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-rw-r--r--scene/multiplayer/scene_replication_interface.cpp533
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diff --git a/scene/multiplayer/scene_replication_interface.cpp b/scene/multiplayer/scene_replication_interface.cpp
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--- a/scene/multiplayer/scene_replication_interface.cpp
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-/*************************************************************************/
-/* scene_replication_interface.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#include "scene_replication_interface.h"
-
-#include "core/io/marshalls.h"
-#include "scene/main/node.h"
-#include "scene/multiplayer/multiplayer_spawner.h"
-#include "scene/multiplayer/multiplayer_synchronizer.h"
-
-#define MAKE_ROOM(m_amount) \
- if (packet_cache.size() < m_amount) \
- packet_cache.resize(m_amount);
-
-MultiplayerReplicationInterface *SceneReplicationInterface::_create(MultiplayerAPI *p_multiplayer) {
- return memnew(SceneReplicationInterface(p_multiplayer));
-}
-
-void SceneReplicationInterface::make_default() {
- MultiplayerAPI::create_default_replication_interface = _create;
-}
-
-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);
- ERR_CONTINUE(!node);
- node->queue_delete();
- }
-}
-
-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()) {
- _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);
- }
- }
- } else {
- _free_remotes(p_id);
- rep_state->on_peer_change(p_id, p_connected);
- }
-}
-
-void SceneReplicationInterface::on_reset() {
- for (int pid : rep_state->get_peers()) {
- _free_remotes(pid);
- }
- rep_state->reset();
-}
-
-void SceneReplicationInterface::on_network_process() {
- uint64_t msec = OS::get_singleton()->get_ticks_msec();
- for (int peer : rep_state->get_peers()) {
- _send_sync(peer, msec);
- }
-}
-
-Error SceneReplicationInterface::on_spawn(Object *p_obj, Variant p_config) {
- Node *node = Object::cast_to<Node>(p_obj);
- ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER);
- MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object());
- ERR_FAIL_COND_V(!spawner, ERR_INVALID_PARAMETER);
- Error err = rep_state->config_add_spawn(node, spawner);
- ERR_FAIL_COND_V(err != OK, err);
- 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);
- return OK;
-}
-
-Error SceneReplicationInterface::on_despawn(Object *p_obj, Variant p_config) {
- Node *node = Object::cast_to<Node>(p_obj);
- ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER);
- MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object());
- ERR_FAIL_COND_V(!p_obj || !spawner, ERR_INVALID_PARAMETER);
- // Forcibly despawn to all peers that knowns me.
- int len = 0;
- Error err = _make_despawn_packet(node, len);
- ERR_FAIL_COND_V(err != OK, ERR_BUG);
- const ObjectID oid = p_obj->get_instance_id();
- for (int pid : rep_state->get_peers()) {
- if (!rep_state->is_peer_spawn(pid, oid)) {
- continue;
- }
- _send_raw(packet_cache.ptr(), len, pid, true);
- }
- // Also remove spawner tracking from the replication state.
- return rep_state->config_del_spawn(node, spawner);
-}
-
-Error SceneReplicationInterface::on_replication_start(Object *p_obj, Variant p_config) {
- Node *node = Object::cast_to<Node>(p_obj);
- ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER);
- MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object());
- ERR_FAIL_COND_V(!sync, ERR_INVALID_PARAMETER);
-
- // Add to synchronizer list 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), varray(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);
- }
- return OK;
-}
-
-Error SceneReplicationInterface::on_replication_stop(Object *p_obj, Variant p_config) {
- Node *node = Object::cast_to<Node>(p_obj);
- ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER);
- MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object());
- ERR_FAIL_COND_V(!sync, ERR_INVALID_PARAMETER);
- sync->disconnect("visibility_changed", callable_mp(this, &SceneReplicationInterface::_visibility_changed));
- return rep_state->config_del_sync(node, sync);
-}
-
-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);
- }
- if (rep_state->is_synced_node(p_oid)) {
- _update_sync_visibility(p_peer, p_oid);
- }
-}
-
-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);
- if (p_peer == 0) {
- for (int pid : rep_state->get_peers()) {
- // 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) {
- continue;
- }
- if (is_visible) {
- rep_state->peer_add_sync(pid, p_oid);
- } else {
- rep_state->peer_del_sync(pid, p_oid);
- }
- }
- return OK;
- } else {
- if (is_visible == rep_state->is_peer_sync(p_peer, p_oid)) {
- return OK;
- }
- if (is_visible) {
- return rep_state->peer_add_sync(p_peer, p_oid);
- } else {
- return rep_state->peer_del_sync(p_peer, p_oid);
- }
- }
-}
-
-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));
- ERR_FAIL_COND_V(!node || !spawner || !spawner->is_multiplayer_authority(), ERR_BUG);
- bool is_visible = !sync || sync->is_visible_to(p_peer);
- // 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)) {
- return OK;
- }
- if (is_visible) {
- to_spawn.insert(p_peer);
- } else {
- to_despawn.insert(p_peer);
- }
- } 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);
- } else {
- to_despawn.insert(pid);
- }
- }
- }
- if (to_spawn.size()) {
- int len = 0;
- _make_spawn_packet(node, len);
- for (int pid : to_spawn) {
- int path_id;
- multiplayer->send_object_cache(spawner, pid, path_id);
- _send_raw(packet_cache.ptr(), len, pid, true);
- rep_state->peer_add_spawn(pid, 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);
- _send_raw(packet_cache.ptr(), len, pid, true);
- }
- }
- return OK;
-}
-
-Error SceneReplicationInterface::_send_raw(const uint8_t *p_buffer, int p_size, int p_peer, bool p_reliable) {
- ERR_FAIL_COND_V(!p_buffer || p_size < 1, ERR_INVALID_PARAMETER);
- ERR_FAIL_COND_V(!multiplayer, ERR_UNCONFIGURED);
- ERR_FAIL_COND_V(!multiplayer->has_multiplayer_peer(), ERR_UNCONFIGURED);
-
-#ifdef DEBUG_ENABLED
- multiplayer->profile_bandwidth("out", p_size);
-#endif
-
- Ref<MultiplayerPeer> peer = multiplayer->get_multiplayer_peer();
- peer->set_target_peer(p_peer);
- peer->set_transfer_channel(0);
- peer->set_transfer_mode(p_reliable ? Multiplayer::TRANSFER_MODE_RELIABLE : Multiplayer::TRANSFER_MODE_UNRELIABLE);
- return peer->put_packet(p_buffer, p_size);
-}
-
-Error SceneReplicationInterface::_make_spawn_packet(Node *p_node, int &r_len) {
- ERR_FAIL_COND_V(!multiplayer, 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);
-
- uint32_t nid = rep_state->get_net_id(oid);
- 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);
- bool is_custom = scene_id == MultiplayerSpawner::INVALID_ID;
- Variant spawn_arg = spawner->get_spawn_argument(oid);
- int spawn_arg_size = 0;
- if (is_custom) {
- Error err = MultiplayerAPI::encode_and_compress_variant(spawn_arg, nullptr, spawn_arg_size, false);
- ERR_FAIL_COND_V(err, err);
- }
-
- // Prepare spawn state.
- 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);
- 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->make_object_cache(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);
- uint8_t *ptr = packet_cache.ptrw();
- ptr[0] = (uint8_t)MultiplayerAPI::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(nlen, &ptr[ofs]);
- ofs += encode_cstring(cname.get_data(), &ptr[ofs]);
- // Write args
- if (is_custom) {
- ofs += encode_uint32(spawn_arg_size, &ptr[ofs]);
- Error err = MultiplayerAPI::encode_and_compress_variant(spawn_arg, &ptr[ofs], spawn_arg_size, false);
- ERR_FAIL_COND_V(err, err);
- ofs += spawn_arg_size;
- }
- // Write state.
- if (state_size) {
- Error err = MultiplayerAPI::encode_and_compress_variants(state_varp.ptrw(), state_varp.size(), &ptr[ofs], state_size);
- ERR_FAIL_COND_V(err, err);
- ofs += state_size;
- }
- r_len = ofs;
- return OK;
-}
-
-Error SceneReplicationInterface::_make_despawn_packet(Node *p_node, int &r_len) {
- const ObjectID oid = p_node->get_instance_id();
- MAKE_ROOM(5);
- uint8_t *ptr = packet_cache.ptrw();
- ptr[0] = (uint8_t)MultiplayerAPI::NETWORK_COMMAND_DESPAWN;
- int ofs = 1;
- uint32_t nid = rep_state->get_net_id(oid);
- 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");
- int ofs = 1; // The spawn/despawn command.
- uint8_t scene_id = p_buffer[ofs];
- ofs += 1;
- uint32_t node_target = decode_uint32(&p_buffer[ofs]);
- ofs += 4;
- MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(multiplayer->get_cached_object(p_from, node_target));
- ERR_FAIL_COND_V(!spawner, ERR_DOES_NOT_EXIST);
- ERR_FAIL_COND_V(p_from != spawner->get_multiplayer_authority(), ERR_UNAUTHORIZED);
-
- uint32_t net_id = decode_uint32(&p_buffer[ofs]);
- ofs += 4;
- uint32_t 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 < 1, ERR_INVALID_DATA, "Zero spawn name size.");
-
- // We need to make sure no trickery happens here, but we want to allow autogenerated ("@") node names.
- const String name = String::utf8((const char *)&p_buffer[ofs], name_len);
- ERR_FAIL_COND_V_MSG(name.validate_node_name() != name, ERR_INVALID_DATA, vformat("Invalid node name received: '%s'. Make sure to add nodes via 'add_child(node, true)' remotely.", name));
- ofs += name_len;
-
- // Check that we can spawn.
- Node *parent = spawner->get_node_or_null(spawner->get_spawn_path());
- ERR_FAIL_COND_V(!parent, ERR_UNCONFIGURED);
- ERR_FAIL_COND_V(parent->has_node(name), ERR_INVALID_DATA);
-
- Node *node = nullptr;
- if (scene_id == MultiplayerSpawner::INVALID_ID) {
- // Custom spawn.
- ERR_FAIL_COND_V(p_buffer_len - ofs < 4, ERR_INVALID_DATA);
- uint32_t arg_size = decode_uint32(&p_buffer[ofs]);
- ofs += 4;
- ERR_FAIL_COND_V(arg_size > uint32_t(p_buffer_len - ofs), ERR_INVALID_DATA);
- Variant v;
- Error err = MultiplayerAPI::decode_and_decompress_variant(v, &p_buffer[ofs], arg_size, nullptr, false);
- ERR_FAIL_COND_V(err != OK, err);
- ofs += arg_size;
- node = spawner->instantiate_custom(v);
- } else {
- // Scene based spawn.
- node = spawner->instantiate_scene(scene_id);
- }
- ERR_FAIL_COND_V(!node, ERR_UNAUTHORIZED);
- node->set_name(name);
- rep_state->peer_add_remote(p_from, net_id, node, spawner);
- // 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;
- }
- parent->add_child(node);
- pending_spawn = ObjectID();
- pending_buffer = nullptr;
- pending_buffer_size = 0;
- return OK;
-}
-
-Error SceneReplicationInterface::on_despawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) {
- ERR_FAIL_COND_V_MSG(p_buffer_len < 5, ERR_INVALID_DATA, "Invalid spawn packet received");
- int ofs = 1; // The spawn/despawn command.
- uint32_t net_id = decode_uint32(&p_buffer[ofs]);
- ofs += 4;
- Node *node = nullptr;
- Error err = rep_state->peer_del_remote(p_from, net_id, &node);
- ERR_FAIL_COND_V(err != OK, err);
- ERR_FAIL_COND_V(!node, ERR_BUG);
- if (node->get_parent() != nullptr) {
- node->get_parent()->remove_child(node);
- }
- node->queue_delete();
- 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;
- }
- MAKE_ROOM(sync_mtu);
- uint8_t *ptr = packet_cache.ptrw();
- ptr[0] = MultiplayerAPI::NETWORK_COMMAND_SYNC;
- int ofs = 1;
- ofs += encode_uint16(rep_state->peer_sync_next(p_peer), &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)) {
- 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);
- ERR_CONTINUE(!node);
- uint32_t net_id = rep_state->get_net_id(oid);
- if (net_id == 0 || (net_id & 0x80000000)) {
- int path_id = 0;
- bool verified = multiplayer->send_object_cache(sync, p_peer, path_id);
- ERR_CONTINUE_MSG(path_id < 0, "This should never happen!");
- if (net_id == 0) {
- // First time path based ID.
- net_id = path_id | 0x80000000;
- rep_state->set_net_id(oid, net_id | 0x80000000);
- }
- if (!verified) {
- // The path based sync is not yet confirmed, skipping.
- continue;
- }
- }
- int size;
- Vector<Variant> vars;
- Vector<const Variant *> varp;
- const List<NodePath> props = sync->get_replication_config()->get_sync_properties();
- Error err = MultiplayerSynchronizer::get_state(props, node, vars, varp);
- ERR_CONTINUE_MSG(err != OK, "Unable to retrieve sync state.");
- err = MultiplayerAPI::encode_and_compress_variants(varp.ptrw(), varp.size(), nullptr, size);
- ERR_CONTINUE_MSG(err != OK, "Unable to encode sync state.");
- // TODO Handle single state above MTU.
- ERR_CONTINUE_MSG(size > 3 + 4 + 4 + sync_mtu, vformat("Node states bigger then MTU will not be sent (%d > %d): %s", size, sync_mtu, node->get_path()));
- if (ofs + 4 + 4 + size > sync_mtu) {
- // Send what we got, and reset write.
- _send_raw(packet_cache.ptr(), ofs, p_peer, false);
- ofs = 3;
- }
- if (size) {
- ofs += encode_uint32(rep_state->get_net_id(oid), &ptr[ofs]);
- ofs += encode_uint32(size, &ptr[ofs]);
- MultiplayerAPI::encode_and_compress_variants(varp.ptrw(), varp.size(), &ptr[ofs], size);
- ofs += size;
- }
- }
- if (ofs > 3) {
- // Got some left over to send.
- _send_raw(packet_cache.ptr(), ofs, p_peer, false);
- }
-}
-
-Error SceneReplicationInterface::on_sync_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) {
- ERR_FAIL_COND_V_MSG(p_buffer_len < 11, ERR_INVALID_DATA, "Invalid sync packet received");
- uint16_t time = decode_uint16(&p_buffer[1]);
- int ofs = 3;
- 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;
- if (net_id & 0x80000000) {
- MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(multiplayer->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);
- }
- if (!node) {
- // Not received yet.
- ofs += size;
- continue;
- }
- const ObjectID oid = node->get_instance_id();
- if (!rep_state->update_last_node_sync(oid, 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;
- vars.resize(props.size());
- int consumed;
- Error err = MultiplayerAPI::decode_and_decompress_variants(vars, &p_buffer[ofs], size, consumed);
- ERR_FAIL_COND_V(err, err);
- err = MultiplayerSynchronizer::set_state(props, node, vars);
- ERR_FAIL_COND_V(err, err);
- ofs += size;
- }
- return OK;
-}