/*************************************************************************/ /* 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. */ /*************************************************************************/ #include "scene_multiplayer.h" #include "core/debugger/engine_debugger.h" #include "core/io/marshalls.h" #include #ifdef DEBUG_ENABLED #include "core/os/os.h" #endif #ifdef DEBUG_ENABLED void SceneMultiplayer::profile_bandwidth(const String &p_inout, int p_size) { if (EngineDebugger::is_profiling("multiplayer")) { Array values; values.push_back(p_inout); values.push_back(OS::get_singleton()->get_ticks_msec()); values.push_back(p_size); EngineDebugger::profiler_add_frame_data("multiplayer", values); } } #endif Error SceneMultiplayer::poll() { if (!multiplayer_peer.is_valid() || multiplayer_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED) { return ERR_UNCONFIGURED; } multiplayer_peer->poll(); if (!multiplayer_peer.is_valid()) { // It's possible that polling might have resulted in a disconnection, so check here. return OK; } while (multiplayer_peer->get_available_packet_count()) { int sender = multiplayer_peer->get_packet_peer(); const uint8_t *packet; int len; 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; if (!multiplayer_peer.is_valid()) { return OK; // It's also possible that a packet or RPC caused a disconnection, so also check here. } } replicator->on_network_process(); return OK; } void SceneMultiplayer::clear() { connected_peers.clear(); packet_cache.clear(); cache->clear(); } void SceneMultiplayer::set_root_path(const NodePath &p_path) { ERR_FAIL_COND_MSG(!p_path.is_absolute() && !p_path.is_empty(), "SceneMultiplayer root path must be absolute."); root_path = p_path; } NodePath SceneMultiplayer::get_root_path() const { return root_path; } void SceneMultiplayer::set_multiplayer_peer(const Ref &p_peer) { if (p_peer == multiplayer_peer) { return; // Nothing to do } ERR_FAIL_COND_MSG(p_peer.is_valid() && p_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED, "Supplied MultiplayerPeer must be connecting or connected."); if (multiplayer_peer.is_valid()) { multiplayer_peer->disconnect("peer_connected", callable_mp(this, &SceneMultiplayer::_add_peer)); multiplayer_peer->disconnect("peer_disconnected", callable_mp(this, &SceneMultiplayer::_del_peer)); 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(); } multiplayer_peer = p_peer; if (multiplayer_peer.is_valid()) { multiplayer_peer->connect("peer_connected", callable_mp(this, &SceneMultiplayer::_add_peer)); multiplayer_peer->connect("peer_disconnected", callable_mp(this, &SceneMultiplayer::_del_peer)); 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(); } Ref SceneMultiplayer::get_multiplayer_peer() { return multiplayer_peer; } void SceneMultiplayer::_process_packet(int p_from, const uint8_t *p_packet, int p_packet_len) { ERR_FAIL_COND_MSG(root_path.is_empty(), "Multiplayer root was not initialized. If you are using custom multiplayer, remember to set the root path via SceneMultiplayer.set_root_path before using it."); ERR_FAIL_COND_MSG(p_packet_len < 1, "Invalid packet received. Size too small."); #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; switch (packet_type) { case NETWORK_COMMAND_SIMPLIFY_PATH: { cache->process_simplify_path(p_from, p_packet, p_packet_len); } break; case NETWORK_COMMAND_CONFIRM_PATH: { cache->process_confirm_path(p_from, p_packet, p_packet_len); } break; case NETWORK_COMMAND_REMOTE_CALL: { rpc->process_rpc(p_from, p_packet, p_packet_len); } break; case NETWORK_COMMAND_RAW: { _process_raw(p_from, p_packet, p_packet_len); } break; case NETWORK_COMMAND_SPAWN: { replicator->on_spawn_receive(p_from, p_packet, p_packet_len); } break; case NETWORK_COMMAND_DESPAWN: { replicator->on_despawn_receive(p_from, p_packet, p_packet_len); } break; case NETWORK_COMMAND_SYNC: { replicator->on_sync_receive(p_from, p_packet, p_packet_len); } break; } } void SceneMultiplayer::_add_peer(int p_id) { connected_peers.insert(p_id); cache->on_peer_change(p_id, true); replicator->on_peer_change(p_id, true); emit_signal(SNAME("peer_connected"), p_id); } void SceneMultiplayer::_del_peer(int p_id) { 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")); } Error SceneMultiplayer::send_bytes(Vector p_data, int p_to, MultiplayerPeer::TransferMode p_mode, int p_channel) { ERR_FAIL_COND_V_MSG(p_data.size() < 1, ERR_INVALID_DATA, "Trying to send an empty raw packet."); ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), ERR_UNCONFIGURED, "Trying to send a raw packet while no multiplayer peer is active."); ERR_FAIL_COND_V_MSG(multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED, "Trying to send a raw packet via a multiplayer peer which is not connected."); if (packet_cache.size() < p_data.size() + 1) { packet_cache.resize(p_data.size() + 1); } const uint8_t *r = p_data.ptr(); packet_cache.write[0] = NETWORK_COMMAND_RAW; memcpy(&packet_cache.write[1], &r[0], p_data.size()); multiplayer_peer->set_target_peer(p_to); multiplayer_peer->set_transfer_channel(p_channel); multiplayer_peer->set_transfer_mode(p_mode); return multiplayer_peer->put_packet(packet_cache.ptr(), p_data.size() + 1); } void SceneMultiplayer::_process_raw(int p_from, const uint8_t *p_packet, int p_packet_len) { ERR_FAIL_COND_MSG(p_packet_len < 2, "Invalid packet received. Size too small."); Vector out; int len = p_packet_len - 1; out.resize(len); { uint8_t *w = out.ptrw(); memcpy(&w[0], &p_packet[1], len); } emit_signal(SNAME("peer_packet"), p_from, out); } int SceneMultiplayer::get_unique_id() { ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), 0, "No multiplayer peer is assigned. Unable to get unique ID."); return multiplayer_peer->get_unique_id(); } void SceneMultiplayer::set_refuse_new_connections(bool p_refuse) { ERR_FAIL_COND_MSG(!multiplayer_peer.is_valid(), "No multiplayer peer is assigned. Unable to set 'refuse_new_connections'."); multiplayer_peer->set_refuse_new_connections(p_refuse); } bool SceneMultiplayer::is_refusing_new_connections() const { ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), false, "No multiplayer peer is assigned. Unable to get 'refuse_new_connections'."); return multiplayer_peer->is_refusing_new_connections(); } Vector SceneMultiplayer::get_peer_ids() { ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), Vector(), "No multiplayer peer is assigned. Assume no peers are connected."); Vector ret; for (const int &E : connected_peers) { ret.push_back(E); } return ret; } void SceneMultiplayer::set_allow_object_decoding(bool p_enable) { allow_object_decoding = p_enable; } bool SceneMultiplayer::is_object_decoding_allowed() const { return allow_object_decoding; } String SceneMultiplayer::get_rpc_md5(const Object *p_obj) { return rpc->get_rpc_md5(p_obj); } Error SceneMultiplayer::rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) { return rpc->rpcp(p_obj, p_peer_id, p_method, p_arg, p_argcount); } Error SceneMultiplayer::object_configuration_add(Object *p_obj, Variant p_config) { if (p_obj == nullptr && p_config.get_type() == Variant::NODE_PATH) { set_root_path(p_config); return OK; } MultiplayerSpawner *spawner = Object::cast_to(p_config.get_validated_object()); MultiplayerSynchronizer *sync = Object::cast_to(p_config.get_validated_object()); if (spawner) { return replicator->on_spawn(p_obj, p_config); } else if (sync) { return replicator->on_replication_start(p_obj, p_config); } return ERR_INVALID_PARAMETER; } Error SceneMultiplayer::object_configuration_remove(Object *p_obj, Variant p_config) { if (p_obj == nullptr && p_config.get_type() == Variant::NODE_PATH) { ERR_FAIL_COND_V(root_path != p_config.operator NodePath(), ERR_INVALID_PARAMETER); set_root_path(NodePath()); return OK; } MultiplayerSpawner *spawner = Object::cast_to(p_config.get_validated_object()); MultiplayerSynchronizer *sync = Object::cast_to(p_config.get_validated_object()); if (spawner) { return replicator->on_despawn(p_obj, p_config); } if (sync) { return replicator->on_replication_stop(p_obj, p_config); } return ERR_INVALID_PARAMETER; } void SceneMultiplayer::_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("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("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::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_DEFAULT("refuse_new_connections", false); ADD_SIGNAL(MethodInfo("peer_packet", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::PACKED_BYTE_ARRAY, "packet"))); } SceneMultiplayer::SceneMultiplayer() { replicator = Ref(memnew(SceneReplicationInterface(this))); rpc = Ref(memnew(SceneRPCInterface(this))); cache = Ref(memnew(SceneCacheInterface(this))); } SceneMultiplayer::~SceneMultiplayer() { clear(); }