/*************************************************************************/ /* 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/multiplayer/scene_replication_state.h" #include "core/multiplayer/multiplayer_api.h" #include "scene/multiplayer/multiplayer_spawner.h" #include "scene/multiplayer/multiplayer_synchronizer.h" #include "scene/scene_string_names.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(ObjectDB::get_instance(p_id)); node->connect(SceneStringNames::get_singleton()->tree_exited, callable_mp(this, &SceneReplicationState::_untrack), varray(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 &E : peers_info) { E.value.known_nodes.erase(p_id); } } } } const HashMap SceneReplicationState::peer_get_remotes(int p_peer) const { return peers_info.has(p_peer) ? peers_info[p_peer].recv_nodes : HashMap(); } 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; } const Set SceneReplicationState::get_known_nodes(int p_peer) { ERR_FAIL_COND_V(!peers_info.has(p_peer), Set()); return peers_info[p_peer].known_nodes; } 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 &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); // The spawner may be notified after the synchronizer. path_only_nodes.erase(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); 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(); // If it doesn't have a spawner, we might need to assign ID for this node using it's path. if (tobj.spawner.is_null()) { path_only_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(); if (path_only_nodes.has(oid)) { p_node->disconnect(SceneStringNames::get_singleton()->tree_exited, callable_mp(this, &SceneReplicationState::_untrack)); _untrack(oid); path_only_nodes.erase(oid); } return OK; } Error SceneReplicationState::peer_add_node(int p_peer, const ObjectID &p_id) { if (p_peer) { ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER); peers_info[p_peer].known_nodes.insert(p_id); } else { for (KeyValue &E : peers_info) { E.value.known_nodes.insert(p_id); } } return OK; } Error SceneReplicationState::peer_del_node(int p_peer, const ObjectID &p_id) { if (p_peer) { ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER); peers_info[p_peer].known_nodes.erase(p_id); } else { for (KeyValue &E : peers_info) { E.value.known_nodes.erase(p_id); } } return OK; } 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(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(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; }