/*************************************************************************/ /* 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 remotes = rep_state->peer_get_remotes(p_id); const uint32_t *k = nullptr; while ((k = remotes.next(k))) { Node *node = rep_state->get_node(remotes.get(*k)); 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()) { _send_spawn(rep_state->get_node(oid), rep_state->get_spawner(oid), p_id); } for (const ObjectID &oid : rep_state->get_path_only_nodes()) { Node *node = rep_state->get_node(oid); MultiplayerSynchronizer *sync = rep_state->get_synchronizer(oid); ERR_CONTINUE(!node || !sync); if (sync->is_multiplayer_authority()) { rep_state->peer_add_node(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(p_obj); ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER); MultiplayerSpawner *spawner = Object::cast_to(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); return _send_spawn(node, spawner, 0); } Error SceneReplicationInterface::on_despawn(Object *p_obj, Variant p_config) { Node *node = Object::cast_to(p_obj); ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER); MultiplayerSpawner *spawner = Object::cast_to(p_config.get_validated_object()); ERR_FAIL_COND_V(!p_obj || !spawner, ERR_INVALID_PARAMETER); Error err = rep_state->config_del_spawn(node, spawner); ERR_FAIL_COND_V(err != OK, err); return _send_despawn(node, 0); } Error SceneReplicationInterface::on_replication_start(Object *p_obj, Variant p_config) { Node *node = Object::cast_to(p_obj); ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER); MultiplayerSynchronizer *sync = Object::cast_to(p_config.get_validated_object()); ERR_FAIL_COND_V(!sync, ERR_INVALID_PARAMETER); rep_state->config_add_sync(node, sync); // 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 props = sync->get_replication_config()->get_spawn_properties(); Vector 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); } else if (multiplayer->has_multiplayer_peer() && sync->is_multiplayer_authority()) { // Either it's a spawn or a static sync, in any case add it to the list of known nodes. rep_state->peer_add_node(0, p_obj->get_instance_id()); } return OK; } Error SceneReplicationInterface::on_replication_stop(Object *p_obj, Variant p_config) { Node *node = Object::cast_to(p_obj); ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER); MultiplayerSynchronizer *sync = Object::cast_to(p_config.get_validated_object()); ERR_FAIL_COND_V(!p_obj || !sync, ERR_INVALID_PARAMETER); return rep_state->config_del_sync(node, sync); } 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); Ref 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::_send_spawn(Node *p_node, MultiplayerSpawner *p_spawner, int p_peer) { ERR_FAIL_COND_V(p_peer < 0, ERR_BUG); ERR_FAIL_COND_V(!multiplayer, ERR_BUG); ERR_FAIL_COND_V(!p_spawner || !p_node, ERR_BUG); const ObjectID oid = p_node->get_instance_id(); uint32_t nid = rep_state->ensure_net_id(oid); // Prepare custom arg and scene_id uint8_t scene_id = p_spawner->get_spawn_id(oid); bool is_custom = scene_id == MultiplayerSpawner::INVALID_ID; 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); ERR_FAIL_COND_V(err, err); } // Prepare spawn state. int state_size = 0; Vector state_vars; Vector state_varp; MultiplayerSynchronizer *synchronizer = rep_state->get_synchronizer(oid); if (synchronizer && synchronizer->get_replication_config().is_valid()) { const List 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."); } // Prepare simplified path. const Node *root_node = multiplayer->get_root_node(); ERR_FAIL_COND_V(!root_node, ERR_UNCONFIGURED); NodePath rel_path = (root_node->get_path()).rel_path_to(p_spawner->get_path()); int path_id = 0; multiplayer->send_confirm_path(p_spawner, rel_path, p_peer, path_id); // Encode name and parent ID. 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; } Error err = _send_raw(ptr, ofs, p_peer, true); ERR_FAIL_COND_V(err, err); return rep_state->peer_add_node(p_peer, oid); } Error SceneReplicationInterface::_send_despawn(Node *p_node, int p_peer) { 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]); Error err = _send_raw(ptr, ofs, p_peer, true); ERR_FAIL_COND_V(err, err); return rep_state->peer_del_node(p_peer, oid); } 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(multiplayer->get_cached_node(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); node->queue_delete(); return OK; } void SceneReplicationInterface::_send_sync(int p_peer, uint64_t p_msec) { const Set &known = rep_state->get_known_nodes(p_peer); if (known.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 : known) { if (!rep_state->update_sync_time(oid, p_msec)) { continue; // nothing to sync. } MultiplayerSynchronizer *sync = rep_state->get_synchronizer(oid); ERR_CONTINUE(!sync); Node *node = rep_state->get_node(oid); ERR_CONTINUE(!node); int size; Vector vars; Vector varp; const List 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) { uint32_t net_id = rep_state->get_net_id(oid); if (net_id == 0) { // First time path based ID. const Node *root_node = multiplayer->get_root_node(); ERR_FAIL_COND(!root_node); NodePath rel_path = (root_node->get_path()).rel_path_to(sync->get_path()); int path_id = 0; multiplayer->send_confirm_path(sync, rel_path, p_peer, path_id); net_id = path_id; rep_state->set_net_id(oid, net_id | 0x80000000); } 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(multiplayer->get_cached_node(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 props = sync->get_replication_config()->get_sync_properties(); Vector 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; }