/**************************************************************************/ /* 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" #include "core/debugger/engine_debugger.h" #include "core/io/marshalls.h" #include #ifdef DEBUG_ENABLED #include "core/os/os.h" #endif #ifdef DEBUG_ENABLED _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_what); values.push_back(OS::get_singleton()->get_ticks_msec()); 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() { _update_status(); if (last_connection_status == MultiplayerPeer::CONNECTION_DISCONNECTED) { return OK; } multiplayer_peer->poll(); _update_status(); if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) { // We might be still connecting, or polling might have resulted in a disconnection. return OK; } while (multiplayer_peer->get_available_packet_count()) { int sender = multiplayer_peer->get_packet_peer(); 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)); #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; } _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 to_drop; uint64_t time = OS::get_singleton()->get_ticks_msec(); for (const KeyValue &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) { 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)); 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)); } _update_status(); } 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."); // 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; 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 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 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::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 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_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 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."); 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) { 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; } Vector SceneMultiplayer::get_authenticating_peer_ids() { Vector out; out.resize(pending_peers.size()); int idx = 0; for (const KeyValue &E : pending_peers) { out.write[idx++] = E.key; } return out; } 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::set_server_relay_enabled(bool p_enabled) { ERR_FAIL_COND_MSG(multiplayer_peer.is_valid() && multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_DISCONNECTED, "Cannot change the server relay option while the multiplayer peer is active."); 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(memnew(SceneReplicationInterface(this))); rpc = Ref(memnew(SceneRPCInterface(this))); cache = Ref(memnew(SceneCacheInterface(this))); set_multiplayer_peer(Ref(memnew(OfflineMultiplayerPeer))); } SceneMultiplayer::~SceneMultiplayer() { clear(); }