int] and return a [bool].
+ [code]filter[/code] should take a peer ID [int] and return a [bool].
</description>
</method>
<method name="get_visibility_for" qualifiers="const">
@@ -34,7 +31,7 @@
<return type="void" />
<param index="0" name="filter" type="Callable" />
<description>
- Removes a peer visiblity filter from this synchronizer.
+ Removes a peer visibility filter from this synchronizer.
</description>
</method>
<method name="set_visibility_for">
diff --git a/modules/multiplayer/doc_classes/SceneMultiplayer.xml b/modules/multiplayer/doc_classes/SceneMultiplayer.xml
index 62bb396d15..a688c5fd79 100644
--- a/modules/multiplayer/doc_classes/SceneMultiplayer.xml
+++ b/modules/multiplayer/doc_classes/SceneMultiplayer.xml
@@ -19,6 +19,35 @@
Clears the current SceneMultiplayer network state (you shouldn't call this unless you know what you are doing).
</description>
</method>
+ <method name="complete_auth">
+ <return type="int" enum="Error" />
+ <param index="0" name="id" type="int" />
+ <description>
+ Mark the authentication step as completed for the remote peer identified by [param id]. The [signal MultiplayerAPI.peer_connected] signal will be emitted for this peer once the remote side also completes the authentication. No further authentication messages are expected to be received from this peer.
+ If a peer disconnects before completing authentication, either due to a network issue, the [member auth_timeout] expiring, or manually calling [method disconnect_peer], the [signal peer_authentication_failed] signal will be emitted instead of [signal MultiplayerAPI.peer_disconnected].
+ </description>
+ </method>
+ <method name="disconnect_peer">
+ <return type="void" />
+ <param index="0" name="id" type="int" />
+ <description>
+ Disconnects the peer identified by [param id], removing it from the list of connected peers, and closing the underlying connection with it.
+ </description>
+ </method>
+ <method name="get_authenticating_peers">
+ <return type="PackedInt32Array" />
+ <description>
+ Returns the IDs of the peers currently trying to authenticate with this [MultiplayerAPI].
+ </description>
+ </method>
+ <method name="send_auth">
+ <return type="int" enum="Error" />
+ <param index="0" name="id" type="int" />
+ <param index="1" name="data" type="PackedByteArray" />
+ <description>
+ Sends the specified [param data] to the remote peer identified by [param id] as part of an authentication message. This can be used to authenticate peers, and control when [signal MultiplayerAPI.peer_connected] is emitted (and the remote peer accepted as one of the connected peers).
+ </description>
+ </method>
<method name="send_bytes">
<return type="int" enum="Error" />
<param index="0" name="bytes" type="PackedByteArray" />
@@ -35,6 +64,12 @@
If [code]true[/code], the MultiplayerAPI will allow encoding and decoding of object during RPCs.
[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threat such as remote code execution.
</member>
+ <member name="auth_callback" type="Callable" setter="set_auth_callback" getter="get_auth_callback">
+ The callback to execute when when receiving authentication data sent via [method send_auth]. If the [Callable] is empty (default), peers will be automatically accepted as soon as they connect.
+ </member>
+ <member name="auth_timeout" type="float" setter="set_auth_timeout" getter="get_auth_timeout" default="3.0">
+ If set to a value greater than [code]0.0[/code], the maximum amount of time peers can stay in the authenticating state, after which the authentication will automatically fail. See the [signal peer_authenticating] and [signal peer_authentication_failed] signals.
+ </member>
<member name="refuse_new_connections" type="bool" setter="set_refuse_new_connections" getter="is_refusing_new_connections" default="false">
If [code]true[/code], the MultiplayerAPI's [member MultiplayerAPI.multiplayer_peer] refuses new incoming connections.
</member>
@@ -42,8 +77,25 @@
The root path to use for RPCs and replication. Instead of an absolute path, a relative path will be used to find the node upon which the RPC should be executed.
This effectively allows to have different branches of the scene tree to be managed by different MultiplayerAPI, allowing for example to run both client and server in the same scene.
</member>
+ <member name="server_relay" type="bool" setter="set_server_relay_enabled" getter="is_server_relay_enabled" default="true">
+ Enable or disable the server feature that notifies clients of other peers' connection/disconnection, and relays messages between them. When this option is [code]false[/code], clients won't be automatically notified of other peers and won't be able to send them packets through the server.
+ [b]Note:[/b] Changing this option while other peers are connected may lead to unexpected behaviors.
+ [b]Note:[/b] Support for this feature may depend on the current [MultiplayerPeer] configuration. See [method MultiplayerPeer.is_server_relay_supported].
+ </member>
</members>
<signals>
+ <signal name="peer_authenticating">
+ <param index="0" name="id" type="int" />
+ <description>
+ Emitted when this MultiplayerAPI's [member MultiplayerAPI.multiplayer_peer] connects to a new peer and a valid [member auth_callback] is set. In this case, the [signal MultiplayerAPI.peer_connected] will not be emitted until [method complete_auth] is called with given peer [param id]. While in this state, the peer will not be included in the list returned by [method MultiplayerAPI.get_peers] (but in the one returned by [method get_authenticating_peers]), and only authentication data will be sent or received. See [method send_auth] for sending authentication data.
+ </description>
+ </signal>
+ <signal name="peer_authentication_failed">
+ <param index="0" name="id" type="int" />
+ <description>
+ Emitted when this MultiplayerAPI's [member MultiplayerAPI.multiplayer_peer] disconnects from a peer for which authentication had not yet completed. See [signal peer_authenticating].
+ </description>
+ </signal>
<signal name="peer_packet">
<param index="0" name="id" type="int" />
<param index="1" name="packet" type="PackedByteArray" />
diff --git a/modules/multiplayer/editor/editor_network_profiler.cpp b/modules/multiplayer/editor/editor_network_profiler.cpp
new file mode 100644
index 0000000000..e320657ab5
--- /dev/null
+++ b/modules/multiplayer/editor/editor_network_profiler.cpp
@@ -0,0 +1,347 @@
+/**************************************************************************/
+/* editor_network_profiler.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 "editor_network_profiler.h"
+
+#include "core/os/os.h"
+#include "editor/editor_scale.h"
+#include "editor/editor_settings.h"
+
+void EditorNetworkProfiler::_bind_methods() {
+ ADD_SIGNAL(MethodInfo("enable_profiling", PropertyInfo(Variant::BOOL, "enable")));
+ ADD_SIGNAL(MethodInfo("open_request", PropertyInfo(Variant::STRING, "path")));
+}
+
+void EditorNetworkProfiler::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE:
+ case NOTIFICATION_THEME_CHANGED: {
+ node_icon = get_theme_icon(SNAME("Node"), SNAME("EditorIcons"));
+ if (activate->is_pressed()) {
+ activate->set_icon(get_theme_icon(SNAME("Stop"), SNAME("EditorIcons")));
+ } else {
+ activate->set_icon(get_theme_icon(SNAME("Play"), SNAME("EditorIcons")));
+ }
+ clear_button->set_icon(get_theme_icon(SNAME("Clear"), SNAME("EditorIcons")));
+ incoming_bandwidth_text->set_right_icon(get_theme_icon(SNAME("ArrowDown"), SNAME("EditorIcons")));
+ outgoing_bandwidth_text->set_right_icon(get_theme_icon(SNAME("ArrowUp"), SNAME("EditorIcons")));
+
+ // This needs to be done here to set the faded color when the profiler is first opened
+ incoming_bandwidth_text->add_theme_color_override("font_uneditable_color", get_theme_color(SNAME("font_color"), SNAME("Editor")) * Color(1, 1, 1, 0.5));
+ outgoing_bandwidth_text->add_theme_color_override("font_uneditable_color", get_theme_color(SNAME("font_color"), SNAME("Editor")) * Color(1, 1, 1, 0.5));
+ } break;
+ }
+}
+
+void EditorNetworkProfiler::_refresh() {
+ if (!dirty) {
+ return;
+ }
+ dirty = false;
+ refresh_rpc_data();
+ refresh_replication_data();
+}
+
+void EditorNetworkProfiler::refresh_rpc_data() {
+ counters_display->clear();
+
+ TreeItem *root = counters_display->create_item();
+ int cols = counters_display->get_columns();
+
+ for (const KeyValue<ObjectID, RPCNodeInfo> &E : rpc_data) {
+ TreeItem *node = counters_display->create_item(root);
+
+ for (int j = 0; j < cols; ++j) {
+ node->set_text_alignment(j, j > 0 ? HORIZONTAL_ALIGNMENT_RIGHT : HORIZONTAL_ALIGNMENT_LEFT);
+ }
+
+ node->set_text(0, E.value.node_path);
+ node->set_text(1, E.value.incoming_rpc == 0 ? "-" : vformat(TTR("%d (%s)"), E.value.incoming_rpc, String::humanize_size(E.value.incoming_size)));
+ node->set_text(2, E.value.outgoing_rpc == 0 ? "-" : vformat(TTR("%d (%s)"), E.value.outgoing_rpc, String::humanize_size(E.value.outgoing_size)));
+ }
+}
+
+void EditorNetworkProfiler::refresh_replication_data() {
+ replication_display->clear();
+
+ TreeItem *root = replication_display->create_item();
+
+ for (const KeyValue<ObjectID, SyncInfo> &E : sync_data) {
+ // Ensure the nodes have at least a temporary cache.
+ ObjectID ids[3] = { E.value.synchronizer, E.value.config, E.value.root_node };
+ for (uint32_t i = 0; i < 3; i++) {
+ const ObjectID &id = ids[i];
+ if (!node_data.has(id)) {
+ missing_node_data.insert(id);
+ node_data[id] = NodeInfo(id);
+ }
+ }
+
+ TreeItem *node = replication_display->create_item(root);
+
+ const NodeInfo &root_info = node_data[E.value.root_node];
+ const NodeInfo &sync_info = node_data[E.value.synchronizer];
+ const NodeInfo &cfg_info = node_data[E.value.config];
+
+ node->set_text(0, root_info.path.get_file());
+ node->set_icon(0, has_theme_icon(root_info.type, SNAME("EditorIcons")) ? get_theme_icon(root_info.type, SNAME("EditorIcons")) : node_icon);
+ node->set_tooltip_text(0, root_info.path);
+
+ node->set_text(1, sync_info.path.get_file());
+ node->set_icon(1, get_theme_icon("MultiplayerSynchronizer", SNAME("EditorIcons")));
+ node->set_tooltip_text(1, sync_info.path);
+
+ int cfg_idx = cfg_info.path.find("::");
+ if (cfg_info.path.begins_with("res://") && ResourceLoader::exists(cfg_info.path) && cfg_idx > 0) {
+ String res_idstr = cfg_info.path.substr(cfg_idx + 2).replace("SceneReplicationConfig_", "");
+ String scene_path = cfg_info.path.substr(0, cfg_idx);
+ node->set_text(2, vformat("%s (%s)", res_idstr, scene_path.get_file()));
+ node->add_button(2, get_theme_icon(SNAME("InstanceOptions"), SNAME("EditorIcons")));
+ node->set_tooltip_text(2, cfg_info.path);
+ node->set_metadata(2, scene_path);
+ } else {
+ node->set_text(2, cfg_info.path);
+ node->set_metadata(2, "");
+ }
+
+ node->set_text(3, vformat("%d - %d", E.value.incoming_syncs, E.value.outgoing_syncs));
+ node->set_text(4, vformat("%d - %d", E.value.incoming_size, E.value.outgoing_size));
+ }
+}
+
+Array EditorNetworkProfiler::pop_missing_node_data() {
+ Array out;
+ for (const ObjectID &id : missing_node_data) {
+ out.push_back(id);
+ }
+ missing_node_data.clear();
+ return out;
+}
+
+void EditorNetworkProfiler::add_node_data(const NodeInfo &p_info) {
+ ERR_FAIL_COND(!node_data.has(p_info.id));
+ node_data[p_info.id] = p_info;
+ dirty = true;
+}
+
+void EditorNetworkProfiler::_activate_pressed() {
+ if (activate->is_pressed()) {
+ refresh_timer->start();
+ activate->set_icon(get_theme_icon(SNAME("Stop"), SNAME("EditorIcons")));
+ activate->set_text(TTR("Stop"));
+ } else {
+ refresh_timer->stop();
+ activate->set_icon(get_theme_icon(SNAME("Play"), SNAME("EditorIcons")));
+ activate->set_text(TTR("Start"));
+ }
+ emit_signal(SNAME("enable_profiling"), activate->is_pressed());
+}
+
+void EditorNetworkProfiler::_clear_pressed() {
+ rpc_data.clear();
+ sync_data.clear();
+ node_data.clear();
+ missing_node_data.clear();
+ set_bandwidth(0, 0);
+ refresh_rpc_data();
+ refresh_replication_data();
+}
+
+void EditorNetworkProfiler::_replication_button_clicked(TreeItem *p_item, int p_column, int p_idx, MouseButton p_button) {
+ if (!p_item) {
+ return;
+ }
+ String meta = p_item->get_metadata(p_column);
+ if (meta.size() && ResourceLoader::exists(meta)) {
+ emit_signal("open_request", meta);
+ }
+}
+
+void EditorNetworkProfiler::add_rpc_frame_data(const RPCNodeInfo &p_frame) {
+ dirty = true;
+ if (!rpc_data.has(p_frame.node)) {
+ rpc_data.insert(p_frame.node, p_frame);
+ } else {
+ rpc_data[p_frame.node].incoming_rpc += p_frame.incoming_rpc;
+ rpc_data[p_frame.node].outgoing_rpc += p_frame.outgoing_rpc;
+ }
+ if (p_frame.incoming_rpc) {
+ rpc_data[p_frame.node].incoming_size = p_frame.incoming_size / p_frame.incoming_rpc;
+ }
+ if (p_frame.outgoing_rpc) {
+ rpc_data[p_frame.node].outgoing_size = p_frame.outgoing_size / p_frame.outgoing_rpc;
+ }
+}
+
+void EditorNetworkProfiler::add_sync_frame_data(const SyncInfo &p_frame) {
+ dirty = true;
+ if (!sync_data.has(p_frame.synchronizer)) {
+ sync_data[p_frame.synchronizer] = p_frame;
+ } else {
+ sync_data[p_frame.synchronizer].incoming_syncs += p_frame.incoming_syncs;
+ sync_data[p_frame.synchronizer].outgoing_syncs += p_frame.outgoing_syncs;
+ }
+ SyncInfo &info = sync_data[p_frame.synchronizer];
+ if (info.incoming_syncs) {
+ info.incoming_size = p_frame.incoming_size / p_frame.incoming_syncs;
+ }
+ if (info.outgoing_syncs) {
+ info.outgoing_size = p_frame.outgoing_size / p_frame.outgoing_syncs;
+ }
+}
+
+void EditorNetworkProfiler::set_bandwidth(int p_incoming, int p_outgoing) {
+ incoming_bandwidth_text->set_text(vformat(TTR("%s/s"), String::humanize_size(p_incoming)));
+ outgoing_bandwidth_text->set_text(vformat(TTR("%s/s"), String::humanize_size(p_outgoing)));
+
+ // Make labels more prominent when the bandwidth is greater than 0 to attract user attention
+ incoming_bandwidth_text->add_theme_color_override(
+ "font_uneditable_color",
+ get_theme_color(SNAME("font_color"), SNAME("Editor")) * Color(1, 1, 1, p_incoming > 0 ? 1 : 0.5));
+ outgoing_bandwidth_text->add_theme_color_override(
+ "font_uneditable_color",
+ get_theme_color(SNAME("font_color"), SNAME("Editor")) * Color(1, 1, 1, p_outgoing > 0 ? 1 : 0.5));
+}
+
+bool EditorNetworkProfiler::is_profiling() {
+ return activate->is_pressed();
+}
+
+EditorNetworkProfiler::EditorNetworkProfiler() {
+ HBoxContainer *hb = memnew(HBoxContainer);
+ hb->add_theme_constant_override("separation", 8 * EDSCALE);
+ add_child(hb);
+
+ activate = memnew(Button);
+ activate->set_toggle_mode(true);
+ activate->set_text(TTR("Start"));
+ activate->connect("pressed", callable_mp(this, &EditorNetworkProfiler::_activate_pressed));
+ hb->add_child(activate);
+
+ clear_button = memnew(Button);
+ clear_button->set_text(TTR("Clear"));
+ clear_button->connect("pressed", callable_mp(this, &EditorNetworkProfiler::_clear_pressed));
+ hb->add_child(clear_button);
+
+ hb->add_spacer();
+
+ Label *lb = memnew(Label);
+ lb->set_text(TTR("Down"));
+ hb->add_child(lb);
+
+ incoming_bandwidth_text = memnew(LineEdit);
+ incoming_bandwidth_text->set_editable(false);
+ incoming_bandwidth_text->set_custom_minimum_size(Size2(120, 0) * EDSCALE);
+ incoming_bandwidth_text->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_RIGHT);
+ hb->add_child(incoming_bandwidth_text);
+
+ Control *down_up_spacer = memnew(Control);
+ down_up_spacer->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
+ hb->add_child(down_up_spacer);
+
+ lb = memnew(Label);
+ lb->set_text(TTR("Up"));
+ hb->add_child(lb);
+
+ outgoing_bandwidth_text = memnew(LineEdit);
+ outgoing_bandwidth_text->set_editable(false);
+ outgoing_bandwidth_text->set_custom_minimum_size(Size2(120, 0) * EDSCALE);
+ outgoing_bandwidth_text->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_RIGHT);
+ hb->add_child(outgoing_bandwidth_text);
+
+ // Set initial texts in the incoming/outgoing bandwidth labels
+ set_bandwidth(0, 0);
+
+ HSplitContainer *sc = memnew(HSplitContainer);
+ add_child(sc);
+ sc->set_v_size_flags(SIZE_EXPAND_FILL);
+ sc->set_h_size_flags(SIZE_EXPAND_FILL);
+ sc->set_split_offset(100 * EDSCALE);
+
+ // RPC
+ counters_display = memnew(Tree);
+ counters_display->set_custom_minimum_size(Size2(320, 0) * EDSCALE);
+ counters_display->set_v_size_flags(SIZE_EXPAND_FILL);
+ counters_display->set_h_size_flags(SIZE_EXPAND_FILL);
+ counters_display->set_hide_folding(true);
+ counters_display->set_hide_root(true);
+ counters_display->set_columns(3);
+ counters_display->set_column_titles_visible(true);
+ counters_display->set_column_title(0, TTR("Node"));
+ counters_display->set_column_expand(0, true);
+ counters_display->set_column_clip_content(0, true);
+ counters_display->set_column_custom_minimum_width(0, 60 * EDSCALE);
+ counters_display->set_column_title(1, TTR("Incoming RPC"));
+ counters_display->set_column_expand(1, false);
+ counters_display->set_column_clip_content(1, true);
+ counters_display->set_column_custom_minimum_width(1, 120 * EDSCALE);
+ counters_display->set_column_title(2, TTR("Outgoing RPC"));
+ counters_display->set_column_expand(2, false);
+ counters_display->set_column_clip_content(2, true);
+ counters_display->set_column_custom_minimum_width(2, 120 * EDSCALE);
+ sc->add_child(counters_display);
+
+ // Replication
+ replication_display = memnew(Tree);
+ replication_display->set_custom_minimum_size(Size2(320, 0) * EDSCALE);
+ replication_display->set_v_size_flags(SIZE_EXPAND_FILL);
+ replication_display->set_h_size_flags(SIZE_EXPAND_FILL);
+ replication_display->set_hide_folding(true);
+ replication_display->set_hide_root(true);
+ replication_display->set_columns(5);
+ replication_display->set_column_titles_visible(true);
+ replication_display->set_column_title(0, TTR("Root"));
+ replication_display->set_column_expand(0, true);
+ replication_display->set_column_clip_content(0, true);
+ replication_display->set_column_custom_minimum_width(0, 80 * EDSCALE);
+ replication_display->set_column_title(1, TTR("Synchronizer"));
+ replication_display->set_column_expand(1, true);
+ replication_display->set_column_clip_content(1, true);
+ replication_display->set_column_custom_minimum_width(1, 80 * EDSCALE);
+ replication_display->set_column_title(2, TTR("Config"));
+ replication_display->set_column_expand(2, true);
+ replication_display->set_column_clip_content(2, true);
+ replication_display->set_column_custom_minimum_width(2, 80 * EDSCALE);
+ replication_display->set_column_title(3, TTR("Count"));
+ replication_display->set_column_expand(3, false);
+ replication_display->set_column_clip_content(3, true);
+ replication_display->set_column_custom_minimum_width(3, 80 * EDSCALE);
+ replication_display->set_column_title(4, TTR("Size"));
+ replication_display->set_column_expand(4, false);
+ replication_display->set_column_clip_content(4, true);
+ replication_display->set_column_custom_minimum_width(4, 80 * EDSCALE);
+ replication_display->connect("button_clicked", callable_mp(this, &EditorNetworkProfiler::_replication_button_clicked));
+ sc->add_child(replication_display);
+
+ refresh_timer = memnew(Timer);
+ refresh_timer->set_wait_time(0.5);
+ refresh_timer->connect("timeout", callable_mp(this, &EditorNetworkProfiler::_refresh));
+ add_child(refresh_timer);
+}
diff --git a/modules/multiplayer/editor/editor_network_profiler.h b/modules/multiplayer/editor/editor_network_profiler.h
new file mode 100644
index 0000000000..e8702371e0
--- /dev/null
+++ b/modules/multiplayer/editor/editor_network_profiler.h
@@ -0,0 +1,101 @@
+/**************************************************************************/
+/* editor_network_profiler.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
+
+#ifndef EDITOR_NETWORK_PROFILER_H
+#define EDITOR_NETWORK_PROFILER_H
+
+#include "scene/debugger/scene_debugger.h"
+#include "scene/gui/box_container.h"
+#include "scene/gui/button.h"
+#include "scene/gui/label.h"
+#include "scene/gui/split_container.h"
+#include "scene/gui/tree.h"
+
+#include "../multiplayer_debugger.h"
+
+class EditorNetworkProfiler : public VBoxContainer {
+ GDCLASS(EditorNetworkProfiler, VBoxContainer)
+
+public:
+ struct NodeInfo {
+ ObjectID id;
+ String type;
+ String path;
+
+ NodeInfo() {}
+ NodeInfo(const ObjectID &p_id) {
+ id = p_id;
+ path = String::num_int64(p_id);
+ }
+ };
+
+private:
+ using RPCNodeInfo = MultiplayerDebugger::RPCNodeInfo;
+ using SyncInfo = MultiplayerDebugger::SyncInfo;
+
+ bool dirty = false;
+ Timer *refresh_timer = nullptr;
+ Button *activate = nullptr;
+ Button *clear_button = nullptr;
+ Tree *counters_display = nullptr;
+ LineEdit *incoming_bandwidth_text = nullptr;
+ LineEdit *outgoing_bandwidth_text = nullptr;
+ Tree *replication_display = nullptr;
+
+ HashMap<ObjectID, RPCNodeInfo> rpc_data;
+ HashMap<ObjectID, SyncInfo> sync_data;
+ HashMap<ObjectID, NodeInfo> node_data;
+ HashSet<ObjectID> missing_node_data;
+ Ref<Texture2D> node_icon;
+
+ void _activate_pressed();
+ void _clear_pressed();
+ void _refresh();
+ void _replication_button_clicked(TreeItem *p_item, int p_column, int p_idx, MouseButton p_button);
+
+protected:
+ void _notification(int p_what);
+ static void _bind_methods();
+
+public:
+ void refresh_rpc_data();
+ void refresh_replication_data();
+
+ Array pop_missing_node_data();
+ void add_node_data(const NodeInfo &p_info);
+ void add_rpc_frame_data(const RPCNodeInfo &p_frame);
+ void add_sync_frame_data(const SyncInfo &p_frame);
+ void set_bandwidth(int p_incoming, int p_outgoing);
+ bool is_profiling();
+
+ EditorNetworkProfiler();
+};
+
+#endif // EDITOR_NETWORK_PROFILER_H
diff --git a/modules/multiplayer/editor/multiplayer_editor_plugin.cpp b/modules/multiplayer/editor/multiplayer_editor_plugin.cpp
new file mode 100644
index 0000000000..28d05e1dee
--- /dev/null
+++ b/modules/multiplayer/editor/multiplayer_editor_plugin.cpp
@@ -0,0 +1,175 @@
+/**************************************************************************/
+/* multiplayer_editor_plugin.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 "multiplayer_editor_plugin.h"
+
+#include "../multiplayer_synchronizer.h"
+#include "editor_network_profiler.h"
+#include "replication_editor.h"
+
+#include "editor/editor_node.h"
+
+void MultiplayerEditorDebugger::_bind_methods() {
+ ADD_SIGNAL(MethodInfo("open_request", PropertyInfo(Variant::STRING, "path")));
+}
+
+bool MultiplayerEditorDebugger::has_capture(const String &p_capture) const {
+ return p_capture == "multiplayer";
+}
+
+void MultiplayerEditorDebugger::_open_request(const String &p_path) {
+ emit_signal("open_request", p_path);
+}
+
+bool MultiplayerEditorDebugger::capture(const String &p_message, const Array &p_data, int p_session) {
+ ERR_FAIL_COND_V(!profilers.has(p_session), false);
+ EditorNetworkProfiler *profiler = profilers[p_session];
+ if (p_message == "multiplayer:rpc") {
+ MultiplayerDebugger::RPCFrame frame;
+ frame.deserialize(p_data);
+ for (int i = 0; i < frame.infos.size(); i++) {
+ profiler->add_rpc_frame_data(frame.infos[i]);
+ }
+ return true;
+ } else if (p_message == "multiplayer:syncs") {
+ MultiplayerDebugger::ReplicationFrame frame;
+ frame.deserialize(p_data);
+ for (const KeyValue<ObjectID, MultiplayerDebugger::SyncInfo> &E : frame.infos) {
+ profiler->add_sync_frame_data(E.value);
+ }
+ Array missing = profiler->pop_missing_node_data();
+ if (missing.size()) {
+ // Asks for the object information.
+ get_session(p_session)->send_message("multiplayer:cache", missing);
+ }
+ return true;
+ } else if (p_message == "multiplayer:cache") {
+ ERR_FAIL_COND_V(p_data.size() % 3, false);
+ for (int i = 0; i < p_data.size(); i += 3) {
+ EditorNetworkProfiler::NodeInfo info;
+ info.id = p_data[i].operator ObjectID();
+ info.type = p_data[i + 1].operator String();
+ info.path = p_data[i + 2].operator String();
+ profiler->add_node_data(info);
+ }
+ return true;
+ } else if (p_message == "multiplayer:bandwidth") {
+ ERR_FAIL_COND_V(p_data.size() < 2, false);
+ profiler->set_bandwidth(p_data[0], p_data[1]);
+ return true;
+ }
+ return false;
+}
+
+void MultiplayerEditorDebugger::_profiler_activate(bool p_enable, int p_session_id) {
+ Ref<EditorDebuggerSession> session = get_session(p_session_id);
+ ERR_FAIL_COND(session.is_null());
+ session->toggle_profiler("multiplayer:bandwidth", p_enable);
+ session->toggle_profiler("multiplayer:rpc", p_enable);
+ session->toggle_profiler("multiplayer:replication", p_enable);
+}
+
+void MultiplayerEditorDebugger::setup_session(int p_session_id) {
+ Ref<EditorDebuggerSession> session = get_session(p_session_id);
+ ERR_FAIL_COND(session.is_null());
+ EditorNetworkProfiler *profiler = memnew(EditorNetworkProfiler);
+ profiler->connect("enable_profiling", callable_mp(this, &MultiplayerEditorDebugger::_profiler_activate).bind(p_session_id));
+ profiler->connect("open_request", callable_mp(this, &MultiplayerEditorDebugger::_open_request));
+ profiler->set_name(TTR("Network Profiler"));
+ session->add_session_tab(profiler);
+ profilers[p_session_id] = profiler;
+}
+
+/// MultiplayerEditorPlugin
+
+MultiplayerEditorPlugin::MultiplayerEditorPlugin() {
+ repl_editor = memnew(ReplicationEditor);
+ button = EditorNode::get_singleton()->add_bottom_panel_item(TTR("Replication"), repl_editor);
+ button->hide();
+ repl_editor->get_pin()->connect("pressed", callable_mp(this, &MultiplayerEditorPlugin::_pinned));
+ debugger.instantiate();
+ debugger->connect("open_request", callable_mp(this, &MultiplayerEditorPlugin::_open_request));
+}
+
+void MultiplayerEditorPlugin::_open_request(const String &p_path) {
+ get_editor_interface()->open_scene_from_path(p_path);
+}
+
+void MultiplayerEditorPlugin::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE: {
+ get_tree()->connect("node_removed", callable_mp(this, &MultiplayerEditorPlugin::_node_removed));
+ add_debugger_plugin(debugger);
+ } break;
+ case NOTIFICATION_EXIT_TREE: {
+ remove_debugger_plugin(debugger);
+ }
+ }
+}
+
+void MultiplayerEditorPlugin::_node_removed(Node *p_node) {
+ if (p_node && p_node == repl_editor->get_current()) {
+ repl_editor->edit(nullptr);
+ if (repl_editor->is_visible_in_tree()) {
+ EditorNode::get_singleton()->hide_bottom_panel();
+ }
+ button->hide();
+ repl_editor->get_pin()->set_pressed(false);
+ }
+}
+
+void MultiplayerEditorPlugin::_pinned() {
+ if (!repl_editor->get_pin()->is_pressed()) {
+ if (repl_editor->is_visible_in_tree()) {
+ EditorNode::get_singleton()->hide_bottom_panel();
+ }
+ button->hide();
+ }
+}
+
+void MultiplayerEditorPlugin::edit(Object *p_object) {
+ repl_editor->edit(Object::cast_to<MultiplayerSynchronizer>(p_object));
+}
+
+bool MultiplayerEditorPlugin::handles(Object *p_object) const {
+ return p_object->is_class("MultiplayerSynchronizer");
+}
+
+void MultiplayerEditorPlugin::make_visible(bool p_visible) {
+ if (p_visible) {
+ button->show();
+ EditorNode::get_singleton()->make_bottom_panel_item_visible(repl_editor);
+ } else if (!repl_editor->get_pin()->is_pressed()) {
+ if (repl_editor->is_visible_in_tree()) {
+ EditorNode::get_singleton()->hide_bottom_panel();
+ }
+ button->hide();
+ }
+}
diff --git a/modules/multiplayer/editor/multiplayer_editor_plugin.h b/modules/multiplayer/editor/multiplayer_editor_plugin.h
new file mode 100644
index 0000000000..310653585a
--- /dev/null
+++ b/modules/multiplayer/editor/multiplayer_editor_plugin.h
@@ -0,0 +1,85 @@
+/**************************************************************************/
+/* multiplayer_editor_plugin.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
+
+#ifndef MULTIPLAYER_EDITOR_PLUGIN_H
+#define MULTIPLAYER_EDITOR_PLUGIN_H
+
+#include "editor/editor_plugin.h"
+
+#include "editor/plugins/editor_debugger_plugin.h"
+
+class EditorNetworkProfiler;
+class MultiplayerEditorDebugger : public EditorDebuggerPlugin {
+ GDCLASS(MultiplayerEditorDebugger, EditorDebuggerPlugin);
+
+private:
+ HashMap<int, EditorNetworkProfiler *> profilers;
+
+ void _open_request(const String &p_path);
+ void _profiler_activate(bool p_enable, int p_session_id);
+
+protected:
+ static void _bind_methods();
+
+public:
+ virtual bool has_capture(const String &p_capture) const override;
+ virtual bool capture(const String &p_message, const Array &p_data, int p_index) override;
+ virtual void setup_session(int p_session_id) override;
+
+ MultiplayerEditorDebugger() {}
+};
+
+class ReplicationEditor;
+
+class MultiplayerEditorPlugin : public EditorPlugin {
+ GDCLASS(MultiplayerEditorPlugin, EditorPlugin);
+
+private:
+ Button *button = nullptr;
+ ReplicationEditor *repl_editor = nullptr;
+ Ref<MultiplayerEditorDebugger> debugger;
+
+ void _open_request(const String &p_path);
+ void _node_removed(Node *p_node);
+
+ void _pinned();
+
+protected:
+ void _notification(int p_what);
+
+public:
+ virtual void edit(Object *p_object) override;
+ virtual bool handles(Object *p_object) const override;
+ virtual void make_visible(bool p_visible) override;
+
+ MultiplayerEditorPlugin();
+};
+
+#endif // MULTIPLAYER_EDITOR_PLUGIN_H
diff --git a/modules/multiplayer/editor/replication_editor_plugin.cpp b/modules/multiplayer/editor/replication_editor.cpp
index f045018f25..9e542828ee 100644
--- a/modules/multiplayer/editor/replication_editor_plugin.cpp
+++ b/modules/multiplayer/editor/replication_editor.cpp
@@ -1,42 +1,44 @@
-/*************************************************************************/
-/* replication_editor_plugin.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 "replication_editor_plugin.h"
+/**************************************************************************/
+/* replication_editor.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 "replication_editor.h"
+
+#include "../multiplayer_synchronizer.h"
#include "editor/editor_node.h"
#include "editor/editor_scale.h"
#include "editor/editor_settings.h"
#include "editor/editor_undo_redo_manager.h"
#include "editor/inspector_dock.h"
+#include "editor/property_selector.h"
#include "editor/scene_tree_editor.h"
-#include "modules/multiplayer/multiplayer_synchronizer.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/separator.h"
#include "scene/gui/tree.h"
@@ -140,7 +142,7 @@ void ReplicationEditor::_add_sync_property(String p_path) {
return;
}
- Ref<EditorUndoRedoManager> undo_redo = EditorNode::get_singleton()->get_undo_redo();
+ EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Add property to synchronizer"));
if (config.is_null()) {
@@ -170,7 +172,7 @@ ReplicationEditor::ReplicationEditor() {
set_custom_minimum_size(Size2(0, 200) * EDSCALE);
delete_dialog = memnew(ConfirmationDialog);
- delete_dialog->connect("cancelled", callable_mp(this, &ReplicationEditor::_dialog_closed).bind(false));
+ delete_dialog->connect("canceled", callable_mp(this, &ReplicationEditor::_dialog_closed).bind(false));
delete_dialog->connect("confirmed", callable_mp(this, &ReplicationEditor::_dialog_closed).bind(true));
add_child(delete_dialog);
@@ -200,7 +202,7 @@ ReplicationEditor::ReplicationEditor() {
add_pick_button = memnew(Button);
add_pick_button->connect("pressed", callable_mp(this, &ReplicationEditor::_pick_new_property));
- add_pick_button->set_text(TTR("Add property to sync.."));
+ add_pick_button->set_text(TTR("Add property to sync..."));
hb->add_child(add_pick_button);
VSeparator *vs = memnew(VSeparator);
vs->set_custom_minimum_size(Size2(30 * EDSCALE, 0));
@@ -248,14 +250,12 @@ ReplicationEditor::ReplicationEditor() {
tree->add_child(drop_label);
drop_label->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT);
- tree->set_drag_forwarding(this);
+ SET_DRAG_FORWARDING_CDU(tree, ReplicationEditor);
}
void ReplicationEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_update_config"), &ReplicationEditor::_update_config);
ClassDB::bind_method(D_METHOD("_update_checked", "property", "column", "checked"), &ReplicationEditor::_update_checked);
- ClassDB::bind_method("_can_drop_data_fw", &ReplicationEditor::_can_drop_data_fw);
- ClassDB::bind_method("_drop_data_fw", &ReplicationEditor::_drop_data_fw);
}
bool ReplicationEditor::_can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
@@ -355,7 +355,7 @@ void ReplicationEditor::_tree_item_edited() {
int column = tree->get_edited_column();
ERR_FAIL_COND(column < 1 || column > 2);
const NodePath prop = ti->get_metadata(0);
- Ref<EditorUndoRedoManager> undo_redo = EditorNode::get_undo_redo();
+ EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
bool value = ti->is_checked(column);
String method;
if (column == 1) {
@@ -395,7 +395,7 @@ void ReplicationEditor::_dialog_closed(bool p_confirmed) {
int idx = config->property_get_index(prop);
bool spawn = config->property_get_spawn(prop);
bool sync = config->property_get_sync(prop);
- Ref<EditorUndoRedoManager> undo_redo = EditorNode::get_undo_redo();
+ EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Remove Property"));
undo_redo->add_do_method(config.ptr(), "remove_property", prop);
undo_redo->add_undo_method(config.ptr(), "add_property", prop, idx);
@@ -492,62 +492,3 @@ void ReplicationEditor::_add_property(const NodePath &p_property, bool p_spawn,
item->set_checked(2, p_sync);
item->set_editable(2, true);
}
-
-/// ReplicationEditorPlugin
-ReplicationEditorPlugin::ReplicationEditorPlugin() {
- repl_editor = memnew(ReplicationEditor);
- button = EditorNode::get_singleton()->add_bottom_panel_item(TTR("Replication"), repl_editor);
- button->hide();
- repl_editor->get_pin()->connect("pressed", callable_mp(this, &ReplicationEditorPlugin::_pinned));
-}
-
-ReplicationEditorPlugin::~ReplicationEditorPlugin() {
-}
-
-void ReplicationEditorPlugin::_notification(int p_what) {
- switch (p_what) {
- case NOTIFICATION_ENTER_TREE: {
- get_tree()->connect("node_removed", callable_mp(this, &ReplicationEditorPlugin::_node_removed));
- } break;
- }
-}
-
-void ReplicationEditorPlugin::_node_removed(Node *p_node) {
- if (p_node && p_node == repl_editor->get_current()) {
- repl_editor->edit(nullptr);
- if (repl_editor->is_visible_in_tree()) {
- EditorNode::get_singleton()->hide_bottom_panel();
- }
- button->hide();
- repl_editor->get_pin()->set_pressed(false);
- }
-}
-
-void ReplicationEditorPlugin::_pinned() {
- if (!repl_editor->get_pin()->is_pressed()) {
- if (repl_editor->is_visible_in_tree()) {
- EditorNode::get_singleton()->hide_bottom_panel();
- }
- button->hide();
- }
-}
-
-void ReplicationEditorPlugin::edit(Object *p_object) {
- repl_editor->edit(Object::cast_to<MultiplayerSynchronizer>(p_object));
-}
-
-bool ReplicationEditorPlugin::handles(Object *p_object) const {
- return p_object->is_class("MultiplayerSynchronizer");
-}
-
-void ReplicationEditorPlugin::make_visible(bool p_visible) {
- if (p_visible) {
- button->show();
- EditorNode::get_singleton()->make_bottom_panel_item_visible(repl_editor);
- } else if (!repl_editor->get_pin()->is_pressed()) {
- if (repl_editor->is_visible_in_tree()) {
- EditorNode::get_singleton()->hide_bottom_panel();
- }
- button->hide();
- }
-}
diff --git a/modules/multiplayer/editor/replication_editor_plugin.h b/modules/multiplayer/editor/replication_editor.h
index e60e49cc25..d1e0e0a541 100644
--- a/modules/multiplayer/editor/replication_editor_plugin.h
+++ b/modules/multiplayer/editor/replication_editor.h
@@ -1,48 +1,48 @@
-/*************************************************************************/
-/* replication_editor_plugin.h */
-/*************************************************************************/
-/* 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. */
-/*************************************************************************/
-
-#ifndef REPLICATION_EDITOR_PLUGIN_H
-#define REPLICATION_EDITOR_PLUGIN_H
+/**************************************************************************/
+/* replication_editor.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
+
+#ifndef REPLICATION_EDITOR_H
+#define REPLICATION_EDITOR_H
#include "editor/editor_plugin.h"
-
-#include "editor/editor_spin_slider.h"
-#include "editor/property_selector.h"
-
-#include "../scene_replication_config.h"
+#include "modules/multiplayer/scene_replication_config.h"
+#include "scene/gui/box_container.h"
class ConfirmationDialog;
class MultiplayerSynchronizer;
-class SceneTreeDialog;
+class AcceptDialog;
+class LineEdit;
class Tree;
class TreeItem;
+class PropertySelector;
+class SceneTreeDialog;
class ReplicationEditor : public VBoxContainer {
GDCLASS(ReplicationEditor, VBoxContainer);
@@ -105,27 +105,4 @@ public:
~ReplicationEditor() {}
};
-class ReplicationEditorPlugin : public EditorPlugin {
- GDCLASS(ReplicationEditorPlugin, EditorPlugin);
-
-private:
- Button *button = nullptr;
- ReplicationEditor *repl_editor = nullptr;
-
- void _node_removed(Node *p_node);
-
- void _pinned();
-
-protected:
- void _notification(int p_what);
-
-public:
- virtual void edit(Object *p_object) override;
- virtual bool handles(Object *p_object) const override;
- virtual void make_visible(bool p_visible) override;
-
- ReplicationEditorPlugin();
- ~ReplicationEditorPlugin();
-};
-
-#endif // REPLICATION_EDITOR_PLUGIN_H
+#endif // REPLICATION_EDITOR_H
diff --git a/modules/multiplayer/multiplayer_debugger.cpp b/modules/multiplayer/multiplayer_debugger.cpp
new file mode 100644
index 0000000000..ea52741601
--- /dev/null
+++ b/modules/multiplayer/multiplayer_debugger.cpp
@@ -0,0 +1,333 @@
+/**************************************************************************/
+/* multiplayer_debugger.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 "multiplayer_debugger.h"
+
+#include "multiplayer_synchronizer.h"
+#include "scene_replication_config.h"
+
+#include "core/debugger/engine_debugger.h"
+#include "scene/main/node.h"
+
+List<Ref<EngineProfiler>> multiplayer_profilers;
+
+void MultiplayerDebugger::initialize() {
+ Ref<BandwidthProfiler> bandwidth;
+ bandwidth.instantiate();
+ bandwidth->bind("multiplayer:bandwidth");
+ multiplayer_profilers.push_back(bandwidth);
+
+ Ref<RPCProfiler> rpc_profiler;
+ rpc_profiler.instantiate();
+ rpc_profiler->bind("multiplayer:rpc");
+ multiplayer_profilers.push_back(rpc_profiler);
+
+ Ref<ReplicationProfiler> replication_profiler;
+ replication_profiler.instantiate();
+ replication_profiler->bind("multiplayer:replication");
+ multiplayer_profilers.push_back(replication_profiler);
+
+ EngineDebugger::register_message_capture("multiplayer", EngineDebugger::Capture(nullptr, &_capture));
+}
+
+void MultiplayerDebugger::deinitialize() {
+ multiplayer_profilers.clear();
+}
+
+Error MultiplayerDebugger::_capture(void *p_user, const String &p_msg, const Array &p_args, bool &r_captured) {
+ if (p_msg == "cache") {
+ Array out;
+ for (int i = 0; i < p_args.size(); i++) {
+ ObjectID id = p_args[i].operator ObjectID();
+ Object *obj = ObjectDB::get_instance(id);
+ ERR_CONTINUE(!obj);
+ if (Object::cast_to<SceneReplicationConfig>(obj)) {
+ out.push_back(id);
+ out.push_back(obj->get_class());
+ out.push_back(((SceneReplicationConfig *)obj)->get_path());
+ } else if (Object::cast_to<Node>(obj)) {
+ out.push_back(id);
+ out.push_back(obj->get_class());
+ out.push_back(String(((Node *)obj)->get_path()));
+ } else {
+ ERR_FAIL_V(FAILED);
+ }
+ }
+ EngineDebugger::get_singleton()->send_message("multiplayer:cache", out);
+ return OK;
+ }
+ ERR_FAIL_V(FAILED);
+}
+
+// BandwidthProfiler
+
+int MultiplayerDebugger::BandwidthProfiler::bandwidth_usage(const Vector<BandwidthFrame> &p_buffer, int p_pointer) {
+ ERR_FAIL_COND_V(p_buffer.size() == 0, 0);
+ int total_bandwidth = 0;
+
+ uint64_t timestamp = OS::get_singleton()->get_ticks_msec();
+ uint64_t final_timestamp = timestamp - 1000;
+
+ int i = (p_pointer + p_buffer.size() - 1) % p_buffer.size();
+
+ while (i != p_pointer && p_buffer[i].packet_size > 0) {
+ if (p_buffer[i].timestamp < final_timestamp) {
+ return total_bandwidth;
+ }
+ total_bandwidth += p_buffer[i].packet_size;
+ i = (i + p_buffer.size() - 1) % p_buffer.size();
+ }
+
+ ERR_FAIL_COND_V_MSG(i == p_pointer, total_bandwidth, "Reached the end of the bandwidth profiler buffer, values might be inaccurate.");
+ return total_bandwidth;
+}
+
+void MultiplayerDebugger::BandwidthProfiler::toggle(bool p_enable, const Array &p_opts) {
+ if (!p_enable) {
+ bandwidth_in.clear();
+ bandwidth_out.clear();
+ } else {
+ bandwidth_in_ptr = 0;
+ bandwidth_in.resize(16384); // ~128kB
+ for (int i = 0; i < bandwidth_in.size(); ++i) {
+ bandwidth_in.write[i].packet_size = -1;
+ }
+ bandwidth_out_ptr = 0;
+ bandwidth_out.resize(16384); // ~128kB
+ for (int i = 0; i < bandwidth_out.size(); ++i) {
+ bandwidth_out.write[i].packet_size = -1;
+ }
+ }
+}
+
+void MultiplayerDebugger::BandwidthProfiler::add(const Array &p_data) {
+ ERR_FAIL_COND(p_data.size() < 3);
+ const String inout = p_data[0];
+ int time = p_data[1];
+ int size = p_data[2];
+ if (inout == "in") {
+ bandwidth_in.write[bandwidth_in_ptr].timestamp = time;
+ bandwidth_in.write[bandwidth_in_ptr].packet_size = size;
+ bandwidth_in_ptr = (bandwidth_in_ptr + 1) % bandwidth_in.size();
+ } else if (inout == "out") {
+ bandwidth_out.write[bandwidth_out_ptr].timestamp = time;
+ bandwidth_out.write[bandwidth_out_ptr].packet_size = size;
+ bandwidth_out_ptr = (bandwidth_out_ptr + 1) % bandwidth_out.size();
+ }
+}
+
+void MultiplayerDebugger::BandwidthProfiler::tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time) {
+ uint64_t pt = OS::get_singleton()->get_ticks_msec();
+ if (pt - last_bandwidth_time > 200) {
+ last_bandwidth_time = pt;
+ int incoming_bandwidth = bandwidth_usage(bandwidth_in, bandwidth_in_ptr);
+ int outgoing_bandwidth = bandwidth_usage(bandwidth_out, bandwidth_out_ptr);
+
+ Array arr;
+ arr.push_back(incoming_bandwidth);
+ arr.push_back(outgoing_bandwidth);
+ EngineDebugger::get_singleton()->send_message("multiplayer:bandwidth", arr);
+ }
+}
+
+// RPCProfiler
+
+Array MultiplayerDebugger::RPCFrame::serialize() {
+ Array arr;
+ arr.push_back(infos.size() * 6);
+ for (int i = 0; i < infos.size(); ++i) {
+ arr.push_back(uint64_t(infos[i].node));
+ arr.push_back(infos[i].node_path);
+ arr.push_back(infos[i].incoming_rpc);
+ arr.push_back(infos[i].incoming_size);
+ arr.push_back(infos[i].outgoing_rpc);
+ arr.push_back(infos[i].outgoing_size);
+ }
+ return arr;
+}
+
+bool MultiplayerDebugger::RPCFrame::deserialize(const Array &p_arr) {
+ ERR_FAIL_COND_V(p_arr.size() < 1, false);
+ uint32_t size = p_arr[0];
+ ERR_FAIL_COND_V(size % 6, false);
+ ERR_FAIL_COND_V((uint32_t)p_arr.size() != size + 1, false);
+ infos.resize(size / 6);
+ int idx = 1;
+ for (uint32_t i = 0; i < size / 6; i++) {
+ infos.write[i].node = uint64_t(p_arr[idx]);
+ infos.write[i].node_path = p_arr[idx + 1];
+ infos.write[i].incoming_rpc = p_arr[idx + 2];
+ infos.write[i].incoming_size = p_arr[idx + 3];
+ infos.write[i].outgoing_rpc = p_arr[idx + 4];
+ infos.write[i].outgoing_size = p_arr[idx + 5];
+ idx += 6;
+ }
+ return true;
+}
+
+void MultiplayerDebugger::RPCProfiler::init_node(const ObjectID p_node) {
+ if (rpc_node_data.has(p_node)) {
+ return;
+ }
+ rpc_node_data.insert(p_node, RPCNodeInfo());
+ rpc_node_data[p_node].node = p_node;
+ rpc_node_data[p_node].node_path = Object::cast_to<Node>(ObjectDB::get_instance(p_node))->get_path();
+}
+
+void MultiplayerDebugger::RPCProfiler::toggle(bool p_enable, const Array &p_opts) {
+ rpc_node_data.clear();
+}
+
+void MultiplayerDebugger::RPCProfiler::add(const Array &p_data) {
+ ERR_FAIL_COND(p_data.size() != 3);
+ const String what = p_data[0];
+ const ObjectID id = p_data[1];
+ const int size = p_data[2];
+ init_node(id);
+ RPCNodeInfo &info = rpc_node_data[id];
+ if (what == "rpc_in") {
+ info.incoming_rpc++;
+ info.incoming_size += size;
+ } else if (what == "rpc_out") {
+ info.outgoing_rpc++;
+ info.outgoing_size += size;
+ }
+}
+
+void MultiplayerDebugger::RPCProfiler::tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time) {
+ uint64_t pt = OS::get_singleton()->get_ticks_msec();
+ if (pt - last_profile_time > 100) {
+ last_profile_time = pt;
+ RPCFrame frame;
+ for (const KeyValue<ObjectID, RPCNodeInfo> &E : rpc_node_data) {
+ frame.infos.push_back(E.value);
+ }
+ rpc_node_data.clear();
+ EngineDebugger::get_singleton()->send_message("multiplayer:rpc", frame.serialize());
+ }
+}
+
+// ReplicationProfiler
+
+MultiplayerDebugger::SyncInfo::SyncInfo(MultiplayerSynchronizer *p_sync) {
+ ERR_FAIL_COND(!p_sync);
+ synchronizer = p_sync->get_instance_id();
+ if (p_sync->get_replication_config().is_valid()) {
+ config = p_sync->get_replication_config()->get_instance_id();
+ }
+ if (p_sync->get_root_node()) {
+ root_node = p_sync->get_root_node()->get_instance_id();
+ }
+}
+
+void MultiplayerDebugger::SyncInfo::write_to_array(Array &r_arr) const {
+ r_arr.push_back(synchronizer);
+ r_arr.push_back(config);
+ r_arr.push_back(root_node);
+ r_arr.push_back(incoming_syncs);
+ r_arr.push_back(incoming_size);
+ r_arr.push_back(outgoing_syncs);
+ r_arr.push_back(outgoing_size);
+}
+
+bool MultiplayerDebugger::SyncInfo::read_from_array(const Array &p_arr, int p_offset) {
+ ERR_FAIL_COND_V(p_arr.size() - p_offset < 7, false);
+ synchronizer = int64_t(p_arr[p_offset]);
+ config = int64_t(p_arr[p_offset + 1]);
+ root_node = int64_t(p_arr[p_offset + 2]);
+ incoming_syncs = p_arr[p_offset + 3];
+ incoming_size = p_arr[p_offset + 4];
+ outgoing_syncs = p_arr[p_offset + 5];
+ outgoing_size = p_arr[p_offset + 6];
+ return true;
+}
+
+Array MultiplayerDebugger::ReplicationFrame::serialize() {
+ Array arr;
+ arr.push_back(infos.size() * 7);
+ for (const KeyValue<ObjectID, SyncInfo> &E : infos) {
+ E.value.write_to_array(arr);
+ }
+ return arr;
+}
+
+bool MultiplayerDebugger::ReplicationFrame::deserialize(const Array &p_arr) {
+ ERR_FAIL_COND_V(p_arr.size() < 1, false);
+ uint32_t size = p_arr[0];
+ ERR_FAIL_COND_V(size % 7, false);
+ ERR_FAIL_COND_V((uint32_t)p_arr.size() != size + 1, false);
+ int idx = 1;
+ for (uint32_t i = 0; i < size / 7; i++) {
+ SyncInfo info;
+ if (!info.read_from_array(p_arr, idx)) {
+ return false;
+ }
+ infos[info.synchronizer] = info;
+ idx += 7;
+ }
+ return true;
+}
+
+void MultiplayerDebugger::ReplicationProfiler::toggle(bool p_enable, const Array &p_opts) {
+ sync_data.clear();
+}
+
+void MultiplayerDebugger::ReplicationProfiler::add(const Array &p_data) {
+ ERR_FAIL_COND(p_data.size() != 3);
+ const String what = p_data[0];
+ const ObjectID id = p_data[1];
+ const uint64_t size = p_data[2];
+ MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(ObjectDB::get_instance(id));
+ ERR_FAIL_COND(!sync);
+ if (!sync_data.has(id)) {
+ sync_data[id] = SyncInfo(sync);
+ }
+ SyncInfo &info = sync_data[id];
+ if (what == "sync_in") {
+ info.incoming_syncs++;
+ info.incoming_size += size;
+ } else if (what == "sync_out") {
+ info.outgoing_syncs++;
+ info.outgoing_size += size;
+ }
+}
+
+void MultiplayerDebugger::ReplicationProfiler::tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time) {
+ uint64_t pt = OS::get_singleton()->get_ticks_msec();
+ if (pt - last_profile_time > 100) {
+ last_profile_time = pt;
+ ReplicationFrame frame;
+ for (const KeyValue<ObjectID, SyncInfo> &E : sync_data) {
+ frame.infos[E.key] = E.value;
+ }
+ sync_data.clear();
+ EngineDebugger::get_singleton()->send_message("multiplayer:syncs", frame.serialize());
+ }
+}
diff --git a/modules/multiplayer/multiplayer_debugger.h b/modules/multiplayer/multiplayer_debugger.h
new file mode 100644
index 0000000000..7d2eaa4584
--- /dev/null
+++ b/modules/multiplayer/multiplayer_debugger.h
@@ -0,0 +1,134 @@
+/**************************************************************************/
+/* multiplayer_debugger.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
+
+#ifndef MULTIPLAYER_DEBUGGER_H
+#define MULTIPLAYER_DEBUGGER_H
+
+#include "core/debugger/engine_profiler.h"
+
+#include "core/os/os.h"
+
+class MultiplayerSynchronizer;
+
+class MultiplayerDebugger {
+public:
+ struct RPCNodeInfo {
+ ObjectID node;
+ String node_path;
+ int incoming_rpc = 0;
+ int incoming_size = 0;
+ int outgoing_rpc = 0;
+ int outgoing_size = 0;
+ };
+
+ struct RPCFrame {
+ Vector<RPCNodeInfo> infos;
+
+ Array serialize();
+ bool deserialize(const Array &p_arr);
+ };
+
+ struct SyncInfo {
+ ObjectID synchronizer;
+ ObjectID config;
+ ObjectID root_node;
+ int incoming_syncs = 0;
+ int incoming_size = 0;
+ int outgoing_syncs = 0;
+ int outgoing_size = 0;
+
+ void write_to_array(Array &r_arr) const;
+ bool read_from_array(const Array &p_arr, int p_offset);
+
+ SyncInfo() {}
+ SyncInfo(MultiplayerSynchronizer *p_sync);
+ };
+
+ struct ReplicationFrame {
+ HashMap<ObjectID, SyncInfo> infos;
+
+ Array serialize();
+ bool deserialize(const Array &p_arr);
+ };
+
+private:
+ class BandwidthProfiler : public EngineProfiler {
+ protected:
+ struct BandwidthFrame {
+ uint32_t timestamp;
+ int packet_size;
+ };
+
+ int bandwidth_in_ptr = 0;
+ Vector<BandwidthFrame> bandwidth_in;
+ int bandwidth_out_ptr = 0;
+ Vector<BandwidthFrame> bandwidth_out;
+ uint64_t last_bandwidth_time = 0;
+
+ int bandwidth_usage(const Vector<BandwidthFrame> &p_buffer, int p_pointer);
+
+ public:
+ void toggle(bool p_enable, const Array &p_opts);
+ void add(const Array &p_data);
+ void tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time);
+ };
+
+ class RPCProfiler : public EngineProfiler {
+ private:
+ HashMap<ObjectID, RPCNodeInfo> rpc_node_data;
+ uint64_t last_profile_time = 0;
+
+ void init_node(const ObjectID p_node);
+
+ public:
+ void toggle(bool p_enable, const Array &p_opts);
+ void add(const Array &p_data);
+ void tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time);
+ };
+
+ class ReplicationProfiler : public EngineProfiler {
+ private:
+ HashMap<ObjectID, SyncInfo> sync_data;
+ uint64_t last_profile_time = 0;
+
+ public:
+ void toggle(bool p_enable, const Array &p_opts);
+ void add(const Array &p_data);
+ void tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time);
+ };
+
+ static Error _capture(void *p_user, const String &p_msg, const Array &p_args, bool &r_captured);
+
+public:
+ static void initialize();
+ static void deinitialize();
+};
+
+#endif // MULTIPLAYER_DEBUGGER_H
diff --git a/modules/multiplayer/multiplayer_spawner.cpp b/modules/multiplayer/multiplayer_spawner.cpp
index e8f3aecc69..0aa54b69f9 100644
--- a/modules/multiplayer/multiplayer_spawner.cpp
+++ b/modules/multiplayer/multiplayer_spawner.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* multiplayer_spawner.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. */
-/*************************************************************************/
+/**************************************************************************/
+/* multiplayer_spawner.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 "multiplayer_spawner.h"
@@ -86,23 +86,34 @@ void MultiplayerSpawner::_get_property_list(List<PropertyInfo> *p_list) const {
}
}
#endif
+
+PackedStringArray MultiplayerSpawner::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
+
+ if (spawn_path.is_empty() || !has_node(spawn_path)) {
+ warnings.push_back(RTR("A valid NodePath must be set in the \"Spawn Path\" property in order for MultiplayerSpawner to be able to spawn Nodes."));
+ }
+ return warnings;
+}
+
void MultiplayerSpawner::add_spawnable_scene(const String &p_path) {
SpawnableScene sc;
sc.path = p_path;
if (Engine::get_singleton()->is_editor_hint()) {
ERR_FAIL_COND(!FileAccess::exists(p_path));
- } else {
- sc.cache = ResourceLoader::load(p_path);
- ERR_FAIL_COND_MSG(sc.cache.is_null(), "Invalid spawnable scene: " + p_path);
}
spawnable_scenes.push_back(sc);
}
+
int MultiplayerSpawner::get_spawnable_scene_count() const {
return spawnable_scenes.size();
}
+
String MultiplayerSpawner::get_spawnable_scene(int p_idx) const {
+ ERR_FAIL_INDEX_V(p_idx, (int)spawnable_scenes.size(), "");
return spawnable_scenes[p_idx].path;
}
+
void MultiplayerSpawner::clear_spawnable_scenes() {
spawnable_scenes.clear();
}
@@ -144,7 +155,9 @@ void MultiplayerSpawner::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_spawn_limit", "limit"), &MultiplayerSpawner::set_spawn_limit);
ADD_PROPERTY(PropertyInfo(Variant::INT, "spawn_limit", PROPERTY_HINT_RANGE, "0,1024,1,or_greater"), "set_spawn_limit", "get_spawn_limit");
- GDVIRTUAL_BIND(_spawn_custom, "data");
+ ClassDB::bind_method(D_METHOD("get_spawn_function"), &MultiplayerSpawner::get_spawn_function);
+ ClassDB::bind_method(D_METHOD("set_spawn_function", "spawn_function"), &MultiplayerSpawner::set_spawn_function);
+ ADD_PROPERTY(PropertyInfo(Variant::CALLABLE, "spawn_function", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_spawn_function", "get_spawn_function");
ADD_SIGNAL(MethodInfo("despawned", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("spawned", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
@@ -165,7 +178,7 @@ void MultiplayerSpawner::_update_spawn_node() {
Node *node = spawn_path.is_empty() && is_inside_tree() ? nullptr : get_node_or_null(spawn_path);
if (node) {
spawn_node = node->get_instance_id();
- if (get_spawnable_scene_count() && !GDVIRTUAL_IS_OVERRIDDEN(_spawn_custom)) {
+ if (get_spawnable_scene_count()) {
node->connect("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added));
}
} else {
@@ -186,10 +199,6 @@ void MultiplayerSpawner::_notification(int p_what) {
Node *node = Object::cast_to<Node>(ObjectDB::get_instance(E.key));
ERR_CONTINUE(!node);
node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &MultiplayerSpawner::_node_exit));
- // This is unlikely, but might still crash the engine.
- if (node->is_connected(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready))) {
- node->disconnect(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready));
- }
get_multiplayer()->object_configuration_remove(node, this);
}
tracked_nodes.clear();
@@ -230,12 +239,12 @@ void MultiplayerSpawner::_track(Node *p_node, const Variant &p_argument, int p_s
ObjectID oid = p_node->get_instance_id();
if (!tracked_nodes.has(oid)) {
tracked_nodes[oid] = SpawnInfo(p_argument.duplicate(true), p_scene_id);
- p_node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &MultiplayerSpawner::_node_exit).bind(p_node->get_instance_id()), CONNECT_ONESHOT);
- p_node->connect(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready).bind(p_node->get_instance_id()), CONNECT_ONESHOT);
+ p_node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &MultiplayerSpawner::_node_exit).bind(p_node->get_instance_id()), CONNECT_ONE_SHOT);
+ _spawn_notify(p_node->get_instance_id());
}
}
-void MultiplayerSpawner::_node_ready(ObjectID p_id) {
+void MultiplayerSpawner::_spawn_notify(ObjectID p_id) {
get_multiplayer()->object_configuration_add(ObjectDB::get_instance(p_id), this);
}
@@ -270,30 +279,36 @@ const Variant MultiplayerSpawner::get_spawn_argument(const ObjectID &p_id) const
Node *MultiplayerSpawner::instantiate_scene(int p_id) {
ERR_FAIL_COND_V_MSG(spawn_limit && spawn_limit <= tracked_nodes.size(), nullptr, "Spawn limit reached!");
ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_id, spawnable_scenes.size(), nullptr);
- Ref<PackedScene> scene = spawnable_scenes[p_id].cache;
- ERR_FAIL_COND_V(scene.is_null(), nullptr);
- return scene->instantiate();
+ SpawnableScene &sc = spawnable_scenes[p_id];
+ if (sc.cache.is_null()) {
+ sc.cache = ResourceLoader::load(sc.path);
+ }
+ ERR_FAIL_COND_V_MSG(sc.cache.is_null(), nullptr, "Invalid spawnable scene: " + sc.path);
+ return sc.cache->instantiate();
}
Node *MultiplayerSpawner::instantiate_custom(const Variant &p_data) {
ERR_FAIL_COND_V_MSG(spawn_limit && spawn_limit <= tracked_nodes.size(), nullptr, "Spawn limit reached!");
- Node *node = nullptr;
- if (GDVIRTUAL_CALL(_spawn_custom, p_data, node)) {
- return node;
- }
- ERR_FAIL_V_MSG(nullptr, "Method '_spawn_custom' is not implemented on this peer.");
+ ERR_FAIL_COND_V_MSG(!spawn_function.is_valid(), nullptr, "Custom spawn requires a valid 'spawn_function'.");
+ const Variant *argv[1] = { &p_data };
+ Variant ret;
+ Callable::CallError ce;
+ spawn_function.callp(argv, 1, ret, ce);
+ ERR_FAIL_COND_V_MSG(ce.error != Callable::CallError::CALL_OK, nullptr, "Failed to call spawn function.");
+ ERR_FAIL_COND_V_MSG(ret.get_type() != Variant::OBJECT, nullptr, "The spawn function must return a Node.");
+ return Object::cast_to<Node>(ret.operator Object *());
}
Node *MultiplayerSpawner::spawn(const Variant &p_data) {
ERR_FAIL_COND_V(!is_inside_tree() || !get_multiplayer()->has_multiplayer_peer() || !is_multiplayer_authority(), nullptr);
ERR_FAIL_COND_V_MSG(spawn_limit && spawn_limit <= tracked_nodes.size(), nullptr, "Spawn limit reached!");
- ERR_FAIL_COND_V_MSG(!GDVIRTUAL_IS_OVERRIDDEN(_spawn_custom), nullptr, "Custom spawn requires the '_spawn_custom' virtual method to be implemented via script.");
+ ERR_FAIL_COND_V_MSG(!spawn_function.is_valid(), nullptr, "Custom spawn requires the 'spawn_function' property to be a valid callable.");
Node *parent = get_spawn_node();
ERR_FAIL_COND_V_MSG(!parent, nullptr, "Cannot find spawn node.");
Node *node = instantiate_custom(p_data);
- ERR_FAIL_COND_V_MSG(!node, nullptr, "The '_spawn_custom' implementation must return a valid Node.");
+ ERR_FAIL_COND_V_MSG(!node, nullptr, "The 'spawn_function' callable must return a valid node.");
_track(node, p_data);
parent->add_child(node, true);
diff --git a/modules/multiplayer/multiplayer_spawner.h b/modules/multiplayer/multiplayer_spawner.h
index fc3befc2d4..8a54140e32 100644
--- a/modules/multiplayer/multiplayer_spawner.h
+++ b/modules/multiplayer/multiplayer_spawner.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* multiplayer_spawner.h */
-/*************************************************************************/
-/* 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* multiplayer_spawner.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
#ifndef MULTIPLAYER_SPAWNER_H
#define MULTIPLAYER_SPAWNER_H
@@ -71,12 +71,13 @@ private:
ObjectID spawn_node;
HashMap<ObjectID, SpawnInfo> tracked_nodes;
uint32_t spawn_limit = 0;
+ Callable spawn_function;
void _update_spawn_node();
void _track(Node *p_node, const Variant &p_argument, int p_scene_id = INVALID_ID);
void _node_added(Node *p_node);
void _node_exit(ObjectID p_id);
- void _node_ready(ObjectID p_id);
+ void _spawn_notify(ObjectID p_id);
Vector<String> _get_spawnable_scenes() const;
void _set_spawnable_scenes(const Vector<String> &p_scenes);
@@ -91,6 +92,8 @@ protected:
void _get_property_list(List<PropertyInfo> *p_list) const;
#endif
public:
+ PackedStringArray get_configuration_warnings() const override;
+
Node *get_spawn_node() const {
return spawn_node.is_valid() ? Object::cast_to<Node>(ObjectDB::get_instance(spawn_node)) : nullptr;
}
@@ -104,6 +107,8 @@ public:
void set_spawn_path(const NodePath &p_path);
uint32_t get_spawn_limit() const { return spawn_limit; }
void set_spawn_limit(uint32_t p_limit) { spawn_limit = p_limit; }
+ void set_spawn_function(Callable p_spawn_function) { spawn_function = p_spawn_function; }
+ Callable get_spawn_function() const { return spawn_function; }
const Variant get_spawn_argument(const ObjectID &p_id) const;
int find_spawnable_scene_index_from_object(const ObjectID &p_id) const;
@@ -112,8 +117,6 @@ public:
Node *instantiate_custom(const Variant &p_data);
Node *instantiate_scene(int p_idx);
- GDVIRTUAL1R(Node *, _spawn_custom, const Variant &);
-
MultiplayerSpawner() {}
};
diff --git a/modules/multiplayer/multiplayer_synchronizer.cpp b/modules/multiplayer/multiplayer_synchronizer.cpp
index eee1495c14..10714db6df 100644
--- a/modules/multiplayer/multiplayer_synchronizer.cpp
+++ b/modules/multiplayer/multiplayer_synchronizer.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* multiplayer_synchronizer.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. */
-/*************************************************************************/
+/**************************************************************************/
+/* multiplayer_synchronizer.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 "multiplayer_synchronizer.h"
@@ -48,6 +48,8 @@ void MultiplayerSynchronizer::_stop() {
return;
}
#endif
+ root_node_cache = ObjectID();
+ reset();
Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
if (node) {
get_multiplayer()->object_configuration_remove(node, this);
@@ -60,8 +62,11 @@ void MultiplayerSynchronizer::_start() {
return;
}
#endif
+ root_node_cache = ObjectID();
+ reset();
Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
if (node) {
+ root_node_cache = node->get_instance_id();
get_multiplayer()->object_configuration_add(node, this);
_update_process();
}
@@ -94,6 +99,54 @@ void MultiplayerSynchronizer::_update_process() {
}
}
+Node *MultiplayerSynchronizer::get_root_node() {
+ return root_node_cache.is_valid() ? Object::cast_to<Node>(ObjectDB::get_instance(root_node_cache)) : nullptr;
+}
+
+void MultiplayerSynchronizer::reset() {
+ net_id = 0;
+ last_sync_msec = 0;
+ last_inbound_sync = 0;
+}
+
+uint32_t MultiplayerSynchronizer::get_net_id() const {
+ return net_id;
+}
+
+void MultiplayerSynchronizer::set_net_id(uint32_t p_net_id) {
+ net_id = p_net_id;
+}
+
+bool MultiplayerSynchronizer::update_outbound_sync_time(uint64_t p_msec) {
+ if (last_sync_msec == p_msec) {
+ // last_sync_msec has been updated on this frame.
+ return true;
+ }
+ if (p_msec >= last_sync_msec + interval_msec) {
+ last_sync_msec = p_msec;
+ return true;
+ }
+ return false;
+}
+
+bool MultiplayerSynchronizer::update_inbound_sync_time(uint16_t p_network_time) {
+ if (p_network_time <= last_inbound_sync && last_inbound_sync - p_network_time < 32767) {
+ return false;
+ }
+ last_inbound_sync = p_network_time;
+ return true;
+}
+
+PackedStringArray MultiplayerSynchronizer::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
+
+ if (root_path.is_empty() || !has_node(root_path)) {
+ warnings.push_back(RTR("A valid NodePath must be set in the \"Root Path\" property in order for MultiplayerSynchronizer to be able to synchronize properties."));
+ }
+
+ return warnings;
+}
+
Error MultiplayerSynchronizer::get_state(const List<NodePath> &p_properties, Object *p_obj, Vector<Variant> &r_variant, Vector<const Variant *> &r_variant_ptrs) {
ERR_FAIL_COND_V(!p_obj, ERR_INVALID_PARAMETER);
r_variant.resize(p_properties.size());
@@ -253,10 +306,6 @@ double MultiplayerSynchronizer::get_replication_interval() const {
return double(interval_msec) / 1000.0;
}
-uint64_t MultiplayerSynchronizer::get_replication_interval_msec() const {
- return interval_msec;
-}
-
void MultiplayerSynchronizer::set_replication_config(Ref<SceneReplicationConfig> p_config) {
replication_config = p_config;
}
@@ -289,10 +338,11 @@ NodePath MultiplayerSynchronizer::get_root_path() const {
void MultiplayerSynchronizer::set_multiplayer_authority(int p_peer_id, bool p_recursive) {
Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
- if (!node) {
+ if (!node || get_multiplayer_authority() == p_peer_id) {
Node::set_multiplayer_authority(p_peer_id, p_recursive);
return;
}
+
get_multiplayer()->object_configuration_remove(node, this);
Node::set_multiplayer_authority(p_peer_id, p_recursive);
get_multiplayer()->object_configuration_add(node, this);
diff --git a/modules/multiplayer/multiplayer_synchronizer.h b/modules/multiplayer/multiplayer_synchronizer.h
index e84d41db86..11590f4156 100644
--- a/modules/multiplayer/multiplayer_synchronizer.h
+++ b/modules/multiplayer/multiplayer_synchronizer.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* multiplayer_synchronizer.h */
-/*************************************************************************/
-/* 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* multiplayer_synchronizer.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
#ifndef MULTIPLAYER_SYNCHRONIZER_H
#define MULTIPLAYER_SYNCHRONIZER_H
@@ -53,6 +53,11 @@ private:
HashSet<Callable> visibility_filters;
HashSet<int> peer_visibility;
+ ObjectID root_node_cache;
+ uint64_t last_sync_msec = 0;
+ uint16_t last_inbound_sync = 0;
+ uint32_t net_id = 0;
+
static Object *_get_prop_target(Object *p_obj, const NodePath &p_prop);
void _start();
void _stop();
@@ -66,9 +71,19 @@ public:
static Error get_state(const List<NodePath> &p_properties, Object *p_obj, Vector<Variant> &r_variant, Vector<const Variant *> &r_variant_ptrs);
static Error set_state(const List<NodePath> &p_properties, Object *p_obj, const Vector<Variant> &p_state);
+ void reset();
+ Node *get_root_node();
+
+ uint32_t get_net_id() const;
+ void set_net_id(uint32_t p_net_id);
+
+ bool update_outbound_sync_time(uint64_t p_msec);
+ bool update_inbound_sync_time(uint16_t p_network_time);
+
+ PackedStringArray get_configuration_warnings() const override;
+
void set_replication_interval(double p_interval);
double get_replication_interval() const;
- uint64_t get_replication_interval_msec() const;
void set_replication_config(Ref<SceneReplicationConfig> p_config);
Ref<SceneReplicationConfig> get_replication_config();
diff --git a/modules/multiplayer/register_types.cpp b/modules/multiplayer/register_types.cpp
index a2c524da80..ea562af43f 100644
--- a/modules/multiplayer/register_types.cpp
+++ b/modules/multiplayer/register_types.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* register_types.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. */
-/*************************************************************************/
+/**************************************************************************/
+/* register_types.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 "register_types.h"
@@ -36,9 +36,10 @@
#include "scene_replication_interface.h"
#include "scene_rpc_interface.h"
+#include "multiplayer_debugger.h"
+
#ifdef TOOLS_ENABLED
-#include "editor/editor_plugin.h"
-#include "editor/replication_editor_plugin.h"
+#include "editor/multiplayer_editor_plugin.h"
#endif
void initialize_multiplayer_module(ModuleInitializationLevel p_level) {
@@ -46,15 +47,18 @@ void initialize_multiplayer_module(ModuleInitializationLevel p_level) {
GDREGISTER_CLASS(SceneReplicationConfig);
GDREGISTER_CLASS(MultiplayerSpawner);
GDREGISTER_CLASS(MultiplayerSynchronizer);
+ GDREGISTER_CLASS(OfflineMultiplayerPeer);
GDREGISTER_CLASS(SceneMultiplayer);
MultiplayerAPI::set_default_interface("SceneMultiplayer");
+ MultiplayerDebugger::initialize();
}
#ifdef TOOLS_ENABLED
if (p_level == MODULE_INITIALIZATION_LEVEL_EDITOR) {
- EditorPlugins::add_by_type<ReplicationEditorPlugin>();
+ EditorPlugins::add_by_type<MultiplayerEditorPlugin>();
}
#endif
}
void uninitialize_multiplayer_module(ModuleInitializationLevel p_level) {
+ MultiplayerDebugger::deinitialize();
}
diff --git a/modules/multiplayer/register_types.h b/modules/multiplayer/register_types.h
index aca6cf46ed..0144b0cedd 100644
--- a/modules/multiplayer/register_types.h
+++ b/modules/multiplayer/register_types.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* register_types.h */
-/*************************************************************************/
-/* 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* register_types.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
#ifndef MULTIPLAYER_REGISTER_TYPES_H
#define MULTIPLAYER_REGISTER_TYPES_H
diff --git a/modules/multiplayer/scene_cache_interface.cpp b/modules/multiplayer/scene_cache_interface.cpp
index b3b642f815..fed124c41a 100644
--- a/modules/multiplayer/scene_cache_interface.cpp
+++ b/modules/multiplayer/scene_cache_interface.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* scene_cache_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_cache_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_cache_interface.h"
@@ -99,14 +99,9 @@ void SceneCacheInterface::process_simplify_path(int p_from, const uint8_t *p_pac
Ref<MultiplayerPeer> multiplayer_peer = multiplayer->get_multiplayer_peer();
ERR_FAIL_COND(multiplayer_peer.is_null());
-#ifdef DEBUG_ENABLED
- multiplayer->profile_bandwidth("out", packet.size());
-#endif
-
multiplayer_peer->set_transfer_channel(0);
multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
- multiplayer_peer->set_target_peer(p_from);
- multiplayer_peer->put_packet(packet.ptr(), packet.size());
+ multiplayer->send_command(p_from, packet.ptr(), packet.size());
}
void SceneCacheInterface::process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len) {
@@ -156,16 +151,11 @@ Error SceneCacheInterface::_send_confirm_path(Node *p_node, NodePath p_path, Pat
Ref<MultiplayerPeer> multiplayer_peer = multiplayer->get_multiplayer_peer();
ERR_FAIL_COND_V(multiplayer_peer.is_null(), ERR_BUG);
-#ifdef DEBUG_ENABLED
- multiplayer->profile_bandwidth("out", packet.size() * p_peers.size());
-#endif
-
Error err = OK;
for (int peer_id : p_peers) {
- multiplayer_peer->set_target_peer(peer_id);
multiplayer_peer->set_transfer_channel(0);
multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
- err = multiplayer_peer->put_packet(packet.ptr(), packet.size());
+ err = multiplayer->send_command(peer_id, packet.ptr(), packet.size());
ERR_FAIL_COND_V(err != OK, err);
// Insert into confirmed, but as false since it was not confirmed.
psc->confirmed_peers.insert(peer_id, false);
diff --git a/modules/multiplayer/scene_cache_interface.h b/modules/multiplayer/scene_cache_interface.h
index 1e80792fe7..9400417cdb 100644
--- a/modules/multiplayer/scene_cache_interface.h
+++ b/modules/multiplayer/scene_cache_interface.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* scene_cache_interface.h */
-/*************************************************************************/
-/* 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_cache_interface.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
#ifndef SCENE_CACHE_INTERFACE_H
#define SCENE_CACHE_INTERFACE_H
diff --git a/modules/multiplayer/scene_multiplayer.cpp b/modules/multiplayer/scene_multiplayer.cpp
index 3fc1eef366..01fc1b5275 100644
--- a/modules/multiplayer/scene_multiplayer.cpp
+++ b/modules/multiplayer/scene_multiplayer.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* scene_multiplayer.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_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"
@@ -40,25 +40,43 @@
#endif
#ifdef DEBUG_ENABLED
-void SceneMultiplayer::profile_bandwidth(const String &p_inout, int p_size) {
- if (EngineDebugger::is_profiling("multiplayer")) {
+_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_inout);
+ values.push_back(p_what);
values.push_back(OS::get_singleton()->get_ticks_msec());
- values.push_back(p_size);
- EngineDebugger::profiler_add_frame_data("multiplayer", values);
+ 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() {
- if (!multiplayer_peer.is_valid() || multiplayer_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED) {
- return ERR_UNCONFIGURED;
+ _update_status();
+ if (last_connection_status == MultiplayerPeer::CONNECTION_DISCONNECTED) {
+ return OK;
}
multiplayer_peer->poll();
- if (!multiplayer_peer.is_valid()) { // It's possible that polling might have resulted in a disconnection, so check here.
+ _update_status();
+ if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) {
+ // We might be still connecting, or polling might have resulted in a disconnection.
return OK;
}
@@ -67,25 +85,103 @@ Error SceneMultiplayer::poll() {
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));
- remote_sender_id = sender;
- _process_packet(sender, packet, len);
- remote_sender_id = 0;
+#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;
+ }
- if (!multiplayer_peer.is_valid()) {
- return OK; // It's also possible that a packet or RPC caused a disconnection, so also check here.
+ _update_status();
+ if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) { // It's possible that processing a packet might have resulted in a disconnection, so check here.
+ return OK;
}
}
+ if (pending_peers.size() && auth_timeout) {
+ HashSet<int> to_drop;
+ uint64_t time = OS::get_singleton()->get_ticks_msec();
+ for (const KeyValue<int, PendingPeer> &pending : pending_peers) {
+ if (pending.value.time + auth_timeout <= time) {
+ multiplayer_peer->disconnect_peer(pending.key);
+ to_drop.insert(pending.key);
+ }
+ }
+ for (const int &P : to_drop) {
+ // Each signal might trigger a disconnection.
+ pending_peers.erase(P);
+ emit_signal(SNAME("peer_authentication_failed"), P);
+ }
+ }
+
+ _update_status();
+ if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) { // Signals might have triggered disconnection.
+ return OK;
+ }
+
replicator->on_network_process();
return OK;
}
void SceneMultiplayer::clear() {
+ last_connection_status = MultiplayerPeer::CONNECTION_DISCONNECTED;
+ pending_peers.clear();
connected_peers.clear();
packet_cache.clear();
+ replicator->on_reset();
cache->clear();
+ relay_buffer->clear();
}
void SceneMultiplayer::set_root_path(const NodePath &p_path) {
@@ -108,9 +204,6 @@ void SceneMultiplayer::set_multiplayer_peer(const Ref<MultiplayerPeer> &p_peer)
if (multiplayer_peer.is_valid()) {
multiplayer_peer->disconnect("peer_connected", callable_mp(this, &SceneMultiplayer::_add_peer));
multiplayer_peer->disconnect("peer_disconnected", callable_mp(this, &SceneMultiplayer::_del_peer));
- multiplayer_peer->disconnect("connection_succeeded", callable_mp(this, &SceneMultiplayer::_connected_to_server));
- multiplayer_peer->disconnect("connection_failed", callable_mp(this, &SceneMultiplayer::_connection_failed));
- multiplayer_peer->disconnect("server_disconnected", callable_mp(this, &SceneMultiplayer::_server_disconnected));
clear();
}
@@ -119,11 +212,8 @@ void SceneMultiplayer::set_multiplayer_peer(const Ref<MultiplayerPeer> &p_peer)
if (multiplayer_peer.is_valid()) {
multiplayer_peer->connect("peer_connected", callable_mp(this, &SceneMultiplayer::_add_peer));
multiplayer_peer->connect("peer_disconnected", callable_mp(this, &SceneMultiplayer::_del_peer));
- multiplayer_peer->connect("connection_succeeded", callable_mp(this, &SceneMultiplayer::_connected_to_server));
- multiplayer_peer->connect("connection_failed", callable_mp(this, &SceneMultiplayer::_connection_failed));
- multiplayer_peer->connect("server_disconnected", callable_mp(this, &SceneMultiplayer::_server_disconnected));
}
- replicator->on_reset();
+ _update_status();
}
Ref<MultiplayerPeer> SceneMultiplayer::get_multiplayer_peer() {
@@ -134,10 +224,6 @@ void SceneMultiplayer::_process_packet(int p_from, const uint8_t *p_packet, int
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.");
-#ifdef DEBUG_ENABLED
- profile_bandwidth("in", p_packet_len);
-#endif
-
// Extract the `packet_type` from the LSB three bits:
uint8_t packet_type = p_packet[0] & CMD_MASK;
@@ -166,34 +252,191 @@ void SceneMultiplayer::_process_packet(int p_from, const uint8_t *p_packet, int
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::_connected_to_server() {
- emit_signal(SNAME("connected_to_server"));
-}
-
-void SceneMultiplayer::_connection_failed() {
- emit_signal(SNAME("connection_failed"));
-}
-
-void SceneMultiplayer::_server_disconnected() {
- replicator->on_reset();
- emit_signal(SNAME("server_disconnected"));
+void SceneMultiplayer::disconnect_peer(int p_id) {
+ ERR_FAIL_COND(multiplayer_peer.is_null() || multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED);
+ if (pending_peers.has(p_id)) {
+ pending_peers.erase(p_id);
+ } else if (connected_peers.has(p_id)) {
+ connected_peers.has(p_id);
+ }
+ multiplayer_peer->disconnect_peer(p_id);
}
Error SceneMultiplayer::send_bytes(Vector<uint8_t> p_data, int p_to, MultiplayerPeer::TransferMode p_mode, int p_channel) {
@@ -209,11 +452,64 @@ Error SceneMultiplayer::send_bytes(Vector<uint8_t> p_data, int p_to, Multiplayer
packet_cache.write[0] = NETWORK_COMMAND_RAW;
memcpy(&packet_cache.write[1], &r[0], p_data.size());
- multiplayer_peer->set_target_peer(p_to);
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.");
- return multiplayer_peer->put_packet(packet_cache.ptr(), p_data.size() + 1);
+ 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) {
@@ -255,6 +551,16 @@ Vector<int> SceneMultiplayer::get_peer_ids() {
return ret;
}
+Vector<int> SceneMultiplayer::get_authenticating_peer_ids() {
+ Vector<int> out;
+ out.resize(pending_peers.size());
+ int idx = 0;
+ for (const KeyValue<int, PendingPeer> &E : pending_peers) {
+ out.write[idx++] = E.key;
+ }
+ return out;
+}
+
void SceneMultiplayer::set_allow_object_decoding(bool p_enable) {
allow_object_decoding = p_enable;
}
@@ -303,28 +609,58 @@ Error SceneMultiplayer::object_configuration_remove(Object *p_obj, Variant p_con
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() {
diff --git a/modules/multiplayer/scene_multiplayer.h b/modules/multiplayer/scene_multiplayer.h
index a99cca7b21..1dbbf07853 100644
--- a/modules/multiplayer/scene_multiplayer.h
+++ b/modules/multiplayer/scene_multiplayer.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* scene_multiplayer.h */
-/*************************************************************************/
-/* 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_multiplayer.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
#ifndef SCENE_MULTIPLAYER_H
#define SCENE_MULTIPLAYER_H
@@ -37,6 +37,31 @@
#include "scene_replication_interface.h"
#include "scene_rpc_interface.h"
+class OfflineMultiplayerPeer : public MultiplayerPeer {
+ GDCLASS(OfflineMultiplayerPeer, MultiplayerPeer);
+
+public:
+ virtual int get_available_packet_count() const override { return 0; }
+ virtual Error get_packet(const uint8_t **r_buffer, int &r_buffer_size) override {
+ *r_buffer = nullptr;
+ r_buffer_size = 0;
+ return OK;
+ }
+ virtual Error put_packet(const uint8_t *p_buffer, int p_buffer_size) override { return OK; }
+ virtual int get_max_packet_size() const override { return 0; }
+
+ virtual void set_target_peer(int p_peer_id) override {}
+ virtual int get_packet_peer() const override { return 0; }
+ virtual TransferMode get_packet_mode() const override { return TRANSFER_MODE_RELIABLE; };
+ virtual int get_packet_channel() const override { return 0; }
+ virtual void disconnect_peer(int p_peer, bool p_force = false) override {}
+ virtual bool is_server() const override { return true; }
+ virtual void poll() override {}
+ virtual void close() override {}
+ virtual int get_unique_id() const override { return TARGET_PEER_SERVER; }
+ virtual ConnectionStatus get_connection_status() const override { return CONNECTION_CONNECTED; };
+};
+
class SceneMultiplayer : public MultiplayerAPI {
GDCLASS(SceneMultiplayer, MultiplayerAPI);
@@ -49,6 +74,18 @@ public:
NETWORK_COMMAND_SPAWN,
NETWORK_COMMAND_DESPAWN,
NETWORK_COMMAND_SYNC,
+ NETWORK_COMMAND_SYS,
+ };
+
+ enum SysCommands {
+ SYS_COMMAND_AUTH,
+ SYS_COMMAND_ADD_PEER,
+ SYS_COMMAND_DEL_PEER,
+ SYS_COMMAND_RELAY,
+ };
+
+ enum {
+ SYS_CMD_SIZE = 6, // Command + sys command + peer_id (+ optional payload).
};
// For each command, the 4 MSB can contain custom flags, as defined by subsystems.
@@ -65,7 +102,17 @@ public:
};
private:
+ struct PendingPeer {
+ bool local = false;
+ bool remote = false;
+ uint64_t time = 0;
+ };
+
Ref<MultiplayerPeer> multiplayer_peer;
+ MultiplayerPeer::ConnectionStatus last_connection_status = MultiplayerPeer::CONNECTION_DISCONNECTED;
+ HashMap<int, PendingPeer> pending_peers; // true if locally finalized.
+ Callable auth_callback;
+ uint64_t auth_timeout = 3000;
HashSet<int> connected_peers;
int remote_sender_id = 0;
int remote_sender_override = 0;
@@ -74,22 +121,33 @@ private:
NodePath root_path;
bool allow_object_decoding = false;
+ bool server_relay = true;
+ Ref<StreamPeerBuffer> relay_buffer;
Ref<SceneCacheInterface> cache;
Ref<SceneReplicationInterface> replicator;
Ref<SceneRPCInterface> rpc;
+#ifdef DEBUG_ENABLED
+ _FORCE_INLINE_ void _profile_bandwidth(const String &p_what, int p_value);
+ _FORCE_INLINE_ Error _send(const uint8_t *p_packet, int p_packet_len); // Also profiles.
+#else
+ _FORCE_INLINE_ Error _send(const uint8_t *p_packet, int p_packet_len) {
+ return multiplayer_peer->put_packet(p_packet, p_packet_len);
+ }
+#endif
+
protected:
static void _bind_methods();
void _process_packet(int p_from, const uint8_t *p_packet, int p_packet_len);
void _process_raw(int p_from, const uint8_t *p_packet, int p_packet_len);
+ void _process_sys(int p_from, const uint8_t *p_packet, int p_packet_len, MultiplayerPeer::TransferMode p_mode, int p_channel);
void _add_peer(int p_id);
+ void _admit_peer(int p_id);
void _del_peer(int p_id);
- void _connected_to_server();
- void _connection_failed();
- void _server_disconnected();
+ void _update_status();
public:
virtual void set_multiplayer_peer(const Ref<MultiplayerPeer> &p_peer) override;
@@ -111,6 +169,17 @@ public:
void set_root_path(const NodePath &p_path);
NodePath get_root_path() const;
+ void disconnect_peer(int p_id);
+
+ Error send_auth(int p_to, Vector<uint8_t> p_bytes);
+ Error complete_auth(int p_peer);
+ void set_auth_callback(Callable p_callback);
+ Callable get_auth_callback() const;
+ void set_auth_timeout(double p_timeout);
+ double get_auth_timeout() const;
+ Vector<int> get_authenticating_peer_ids();
+
+ Error send_command(int p_to, const uint8_t *p_packet, int p_packet_len); // Used internally to relay packets when needed.
Error send_bytes(Vector<uint8_t> p_data, int p_to = MultiplayerPeer::TARGET_PEER_BROADCAST, MultiplayerPeer::TransferMode p_mode = MultiplayerPeer::TRANSFER_MODE_RELIABLE, int p_channel = 0);
String get_rpc_md5(const Object *p_obj);
@@ -123,11 +192,11 @@ public:
void set_allow_object_decoding(bool p_enable);
bool is_object_decoding_allowed() const;
- Ref<SceneCacheInterface> get_path_cache() { return cache; }
+ void set_server_relay_enabled(bool p_enabled);
+ bool is_server_relay_enabled() const;
-#ifdef DEBUG_ENABLED
- void profile_bandwidth(const String &p_inout, int p_size);
-#endif
+ Ref<SceneCacheInterface> get_path_cache() { return cache; }
+ Ref<SceneReplicationInterface> get_replicator() { return replicator; }
SceneMultiplayer();
~SceneMultiplayer();
diff --git a/modules/multiplayer/scene_replication_config.cpp b/modules/multiplayer/scene_replication_config.cpp
index ae06516b7b..c8621e7357 100644
--- a/modules/multiplayer/scene_replication_config.cpp
+++ b/modules/multiplayer/scene_replication_config.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* scene_replication_config.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_config.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_config.h"
@@ -34,11 +34,11 @@
#include "scene/main/node.h"
bool SceneReplicationConfig::_set(const StringName &p_name, const Variant &p_value) {
- String name = p_name;
+ String prop_name = p_name;
- if (name.begins_with("properties/")) {
- int idx = name.get_slicec('/', 1).to_int();
- String what = name.get_slicec('/', 2);
+ if (prop_name.begins_with("properties/")) {
+ int idx = prop_name.get_slicec('/', 1).to_int();
+ String what = prop_name.get_slicec('/', 2);
if (properties.size() == idx && what == "path") {
ERR_FAIL_COND_V(p_value.get_type() != Variant::NODE_PATH, false);
@@ -72,11 +72,11 @@ bool SceneReplicationConfig::_set(const StringName &p_name, const Variant &p_val
}
bool SceneReplicationConfig::_get(const StringName &p_name, Variant &r_ret) const {
- String name = p_name;
+ String prop_name = p_name;
- if (name.begins_with("properties/")) {
- int idx = name.get_slicec('/', 1).to_int();
- String what = name.get_slicec('/', 2);
+ if (prop_name.begins_with("properties/")) {
+ int idx = prop_name.get_slicec('/', 1).to_int();
+ String what = prop_name.get_slicec('/', 2);
ERR_FAIL_INDEX_V(idx, properties.size(), false);
const ReplicationProperty &prop = properties[idx];
if (what == "path") {
diff --git a/modules/multiplayer/scene_replication_config.h b/modules/multiplayer/scene_replication_config.h
index ab3658d2a7..addfec4da3 100644
--- a/modules/multiplayer/scene_replication_config.h
+++ b/modules/multiplayer/scene_replication_config.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* scene_replication_config.h */
-/*************************************************************************/
-/* 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_config.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
#ifndef SCENE_REPLICATION_CONFIG_H
#define SCENE_REPLICATION_CONFIG_H
diff --git a/modules/multiplayer/scene_replication_interface.cpp b/modules/multiplayer/scene_replication_interface.cpp
index 6e3dbfab47..3466cb10df 100644
--- a/modules/multiplayer/scene_replication_interface.cpp
+++ b/modules/multiplayer/scene_replication_interface.cpp
@@ -1,85 +1,152 @@
-/*************************************************************************/
-/* 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 "multiplayer_spawner.h"
-#include "multiplayer_synchronizer.h"
-#include "scene_multiplayer.h"
+#include "scene/scene_string_names.h"
#define MAKE_ROOM(m_amount) \
if (packet_cache.size() < m_amount) \
packet_cache.resize(m_amount);
-void SceneReplicationInterface::_free_remotes(int p_id) {
- const HashMap<uint32_t, ObjectID> remotes = rep_state->peer_get_remotes(p_id);
- for (const KeyValue<uint32_t, ObjectID> &E : remotes) {
- Node *node = rep_state->get_node(E.value);
+#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);
+ 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_delete();
+ node->queue_free();
}
}
void SceneReplicationInterface::on_peer_change(int p_id, bool p_connected) {
if (p_connected) {
- rep_state->on_peer_change(p_id, p_connected);
- for (const ObjectID &oid : rep_state->get_spawned_nodes()) {
+ peers_info[p_id] = PeerInfo();
+ for (const ObjectID &oid : spawned_nodes) {
_update_spawn_visibility(p_id, oid);
}
- for (const ObjectID &oid : rep_state->get_synced_nodes()) {
- MultiplayerSynchronizer *sync = rep_state->get_synchronizer(oid);
- ERR_CONTINUE(!sync); // ERR_BUG
- if (sync->is_multiplayer_authority()) {
- _update_sync_visibility(p_id, oid);
- }
+ for (const ObjectID &oid : sync_nodes) {
+ _update_sync_visibility(p_id, get_id_as<MultiplayerSynchronizer>(oid));
}
} else {
- _free_remotes(p_id);
- rep_state->on_peer_change(p_id, p_connected);
+ ERR_FAIL_COND(!peers_info.has(p_id));
+ _free_remotes(peers_info[p_id]);
+ peers_info.erase(p_id);
}
}
void SceneReplicationInterface::on_reset() {
- for (int pid : rep_state->get_peers()) {
- _free_remotes(pid);
+ 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;
}
- rep_state->reset();
+ 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() {
+ // 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 (int peer : rep_state->get_peers()) {
- _send_sync(peer, 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);
}
}
@@ -88,17 +155,44 @@ Error SceneReplicationInterface::on_spawn(Object *p_obj, Variant p_config) {
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);
- Error err = rep_state->config_add_spawn(node, spawner);
- ERR_FAIL_COND_V(err != OK, err);
+ // Track node.
const ObjectID oid = node->get_instance_id();
- if (multiplayer->has_multiplayer_peer() && spawner->is_multiplayer_authority()) {
- rep_state->ensure_net_id(oid);
- _update_spawn_visibility(0, oid);
- }
- ERR_FAIL_COND_V(err != OK, err);
+ 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();
+ 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 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);
+ }
+ }
+ spawn_queue.clear();
+}
+
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);
@@ -109,14 +203,22 @@ Error SceneReplicationInterface::on_despawn(Object *p_obj, Variant p_config) {
Error err = _make_despawn_packet(node, len);
ERR_FAIL_COND_V(err != OK, ERR_BUG);
const ObjectID oid = p_obj->get_instance_id();
- for (int pid : rep_state->get_peers()) {
- if (!rep_state->is_peer_spawn(pid, oid)) {
+ for (const KeyValue<int, PeerInfo> &E : peers_info) {
+ if (!E.value.spawn_nodes.has(oid)) {
continue;
}
- _send_raw(packet_cache.ptr(), len, pid, true);
+ _send_raw(packet_cache.ptr(), len, E.key, true);
}
// Also remove spawner tracking from the replication state.
- return rep_state->config_del_spawn(node, spawner);
+ 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) {
@@ -125,25 +227,40 @@ Error SceneReplicationInterface::on_replication_start(Object *p_obj, Variant p_c
MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object());
ERR_FAIL_COND_V(!sync, ERR_INVALID_PARAMETER);
- // Add to synchronizer list and setup visibility.
- rep_state->config_add_sync(node, sync);
- const ObjectID oid = node->get_instance_id();
- sync->connect("visibility_changed", callable_mp(this, &SceneReplicationInterface::_visibility_changed).bind(oid));
- if (multiplayer->has_multiplayer_peer() && sync->is_multiplayer_authority()) {
- _update_sync_visibility(0, oid);
- }
-
- // Try to apply initial state if spawning (hack to apply if before ready).
- if (pending_spawn == p_obj->get_instance_id()) {
- pending_spawn = ObjectID(); // Make sure this only happens once.
- const List<NodePath> props = sync->get_replication_config()->get_spawn_properties();
- Vector<Variant> vars;
- vars.resize(props.size());
- int consumed;
- Error err = MultiplayerAPI::decode_and_decompress_variants(vars, pending_buffer, pending_buffer_size, consumed);
- ERR_FAIL_COND_V(err, err);
- err = MultiplayerSynchronizer::set_state(props, node, vars);
- ERR_FAIL_COND_V(err, err);
+ // 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;
}
@@ -154,59 +271,137 @@ Error SceneReplicationInterface::on_replication_stop(Object *p_obj, Variant p_co
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));
- return rep_state->config_del_sync(node, sync);
+ // 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_oid) {
- if (rep_state->is_spawned_node(p_oid)) {
- _update_spawn_visibility(p_peer, p_oid);
+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) && 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 (rep_state->is_synced_node(p_oid)) {
- _update_sync_visibility(p_peer, p_oid);
+ 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, const ObjectID &p_oid) {
- MultiplayerSynchronizer *sync = rep_state->get_synchronizer(p_oid);
- ERR_FAIL_COND_V(!sync || !sync->is_multiplayer_authority(), ERR_BUG);
- bool is_visible = sync->is_visible_to(p_peer);
+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() || p_peer == multiplayer->get_unique_id()) {
+ 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 (int pid : rep_state->get_peers()) {
+ for (KeyValue<int, PeerInfo> &E : peers_info) {
// Might be visible to this specific peer.
- is_visible = is_visible || sync->is_visible_to(pid);
- if (rep_state->is_peer_sync(pid, p_oid) == is_visible) {
+ 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) {
- rep_state->peer_add_sync(pid, p_oid);
+ if (is_visible_to_peer) {
+ E.value.sync_nodes.insert(sid);
} else {
- rep_state->peer_del_sync(pid, p_oid);
+ E.value.sync_nodes.erase(sid);
}
}
return OK;
} else {
- if (is_visible == rep_state->is_peer_sync(p_peer, p_oid)) {
+ 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) {
- return rep_state->peer_add_sync(p_peer, p_oid);
+ peers_info[p_peer].sync_nodes.insert(sid);
} else {
- return rep_state->peer_del_sync(p_peer, p_oid);
+ peers_info[p_peer].sync_nodes.erase(sid);
}
+ return OK;
}
}
Error SceneReplicationInterface::_update_spawn_visibility(int p_peer, const ObjectID &p_oid) {
- MultiplayerSpawner *spawner = rep_state->get_spawner(p_oid);
- MultiplayerSynchronizer *sync = rep_state->get_synchronizer(p_oid);
- Node *node = Object::cast_to<Node>(ObjectDB::get_instance(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);
- bool is_visible = !sync || sync->is_visible_to(p_peer);
+ 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) {
- if (is_visible == rep_state->is_peer_spawn(p_peer, p_oid)) {
+ 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) {
@@ -216,33 +411,37 @@ Error SceneReplicationInterface::_update_spawn_visibility(int p_peer, const Obje
}
} else {
// Check visibility for each peers.
- for (int pid : rep_state->get_peers()) {
- bool peer_visible = is_visible || sync->is_visible_to(pid);
- if (peer_visible == rep_state->is_peer_spawn(pid, p_oid)) {
- continue;
- }
- if (peer_visible) {
- to_spawn.insert(pid);
+ for (const KeyValue<int, PeerInfo> &E : peers_info) {
+ if (is_visible) {
+ // 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;
+ }
+ to_spawn.insert(E.key);
} else {
- to_despawn.insert(pid);
+ // 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, len);
+ _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);
- rep_state->peer_add_spawn(pid, p_oid);
+ 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) {
- rep_state->peer_del_spawn(pid, p_oid);
+ ERR_CONTINUE(!peers_info.has(pid));
+ peers_info[pid].spawn_nodes.erase(p_oid);
_send_raw(packet_cache.ptr(), len, pid, true);
}
}
@@ -251,34 +450,28 @@ 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, int &r_len) {
- ERR_FAIL_COND_V(!multiplayer, ERR_BUG);
+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();
- MultiplayerSpawner *spawner = rep_state->get_spawner(oid);
- ERR_FAIL_COND_V(!spawner || !p_node, ERR_BUG);
+ const TrackedNode *tnode = tracked_nodes.getptr(oid);
+ ERR_FAIL_COND_V(!tnode, ERR_INVALID_PARAMETER);
- uint32_t nid = rep_state->get_net_id(oid);
+ uint32_t nid = tnode->net_id;
ERR_FAIL_COND_V(!nid, ERR_UNCONFIGURED);
// Prepare custom arg and scene_id
- uint8_t scene_id = spawner->find_spawnable_scene_index_from_object(oid);
+ uint8_t scene_id = p_spawner->find_spawnable_scene_index_from_object(oid);
bool is_custom = scene_id == MultiplayerSpawner::INVALID_ID;
- Variant spawn_arg = spawner->get_spawn_argument(oid);
+ 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);
@@ -286,31 +479,51 @@ Error SceneReplicationInterface::_make_spawn_packet(Node *p_node, int &r_len) {
}
// 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;
- MultiplayerSynchronizer *synchronizer = rep_state->get_synchronizer(oid);
- if (synchronizer) {
- ERR_FAIL_COND_V(synchronizer->get_replication_config().is_null(), ERR_BUG);
- const List<NodePath> props = synchronizer->get_replication_config()->get_spawn_properties();
- Error err = MultiplayerSynchronizer::get_state(props, p_node, state_vars, 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(spawner);
+ 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 + nlen + (is_custom ? 4 + spawn_arg_size : 0) + state_size);
+ 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) {
@@ -331,18 +544,20 @@ Error SceneReplicationInterface::_make_spawn_packet(Node *p_node, int &r_len) {
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 = rep_state->get_net_id(oid);
+ 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 < 14, ERR_INVALID_DATA, "Invalid spawn packet received");
+ 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;
@@ -354,9 +569,16 @@ Error SceneReplicationInterface::on_spawn_receive(int p_from, const uint8_t *p_b
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 > uint32_t(p_buffer_len - ofs), ERR_INVALID_DATA, vformat("Invalid spawn packet size: %d, wants: %d", p_buffer_len, ofs + name_len));
+ 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.
@@ -387,20 +609,35 @@ Error SceneReplicationInterface::on_spawn_receive(int p_from, const uint8_t *p_b
}
ERR_FAIL_COND_V(!node, ERR_UNAUTHORIZED);
node->set_name(name);
- rep_state->peer_add_remote(p_from, net_id, node, spawner);
+
+ // 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).
- int state_len = p_buffer_len - ofs;
- if (state_len) {
- pending_spawn = node->get_instance_id();
- pending_buffer = &p_buffer[ofs];
- pending_buffer_size = state_len;
- }
+ 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;
}
@@ -409,45 +646,48 @@ Error SceneReplicationInterface::on_despawn_receive(int p_from, const uint8_t *p
int ofs = 1; // The spawn/despawn command.
uint32_t net_id = decode_uint32(&p_buffer[ofs]);
ofs += 4;
- Node *node = nullptr;
- Error err = rep_state->peer_del_remote(p_from, net_id, &node);
- ERR_FAIL_COND_V(err != OK, err);
+
+ // 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);
- MultiplayerSpawner *spawner = rep_state->get_spawner(node->get_instance_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_delete();
+ node->queue_free();
spawner->emit_signal(SNAME("despawned"), node);
return OK;
}
-void SceneReplicationInterface::_send_sync(int p_peer, uint64_t p_msec) {
- const HashSet<ObjectID> &to_sync = rep_state->get_peer_sync_nodes(p_peer);
- if (to_sync.is_empty()) {
- return;
- }
+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(rep_state->peer_sync_next(p_peer), &ptr[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 : to_sync) {
- if (!rep_state->update_sync_time(oid, p_msec)) {
+ 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.
}
- MultiplayerSynchronizer *sync = rep_state->get_synchronizer(oid);
- ERR_CONTINUE(!sync || !sync->get_replication_config().is_valid());
- Node *node = rep_state->get_node(oid);
+
+ Node *node = sync->get_root_node();
ERR_CONTINUE(!node);
- uint32_t net_id = rep_state->get_net_id(oid);
+ 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);
@@ -455,7 +695,7 @@ void SceneReplicationInterface::_send_sync(int p_peer, uint64_t p_msec) {
if (net_id == 0) {
// First time path based ID.
net_id = path_id | 0x80000000;
- rep_state->set_net_id(oid, net_id | 0x80000000);
+ sync->set_net_id(net_id | 0x80000000);
}
if (!verified) {
// The path based sync is not yet confirmed, skipping.
@@ -478,11 +718,14 @@ void SceneReplicationInterface::_send_sync(int p_peer, uint64_t p_msec) {
ofs = 3;
}
if (size) {
- ofs += encode_uint32(rep_state->get_net_id(oid), &ptr[ofs]);
+ 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;
}
+#ifdef DEBUG_ENABLED
+ _profile_node_data("sync_out", oid, size);
+#endif
}
if (ofs > 3) {
// Got some left over to send.
@@ -494,33 +737,32 @@ Error SceneReplicationInterface::on_sync_receive(int p_from, const uint8_t *p_bu
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;
- rep_state->peer_sync_recv(p_from, time);
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;
- Node *node = nullptr;
+ MultiplayerSynchronizer *sync = nullptr;
if (net_id & 0x80000000) {
- MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(multiplayer->get_path_cache()->get_cached_object(p_from, net_id & 0x7FFFFFFF));
- ERR_FAIL_COND_V(!sync || sync->get_multiplayer_authority() != p_from, ERR_UNAUTHORIZED);
- node = sync->get_node(sync->get_root_path());
- } else {
- node = rep_state->peer_get_remote(p_from, net_id);
+ 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 (!node) {
+ if (!sync) {
// Not received yet.
ofs += size;
continue;
}
- const ObjectID oid = node->get_instance_id();
- if (!rep_state->update_last_node_sync(oid, time)) {
+ 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;
}
- MultiplayerSynchronizer *sync = rep_state->get_synchronizer(oid);
- ERR_FAIL_COND_V(!sync, ERR_BUG);
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;
@@ -531,6 +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;
}
diff --git a/modules/multiplayer/scene_replication_interface.h b/modules/multiplayer/scene_replication_interface.h
index 8981647429..cf45db2138 100644
--- a/modules/multiplayer/scene_replication_interface.h
+++ b/modules/multiplayer/scene_replication_interface.h
@@ -1,39 +1,40 @@
-/*************************************************************************/
-/* scene_replication_interface.h */
-/*************************************************************************/
-/* 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.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
#ifndef SCENE_REPLICATION_INTERFACE_H
#define SCENE_REPLICATION_INTERFACE_H
-#include "scene/main/multiplayer_api.h"
+#include "core/object/ref_counted.h"
-#include "scene_replication_state.h"
+#include "multiplayer_spawner.h"
+#include "multiplayer_synchronizer.h"
class SceneMultiplayer;
@@ -41,25 +42,75 @@ class SceneReplicationInterface : public RefCounted {
GDCLASS(SceneReplicationInterface, RefCounted);
private:
- void _send_sync(int p_peer, uint64_t p_msec);
- Error _make_spawn_packet(Node *p_node, int &r_len);
+ struct TrackedNode {
+ ObjectID id;
+ uint32_t net_id = 0;
+ uint32_t remote_peer = 0;
+ ObjectID spawner;
+ HashSet<ObjectID> synchronizers;
+
+ bool operator==(const ObjectID &p_other) { return id == p_other; }
+
+ TrackedNode() {}
+ TrackedNode(const ObjectID &p_id) { id = p_id; }
+ TrackedNode(const ObjectID &p_id, uint32_t p_net_id) {
+ id = p_id;
+ net_id = p_net_id;
+ }
+ };
+
+ struct PeerInfo {
+ HashSet<ObjectID> sync_nodes;
+ HashSet<ObjectID> spawn_nodes;
+ HashMap<uint32_t, ObjectID> recv_sync_ids;
+ HashMap<uint32_t, ObjectID> recv_nodes;
+ uint16_t last_sent_sync = 0;
+ };
+
+ // Replication state.
+ HashMap<int, PeerInfo> peers_info;
+ uint32_t last_net_id = 0;
+ HashMap<ObjectID, TrackedNode> tracked_nodes;
+ HashSet<ObjectID> spawned_nodes;
+ HashSet<ObjectID> sync_nodes;
+
+ // Pending local spawn information (handles spawning nested nodes during ready).
+ HashSet<ObjectID> spawn_queue;
+
+ // Pending remote spawn information.
+ ObjectID pending_spawn;
+ int pending_spawn_remote = 0;
+ const uint8_t *pending_buffer = nullptr;
+ int pending_buffer_size = 0;
+ List<uint32_t> pending_sync_net_ids;
+
+ // Replicator config.
+ SceneMultiplayer *multiplayer = nullptr;
+ PackedByteArray packet_cache;
+ int sync_mtu = 1350; // Highly dependent on underlying protocol.
+
+ TrackedNode &_track(const ObjectID &p_id);
+ void _untrack(const ObjectID &p_id);
+ void _node_ready(const ObjectID &p_oid);
+
+ void _send_sync(int p_peer, const HashSet<ObjectID> p_synchronizers, uint16_t p_sync_net_time, uint64_t p_msec);
+ Error _make_spawn_packet(Node *p_node, MultiplayerSpawner *p_spawner, int &r_len);
Error _make_despawn_packet(Node *p_node, int &r_len);
Error _send_raw(const uint8_t *p_buffer, int p_size, int p_peer, bool p_reliable);
void _visibility_changed(int p_peer, ObjectID p_oid);
- Error _update_sync_visibility(int p_peer, const ObjectID &p_oid);
+ Error _update_sync_visibility(int p_peer, MultiplayerSynchronizer *p_sync);
Error _update_spawn_visibility(int p_peer, const ObjectID &p_oid);
- void _free_remotes(int p_peer);
+ void _free_remotes(const PeerInfo &p_info);
- Ref<SceneReplicationState> rep_state;
- SceneMultiplayer *multiplayer = nullptr;
- PackedByteArray packet_cache;
- int sync_mtu = 1350; // Highly dependent on underlying protocol.
+ template <class T>
+ static T *get_id_as(const ObjectID &p_id) {
+ return p_id.is_valid() ? Object::cast_to<T>(ObjectDB::get_instance(p_id)) : nullptr;
+ }
- // An hack to apply the initial state before ready.
- ObjectID pending_spawn;
- const uint8_t *pending_buffer = nullptr;
- int pending_buffer_size = 0;
+#ifdef DEBUG_ENABLED
+ _FORCE_INLINE_ void _profile_node_data(const String &p_what, ObjectID p_id, int p_size);
+#endif
public:
static void make_default();
@@ -77,8 +128,9 @@ public:
Error on_despawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len);
Error on_sync_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len);
+ bool is_rpc_visible(const ObjectID &p_oid, int p_peer) const;
+
SceneReplicationInterface(SceneMultiplayer *p_multiplayer) {
- rep_state.instantiate();
multiplayer = p_multiplayer;
}
};
diff --git a/modules/multiplayer/scene_replication_state.cpp b/modules/multiplayer/scene_replication_state.cpp
deleted file mode 100644
index 25442bb7fa..0000000000
--- a/modules/multiplayer/scene_replication_state.cpp
+++ /dev/null
@@ -1,267 +0,0 @@
-/*************************************************************************/
-/* scene_replication_state.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_state.h"
-
-#include "scene/scene_string_names.h"
-
-#include "multiplayer_spawner.h"
-#include "multiplayer_synchronizer.h"
-
-SceneReplicationState::TrackedNode &SceneReplicationState::_track(const ObjectID &p_id) {
- if (!tracked_nodes.has(p_id)) {
- tracked_nodes[p_id] = TrackedNode(p_id);
- Node *node = Object::cast_to<Node>(ObjectDB::get_instance(p_id));
- node->connect(SceneStringNames::get_singleton()->tree_exited, callable_mp(this, &SceneReplicationState::_untrack).bind(p_id), Node::CONNECT_ONESHOT);
- }
- return tracked_nodes[p_id];
-}
-
-void SceneReplicationState::_untrack(const ObjectID &p_id) {
- if (tracked_nodes.has(p_id)) {
- 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.sync_nodes.erase(p_id);
- E.value.spawn_nodes.erase(p_id);
- }
- }
- }
-}
-
-const HashMap<uint32_t, ObjectID> SceneReplicationState::peer_get_remotes(int p_peer) const {
- return peers_info.has(p_peer) ? peers_info[p_peer].recv_nodes : HashMap<uint32_t, ObjectID>();
-}
-
-bool SceneReplicationState::update_last_node_sync(const ObjectID &p_id, uint16_t p_time) {
- TrackedNode *tnode = tracked_nodes.getptr(p_id);
- ERR_FAIL_COND_V(!tnode, false);
- if (p_time <= tnode->last_sync && tnode->last_sync - p_time < 32767) {
- return false;
- }
- tnode->last_sync = p_time;
- return true;
-}
-
-bool SceneReplicationState::update_sync_time(const ObjectID &p_id, uint64_t p_msec) {
- TrackedNode *tnode = tracked_nodes.getptr(p_id);
- ERR_FAIL_COND_V(!tnode, false);
- MultiplayerSynchronizer *sync = get_synchronizer(p_id);
- if (!sync) {
- return false;
- }
- if (tnode->last_sync_msec == p_msec) {
- return true;
- }
- if (p_msec >= tnode->last_sync_msec + sync->get_replication_interval_msec()) {
- tnode->last_sync_msec = p_msec;
- return true;
- }
- return false;
-}
-
-uint32_t SceneReplicationState::get_net_id(const ObjectID &p_id) const {
- const TrackedNode *tnode = tracked_nodes.getptr(p_id);
- ERR_FAIL_COND_V(!tnode, 0);
- return tnode->net_id;
-}
-
-void SceneReplicationState::set_net_id(const ObjectID &p_id, uint32_t p_net_id) {
- TrackedNode *tnode = tracked_nodes.getptr(p_id);
- ERR_FAIL_COND(!tnode);
- tnode->net_id = p_net_id;
-}
-
-uint32_t SceneReplicationState::ensure_net_id(const ObjectID &p_id) {
- TrackedNode *tnode = tracked_nodes.getptr(p_id);
- ERR_FAIL_COND_V(!tnode, 0);
- if (tnode->net_id == 0) {
- tnode->net_id = ++last_net_id;
- }
- return tnode->net_id;
-}
-
-void SceneReplicationState::on_peer_change(int p_peer, bool p_connected) {
- if (p_connected) {
- peers_info[p_peer] = PeerInfo();
- known_peers.insert(p_peer);
- } else {
- peers_info.erase(p_peer);
- known_peers.erase(p_peer);
- }
-}
-
-void SceneReplicationState::reset() {
- peers_info.clear();
- known_peers.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;
- tobj.last_sync = 0;
- }
-}
-
-Error SceneReplicationState::config_add_spawn(Node *p_node, MultiplayerSpawner *p_spawner) {
- const ObjectID oid = p_node->get_instance_id();
- TrackedNode &tobj = _track(oid);
- ERR_FAIL_COND_V(tobj.spawner != ObjectID(), ERR_ALREADY_IN_USE);
- tobj.spawner = p_spawner->get_instance_id();
- spawned_nodes.insert(oid);
- return OK;
-}
-
-Error SceneReplicationState::config_del_spawn(Node *p_node, MultiplayerSpawner *p_spawner) {
- const ObjectID oid = p_node->get_instance_id();
- ERR_FAIL_COND_V(!is_tracked(oid), ERR_INVALID_PARAMETER);
- TrackedNode &tobj = _track(oid);
- ERR_FAIL_COND_V(tobj.spawner != p_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 SceneReplicationState::config_add_sync(Node *p_node, MultiplayerSynchronizer *p_sync) {
- const ObjectID oid = p_node->get_instance_id();
- TrackedNode &tobj = _track(oid);
- ERR_FAIL_COND_V(tobj.synchronizer != ObjectID(), ERR_ALREADY_IN_USE);
- tobj.synchronizer = p_sync->get_instance_id();
- synced_nodes.insert(oid);
- return OK;
-}
-
-Error SceneReplicationState::config_del_sync(Node *p_node, MultiplayerSynchronizer *p_sync) {
- const ObjectID oid = p_node->get_instance_id();
- ERR_FAIL_COND_V(!is_tracked(oid), ERR_INVALID_PARAMETER);
- TrackedNode &tobj = _track(oid);
- ERR_FAIL_COND_V(tobj.synchronizer != p_sync->get_instance_id(), ERR_INVALID_PARAMETER);
- tobj.synchronizer = ObjectID();
- synced_nodes.erase(oid);
- for (KeyValue<int, PeerInfo> &E : peers_info) {
- E.value.sync_nodes.erase(oid);
- }
- return OK;
-}
-
-Error SceneReplicationState::peer_add_sync(int p_peer, const ObjectID &p_id) {
- ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
- peers_info[p_peer].sync_nodes.insert(p_id);
- return OK;
-}
-
-Error SceneReplicationState::peer_del_sync(int p_peer, const ObjectID &p_id) {
- ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
- peers_info[p_peer].sync_nodes.erase(p_id);
- return OK;
-}
-
-const HashSet<ObjectID> SceneReplicationState::get_peer_sync_nodes(int p_peer) {
- ERR_FAIL_COND_V(!peers_info.has(p_peer), HashSet<ObjectID>());
- return peers_info[p_peer].sync_nodes;
-}
-
-bool SceneReplicationState::is_peer_sync(int p_peer, const ObjectID &p_id) const {
- ERR_FAIL_COND_V(!peers_info.has(p_peer), false);
- return peers_info[p_peer].sync_nodes.has(p_id);
-}
-
-Error SceneReplicationState::peer_add_spawn(int p_peer, const ObjectID &p_id) {
- ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
- peers_info[p_peer].spawn_nodes.insert(p_id);
- return OK;
-}
-
-Error SceneReplicationState::peer_del_spawn(int p_peer, const ObjectID &p_id) {
- ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
- peers_info[p_peer].spawn_nodes.erase(p_id);
- return OK;
-}
-
-const HashSet<ObjectID> SceneReplicationState::get_peer_spawn_nodes(int p_peer) {
- ERR_FAIL_COND_V(!peers_info.has(p_peer), HashSet<ObjectID>());
- return peers_info[p_peer].spawn_nodes;
-}
-
-bool SceneReplicationState::is_peer_spawn(int p_peer, const ObjectID &p_id) const {
- ERR_FAIL_COND_V(!peers_info.has(p_peer), false);
- return peers_info[p_peer].spawn_nodes.has(p_id);
-}
-
-Node *SceneReplicationState::peer_get_remote(int p_peer, uint32_t p_net_id) {
- PeerInfo *info = peers_info.getptr(p_peer);
- return info && info->recv_nodes.has(p_net_id) ? Object::cast_to<Node>(ObjectDB::get_instance(info->recv_nodes[p_net_id])) : nullptr;
-}
-
-Error SceneReplicationState::peer_add_remote(int p_peer, uint32_t p_net_id, Node *p_node, MultiplayerSpawner *p_spawner) {
- ERR_FAIL_COND_V(!p_node || !p_spawner, ERR_INVALID_PARAMETER);
- ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_UNAVAILABLE);
- PeerInfo &pinfo = peers_info[p_peer];
- ObjectID oid = p_node->get_instance_id();
- TrackedNode &tobj = _track(oid);
- tobj.spawner = p_spawner->get_instance_id();
- tobj.net_id = p_net_id;
- tobj.remote_peer = p_peer;
- tobj.last_sync = pinfo.last_recv_sync;
- // Also track as a remote.
- ERR_FAIL_COND_V(pinfo.recv_nodes.has(p_net_id), ERR_ALREADY_IN_USE);
- pinfo.recv_nodes[p_net_id] = oid;
- return OK;
-}
-
-Error SceneReplicationState::peer_del_remote(int p_peer, uint32_t p_net_id, Node **r_node) {
- ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_UNAUTHORIZED);
- PeerInfo &info = peers_info[p_peer];
- ERR_FAIL_COND_V(!info.recv_nodes.has(p_net_id), ERR_UNAUTHORIZED);
- *r_node = Object::cast_to<Node>(ObjectDB::get_instance(info.recv_nodes[p_net_id]));
- info.recv_nodes.erase(p_net_id);
- return OK;
-}
-
-uint16_t SceneReplicationState::peer_sync_next(int p_peer) {
- ERR_FAIL_COND_V(!peers_info.has(p_peer), 0);
- PeerInfo &info = peers_info[p_peer];
- return ++info.last_sent_sync;
-}
-
-void SceneReplicationState::peer_sync_recv(int p_peer, uint16_t p_time) {
- ERR_FAIL_COND(!peers_info.has(p_peer));
- peers_info[p_peer].last_recv_sync = p_time;
-}
diff --git a/modules/multiplayer/scene_replication_state.h b/modules/multiplayer/scene_replication_state.h
deleted file mode 100644
index bdff6ae3b7..0000000000
--- a/modules/multiplayer/scene_replication_state.h
+++ /dev/null
@@ -1,135 +0,0 @@
-/*************************************************************************/
-/* scene_replication_state.h */
-/*************************************************************************/
-/* 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. */
-/*************************************************************************/
-
-#ifndef SCENE_REPLICATION_STATE_H
-#define SCENE_REPLICATION_STATE_H
-
-#include "core/object/ref_counted.h"
-
-#include "multiplayer_spawner.h"
-#include "multiplayer_synchronizer.h"
-
-class MultiplayerSpawner;
-class MultiplayerSynchronizer;
-class Node;
-
-class SceneReplicationState : public RefCounted {
-private:
- struct TrackedNode {
- ObjectID id;
- uint32_t net_id = 0;
- uint32_t remote_peer = 0;
- ObjectID spawner;
- ObjectID synchronizer;
- uint16_t last_sync = 0;
- uint64_t last_sync_msec = 0;
-
- bool operator==(const ObjectID &p_other) { return id == p_other; }
-
- Node *get_node() const { return id.is_valid() ? Object::cast_to<Node>(ObjectDB::get_instance(id)) : nullptr; }
- MultiplayerSpawner *get_spawner() const { return spawner.is_valid() ? Object::cast_to<MultiplayerSpawner>(ObjectDB::get_instance(spawner)) : nullptr; }
- MultiplayerSynchronizer *get_synchronizer() const { return synchronizer.is_valid() ? Object::cast_to<MultiplayerSynchronizer>(ObjectDB::get_instance(synchronizer)) : nullptr; }
- TrackedNode() {}
- TrackedNode(const ObjectID &p_id) { id = p_id; }
- TrackedNode(const ObjectID &p_id, uint32_t p_net_id) {
- id = p_id;
- net_id = p_net_id;
- }
- };
-
- struct PeerInfo {
- HashSet<ObjectID> sync_nodes;
- HashSet<ObjectID> spawn_nodes;
- HashMap<uint32_t, ObjectID> recv_nodes;
- uint16_t last_sent_sync = 0;
- uint16_t last_recv_sync = 0;
- };
-
- HashSet<int> known_peers;
- uint32_t last_net_id = 0;
- HashMap<ObjectID, TrackedNode> tracked_nodes;
- HashMap<int, PeerInfo> peers_info;
- HashSet<ObjectID> spawned_nodes;
- HashSet<ObjectID> synced_nodes;
-
- TrackedNode &_track(const ObjectID &p_id);
- void _untrack(const ObjectID &p_id);
- bool is_tracked(const ObjectID &p_id) const { return tracked_nodes.has(p_id); }
-
-public:
- const HashSet<int> get_peers() const { return known_peers; }
- const HashSet<ObjectID> &get_spawned_nodes() const { return spawned_nodes; }
- bool is_spawned_node(const ObjectID &p_id) const { return spawned_nodes.has(p_id); }
- const HashSet<ObjectID> &get_synced_nodes() const { return synced_nodes; }
- bool is_synced_node(const ObjectID &p_id) const { return synced_nodes.has(p_id); }
-
- MultiplayerSynchronizer *get_synchronizer(const ObjectID &p_id) { return tracked_nodes.has(p_id) ? tracked_nodes[p_id].get_synchronizer() : nullptr; }
- MultiplayerSpawner *get_spawner(const ObjectID &p_id) { return tracked_nodes.has(p_id) ? tracked_nodes[p_id].get_spawner() : nullptr; }
- Node *get_node(const ObjectID &p_id) { return tracked_nodes.has(p_id) ? tracked_nodes[p_id].get_node() : nullptr; }
- bool update_last_node_sync(const ObjectID &p_id, uint16_t p_time);
- bool update_sync_time(const ObjectID &p_id, uint64_t p_msec);
-
- uint32_t get_net_id(const ObjectID &p_id) const;
- void set_net_id(const ObjectID &p_id, uint32_t p_net_id);
- uint32_t ensure_net_id(const ObjectID &p_id);
-
- void reset();
- void on_peer_change(int p_peer, bool p_connected);
-
- Error config_add_spawn(Node *p_node, MultiplayerSpawner *p_spawner);
- Error config_del_spawn(Node *p_node, MultiplayerSpawner *p_spawner);
-
- Error config_add_sync(Node *p_node, MultiplayerSynchronizer *p_sync);
- Error config_del_sync(Node *p_node, MultiplayerSynchronizer *p_sync);
-
- Error peer_add_sync(int p_peer, const ObjectID &p_id);
- Error peer_del_sync(int p_peer, const ObjectID &p_id);
-
- const HashSet<ObjectID> get_peer_sync_nodes(int p_peer);
- bool is_peer_sync(int p_peer, const ObjectID &p_id) const;
-
- Error peer_add_spawn(int p_peer, const ObjectID &p_id);
- Error peer_del_spawn(int p_peer, const ObjectID &p_id);
-
- const HashSet<ObjectID> get_peer_spawn_nodes(int p_peer);
- bool is_peer_spawn(int p_peer, const ObjectID &p_id) const;
-
- const HashMap<uint32_t, ObjectID> peer_get_remotes(int p_peer) const;
- Node *peer_get_remote(int p_peer, uint32_t p_net_id);
- Error peer_add_remote(int p_peer, uint32_t p_net_id, Node *p_node, MultiplayerSpawner *p_spawner);
- Error peer_del_remote(int p_peer, uint32_t p_net_id, Node **r_node);
-
- uint16_t peer_sync_next(int p_peer);
- void peer_sync_recv(int p_peer, uint16_t p_time);
-
- SceneReplicationState() {}
-};
-
-#endif // SCENE_REPLICATION_STATE_H
diff --git a/modules/multiplayer/scene_rpc_interface.cpp b/modules/multiplayer/scene_rpc_interface.cpp
index 65090b9316..4e20e8fd3a 100644
--- a/modules/multiplayer/scene_rpc_interface.cpp
+++ b/modules/multiplayer/scene_rpc_interface.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* scene_rpc_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_rpc_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_rpc_interface.h"
@@ -52,16 +52,15 @@
#define BYTE_ONLY_OR_NO_ARGS_FLAG (1 << BYTE_ONLY_OR_NO_ARGS_SHIFT)
#ifdef DEBUG_ENABLED
-_FORCE_INLINE_ void SceneRPCInterface::_profile_node_data(const String &p_what, ObjectID p_id) {
- if (EngineDebugger::is_profiling("rpc")) {
+_FORCE_INLINE_ void SceneRPCInterface::_profile_node_data(const String &p_what, ObjectID p_id, int p_size) {
+ if (EngineDebugger::is_profiling("multiplayer:rpc")) {
Array values;
- values.push_back(p_id);
values.push_back(p_what);
- EngineDebugger::profiler_add_frame_data("rpc", values);
+ values.push_back(p_id);
+ values.push_back(p_size);
+ EngineDebugger::profiler_add_frame_data("multiplayer:rpc", values);
}
}
-#else
-_FORCE_INLINE_ void SceneRPCInterface::_profile_node_data(const String &p_what, ObjectID p_id) {}
#endif
// Returns the packet size stripping the node path added when the node is not yet cached.
@@ -83,7 +82,7 @@ void SceneRPCInterface::_parse_rpc_config(const Variant &p_config, bool p_for_no
Array names = config.keys();
names.sort(); // Ensure ID order
for (int i = 0; i < names.size(); i++) {
- ERR_CONTINUE(names[i].get_type() != Variant::STRING);
+ ERR_CONTINUE(names[i].get_type() != Variant::STRING && names[i].get_type() != Variant::STRING_NAME);
String name = names[i].operator String();
ERR_CONTINUE(config[name].get_type() != Variant::DICTIONARY);
ERR_CONTINUE(!config[name].operator Dictionary().has("rpc_mode"));
@@ -277,7 +276,7 @@ void SceneRPCInterface::_process_rpc(Node *p_node, const uint16_t p_rpc_method_i
argp.resize(argc);
#ifdef DEBUG_ENABLED
- _profile_node_data("rpc_in", p_node->get_instance_id());
+ _profile_node_data("rpc_in", p_node->get_instance_id(), p_packet_len);
#endif
int out;
@@ -296,7 +295,7 @@ void SceneRPCInterface::_process_rpc(Node *p_node, const uint16_t p_rpc_method_i
}
}
-void SceneRPCInterface::_send_rpc(Node *p_from, int p_to, uint16_t p_rpc_id, const RPCConfig &p_config, const StringName &p_name, const Variant **p_arg, int p_argcount) {
+void SceneRPCInterface::_send_rpc(Node *p_node, int p_to, uint16_t p_rpc_id, const RPCConfig &p_config, const StringName &p_name, const Variant **p_arg, int p_argcount) {
Ref<MultiplayerPeer> peer = multiplayer->get_multiplayer_peer();
ERR_FAIL_COND_MSG(peer.is_null(), "Attempt to call RPC without active multiplayer peer.");
@@ -312,12 +311,35 @@ void SceneRPCInterface::_send_rpc(Node *p_from, int p_to, uint16_t p_rpc_id, con
ERR_FAIL_MSG("Attempt to call RPC with unknown peer ID: " + itos(p_to) + ".");
}
- // See if all peers have cached path (if so, call can be fast).
- int psc_id;
- const bool has_all_peers = multiplayer->get_path_cache()->send_object_cache(p_from, p_to, psc_id);
+ // See if all peers have cached path (if so, call can be fast) while building the RPC target list.
+ HashSet<int> targets;
+ Ref<SceneCacheInterface> cache = multiplayer->get_path_cache();
+ int psc_id = -1;
+ bool has_all_peers = true;
+ const ObjectID oid = p_node->get_instance_id();
+ if (p_to > 0) {
+ ERR_FAIL_COND_MSG(!multiplayer->get_replicator()->is_rpc_visible(oid, p_to), "Attempt to call an RPC to a peer that cannot see this node. Peer ID: " + itos(p_to));
+ targets.insert(p_to);
+ has_all_peers = cache->send_object_cache(p_node, p_to, psc_id);
+ } else {
+ bool restricted = !multiplayer->get_replicator()->is_rpc_visible(oid, 0);
+ for (const int &P : multiplayer->get_connected_peers()) {
+ if (p_to < 0 && P == -p_to) {
+ continue; // Excluded peer.
+ }
+ if (restricted && !multiplayer->get_replicator()->is_rpc_visible(oid, P)) {
+ continue; // Not visible to this peer.
+ }
+ targets.insert(P);
+ bool has_peer = cache->send_object_cache(p_node, P, psc_id);
+ has_all_peers = has_all_peers && has_peer;
+ }
+ }
+ if (targets.is_empty()) {
+ return; // No one in sight.
+ }
// Create base packet, lots of hardcode because it must be tight.
-
int ofs = 0;
#define MAKE_ROOM(m_amount) \
@@ -399,21 +421,21 @@ void SceneRPCInterface::_send_rpc(Node *p_from, int p_to, uint16_t p_rpc_id, con
ERR_FAIL_COND(node_id_compression > 3);
ERR_FAIL_COND(name_id_compression > 1);
- // We can now set the meta
- packet_cache.write[0] = command_type + (node_id_compression << NODE_ID_COMPRESSION_SHIFT) + (name_id_compression << NAME_ID_COMPRESSION_SHIFT) + (byte_only_or_no_args ? BYTE_ONLY_OR_NO_ARGS_FLAG : 0);
-
#ifdef DEBUG_ENABLED
- multiplayer->profile_bandwidth("out", ofs);
+ _profile_node_data("rpc_out", p_node->get_instance_id(), ofs);
#endif
+ // We can now set the meta
+ packet_cache.write[0] = command_type + (node_id_compression << NODE_ID_COMPRESSION_SHIFT) + (name_id_compression << NAME_ID_COMPRESSION_SHIFT) + (byte_only_or_no_args ? BYTE_ONLY_OR_NO_ARGS_FLAG : 0);
+
// Take chance and set transfer mode, since all send methods will use it.
peer->set_transfer_channel(p_config.channel);
peer->set_transfer_mode(p_config.transfer_mode);
if (has_all_peers) {
- // They all have verified paths, so send fast.
- peer->set_target_peer(p_to); // To all of you.
- peer->put_packet(packet_cache.ptr(), ofs); // A message with love.
+ for (const int P : targets) {
+ multiplayer->send_command(P, packet_cache.ptr(), ofs);
+ }
} else {
// Unreachable because the node ID is never compressed if the peers doesn't know it.
CRASH_COND(node_id_compression != NETWORK_NODE_ID_COMPRESSION_32);
@@ -421,33 +443,23 @@ void SceneRPCInterface::_send_rpc(Node *p_from, int p_to, uint16_t p_rpc_id, con
// Not all verified path, so send one by one.
// Append path at the end, since we will need it for some packets.
- NodePath from_path = multiplayer->get_root_path().rel_path_to(p_from->get_path());
+ NodePath from_path = multiplayer->get_root_path().rel_path_to(p_node->get_path());
CharString pname = String(from_path).utf8();
int path_len = encode_cstring(pname.get_data(), nullptr);
MAKE_ROOM(ofs + path_len);
encode_cstring(pname.get_data(), &(packet_cache.write[ofs]));
- for (const int &P : multiplayer->get_connected_peers()) {
- if (p_to < 0 && P == -p_to) {
- continue; // Continue, excluded.
- }
-
- if (p_to > 0 && P != p_to) {
- continue; // Continue, not for this peer.
- }
-
+ // Not all verified path, so check which needs the longer packet.
+ for (const int P : targets) {
bool confirmed = multiplayer->get_path_cache()->is_cache_confirmed(from_path, P);
-
- peer->set_target_peer(P); // To this one specifically.
-
if (confirmed) {
// This one confirmed path, so use id.
encode_uint32(psc_id, &(packet_cache.write[1]));
- peer->put_packet(packet_cache.ptr(), ofs);
+ multiplayer->send_command(P, packet_cache.ptr(), ofs);
} else {
// This one did not confirm path yet, so use entire path (sorry!).
encode_uint32(0x80000000 | ofs, &(packet_cache.write[1])); // Offset to path and flag.
- peer->put_packet(packet_cache.ptr(), ofs + path_len);
+ multiplayer->send_command(P, packet_cache.ptr(), ofs + path_len);
}
}
}
@@ -480,10 +492,6 @@ Error SceneRPCInterface::rpcp(Object *p_obj, int p_peer_id, const StringName &p_
}
if (p_peer_id != caller_id) {
-#ifdef DEBUG_ENABLED
- _profile_node_data("rpc_out", node->get_instance_id());
-#endif
-
_send_rpc(node, p_peer_id, rpc_id, config, p_method, p_arg, p_argcount);
}
diff --git a/modules/multiplayer/scene_rpc_interface.h b/modules/multiplayer/scene_rpc_interface.h
index aa9be525a2..b40169a63b 100644
--- a/modules/multiplayer/scene_rpc_interface.h
+++ b/modules/multiplayer/scene_rpc_interface.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* scene_rpc_interface.h */
-/*************************************************************************/
-/* 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_rpc_interface.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
#ifndef SCENE_RPC_INTERFACE_H
#define SCENE_RPC_INTERFACE_H
@@ -81,8 +81,11 @@ private:
HashMap<ObjectID, RPCConfigCache> rpc_cache;
+#ifdef DEBUG_ENABLED
+ _FORCE_INLINE_ void _profile_node_data(const String &p_what, ObjectID p_id, int p_size);
+#endif
+
protected:
- _FORCE_INLINE_ void _profile_node_data(const String &p_what, ObjectID p_id);
void _process_rpc(Node *p_node, const uint16_t p_rpc_method_id, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset);
void _send_rpc(Node *p_from, int p_to, uint16_t p_rpc_id, const RPCConfig &p_config, const StringName &p_name, const Variant **p_arg, int p_argcount);