summaryrefslogtreecommitdiff
path: root/modules/multiplayer/scene_replication_interface.cpp
blob: 83595808052a4ec142786a8071748e62870142ad (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
/*************************************************************************/
/*  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 "scene_multiplayer.h"

#include "core/io/marshalls.h"
#include "scene/main/node.h"
#include "scene/scene_string_names.h"

#define MAKE_ROOM(m_amount)             \
	if (packet_cache.size() < m_amount) \
		packet_cache.resize(m_amount);

SceneReplicationInterface::TrackedNode &SceneReplicationInterface::_track(const ObjectID &p_id) {
	if (!tracked_nodes.has(p_id)) {
		tracked_nodes[p_id] = TrackedNode(p_id);
		Node *node = get_id_as<Node>(p_id);
		node->connect(SceneStringNames::get_singleton()->tree_exited, callable_mp(this, &SceneReplicationInterface::_untrack).bind(p_id), Node::CONNECT_ONE_SHOT);
	}
	return tracked_nodes[p_id];
}

void SceneReplicationInterface::_untrack(const ObjectID &p_id) {
	if (!tracked_nodes.has(p_id)) {
		return;
	}
	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<int, PeerInfo> &E : peers_info) {
			E.value.spawn_nodes.erase(p_id);
		}
	}
}

void SceneReplicationInterface::_free_remotes(const PeerInfo &p_info) {
	for (const KeyValue<uint32_t, ObjectID> &E : p_info.recv_nodes) {
		Node *node = tracked_nodes.has(E.value) ? get_id_as<Node>(E.value) : nullptr;
		ERR_CONTINUE(!node);
		node->queue_delete();
	}
}

void SceneReplicationInterface::on_peer_change(int p_id, bool p_connected) {
	if (p_connected) {
		peers_info[p_id] = PeerInfo();
		for (const ObjectID &oid : spawned_nodes) {
			_update_spawn_visibility(p_id, oid);
		}
		for (const ObjectID &oid : sync_nodes) {
			_update_sync_visibility(p_id, get_id_as<MultiplayerSynchronizer>(oid));
		}
	} else {
		ERR_FAIL_COND(!peers_info.has(p_id));
		_free_remotes(peers_info[p_id]);
		peers_info.erase(p_id);
	}
}

void SceneReplicationInterface::on_reset() {
	for (const KeyValue<int, PeerInfo> &E : peers_info) {
		_free_remotes(E.value);
	}
	peers_info.clear();
	// Tracked nodes are cleared on deletion, here we only reset the ids so they can be later re-assigned.
	for (KeyValue<ObjectID, TrackedNode> &E : tracked_nodes) {
		TrackedNode &tobj = E.value;
		tobj.net_id = 0;
		tobj.remote_peer = 0;
	}
	for (const ObjectID &oid : sync_nodes) {
		MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(oid);
		ERR_CONTINUE(!sync);
		sync->reset();
	}
	last_net_id = 0;
}

void SceneReplicationInterface::on_network_process() {
	uint64_t msec = OS::get_singleton()->get_ticks_msec();
	for (KeyValue<int, PeerInfo> &E : peers_info) {
		const HashSet<ObjectID> to_sync = E.value.sync_nodes;
		if (to_sync.is_empty()) {
			continue; // Nothing to sync
		}
		uint16_t sync_net_time = ++E.value.last_sent_sync;
		_send_sync(E.key, to_sync, sync_net_time, 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);
	// Track node.
	const ObjectID oid = node->get_instance_id();
	TrackedNode &tobj = _track(oid);
	ERR_FAIL_COND_V(tobj.spawner != ObjectID(), ERR_ALREADY_IN_USE);
	tobj.spawner = spawner->get_instance_id();
	spawned_nodes.insert(oid);

	if (multiplayer->has_multiplayer_peer() && spawner->is_multiplayer_authority()) {
		if (tobj.net_id == 0) {
			tobj.net_id = ++last_net_id;
		}
		_update_spawn_visibility(0, oid);
	}
	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 (const KeyValue<int, PeerInfo> &E : peers_info) {
		if (!E.value.spawn_nodes.has(oid)) {
			continue;
		}
		_send_raw(packet_cache.ptr(), len, E.key, true);
	}
	// Also remove spawner tracking from the replication state.
	ERR_FAIL_COND_V(!tracked_nodes.has(oid), ERR_INVALID_PARAMETER);
	TrackedNode &tobj = _track(oid);
	ERR_FAIL_COND_V(tobj.spawner != spawner->get_instance_id(), ERR_INVALID_PARAMETER);
	tobj.spawner = ObjectID();
	spawned_nodes.erase(oid);
	for (KeyValue<int, PeerInfo> &E : peers_info) {
		E.value.spawn_nodes.erase(oid);
	}
	return OK;
}

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.
	TrackedNode &tobj = _track(p_obj->get_instance_id());
	const ObjectID sid = sync->get_instance_id();
	tobj.synchronizers.insert(sid);
	sync_nodes.insert(sid);

	// Update visibility.
	sync->connect("visibility_changed", callable_mp(this, &SceneReplicationInterface::_visibility_changed).bind(sync->get_instance_id()));
	_update_sync_visibility(0, sync);

	if (pending_spawn == p_obj->get_instance_id() && sync->get_multiplayer_authority() == pending_spawn_remote) {
		// Try to apply synchronizer Net ID
		ERR_FAIL_COND_V_MSG(pending_sync_net_ids.is_empty(), ERR_INVALID_DATA, vformat("The MultiplayerSynchronizer at path \"%s\" is unable to process the pending spawn since it has no network ID. This might happen when changing the multiplayer authority during the \"_ready\" callback. Make sure to only change the authority of multiplayer synchronizers during \"_enter_tree\" or the \"_spawn_custom\" callback of their multiplayer spawner.", sync->get_path()));
		ERR_FAIL_COND_V(!peers_info.has(pending_spawn_remote), ERR_INVALID_DATA);
		uint32_t net_id = pending_sync_net_ids[0];
		pending_sync_net_ids.pop_front();
		peers_info[pending_spawn_remote].recv_sync_ids[net_id] = sync->get_instance_id();

		// Try to apply spawn state (before ready).
		if (pending_buffer_size > 0) {
			ERR_FAIL_COND_V(!node || sync->get_replication_config().is_null(), ERR_UNCONFIGURED);
			int consumed = 0;
			const List<NodePath> props = sync->get_replication_config()->get_spawn_properties();
			Vector<Variant> vars;
			vars.resize(props.size());
			Error err = MultiplayerAPI::decode_and_decompress_variants(vars, pending_buffer, pending_buffer_size, consumed);
			ERR_FAIL_COND_V(err, err);
			if (consumed > 0) {
				pending_buffer += consumed;
				pending_buffer_size -= consumed;
				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));
	// Untrack synchronizer.
	const ObjectID oid = node->get_instance_id();
	const ObjectID sid = sync->get_instance_id();
	ERR_FAIL_COND_V(!tracked_nodes.has(oid), ERR_INVALID_PARAMETER);
	TrackedNode &tobj = _track(oid);
	tobj.synchronizers.erase(sid);
	sync_nodes.erase(sid);
	for (KeyValue<int, PeerInfo> &E : peers_info) {
		E.value.sync_nodes.erase(sid);
		if (sync->get_net_id()) {
			E.value.recv_sync_ids.erase(sync->get_net_id());
		}
	}
	return OK;
}

void SceneReplicationInterface::_visibility_changed(int p_peer, ObjectID p_sid) {
	MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(p_sid);
	ERR_FAIL_COND(!sync); // Bug.
	Node *node = sync->get_root_node();
	ERR_FAIL_COND(!node); // Bug.
	const ObjectID oid = node->get_instance_id();
	if (spawned_nodes.has(oid)) {
		_update_spawn_visibility(p_peer, oid);
	}
	_update_sync_visibility(p_peer, sync);
}

Error SceneReplicationInterface::_update_sync_visibility(int p_peer, MultiplayerSynchronizer *p_sync) {
	ERR_FAIL_COND_V(!p_sync, ERR_BUG);
	if (!multiplayer->has_multiplayer_peer() || !p_sync->is_multiplayer_authority()) {
		return OK;
	}

	const ObjectID &sid = p_sync->get_instance_id();
	bool is_visible = p_sync->is_visible_to(p_peer);
	if (p_peer == 0) {
		for (KeyValue<int, PeerInfo> &E : peers_info) {
			// Might be visible to this specific peer.
			bool is_visible_to_peer = is_visible || p_sync->is_visible_to(E.key);
			if (is_visible_to_peer == E.value.sync_nodes.has(sid)) {
				continue;
			}
			if (is_visible_to_peer) {
				E.value.sync_nodes.insert(sid);
			} else {
				E.value.sync_nodes.erase(sid);
			}
		}
		return OK;
	} else {
		ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
		if (is_visible == peers_info[p_peer].sync_nodes.has(sid)) {
			return OK;
		}
		if (is_visible) {
			peers_info[p_peer].sync_nodes.insert(sid);
		} else {
			peers_info[p_peer].sync_nodes.erase(sid);
		}
		return OK;
	}
}

Error SceneReplicationInterface::_update_spawn_visibility(int p_peer, const ObjectID &p_oid) {
	const TrackedNode *tnode = tracked_nodes.getptr(p_oid);
	ERR_FAIL_COND_V(!tnode, ERR_BUG);
	MultiplayerSpawner *spawner = get_id_as<MultiplayerSpawner>(tnode->spawner);
	Node *node = get_id_as<Node>(p_oid);
	ERR_FAIL_COND_V(!node || !spawner || !spawner->is_multiplayer_authority(), ERR_BUG);
	ERR_FAIL_COND_V(!tracked_nodes.has(p_oid), ERR_BUG);
	const HashSet<ObjectID> synchronizers = tracked_nodes[p_oid].synchronizers;
	bool is_visible = true;
	for (const ObjectID &sid : synchronizers) {
		MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(sid);
		ERR_CONTINUE(!sync);
		if (!sync->is_multiplayer_authority()) {
			continue;
		}
		// Spawn visibility is composed using OR when multiple synchronizers are present.
		if (sync->is_visible_to(p_peer)) {
			is_visible = true;
			break;
		}
		is_visible = false;
	}
	// Spawn (and despawn) when needed.
	HashSet<int> to_spawn;
	HashSet<int> to_despawn;
	if (p_peer) {
		ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
		if (is_visible == peers_info[p_peer].spawn_nodes.has(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 (const KeyValue<int, PeerInfo> &E : peers_info) {
			if (is_visible) {
				// This is fast, since the the object is visibile to everyone, we don't need to check each peer.
				if (E.value.spawn_nodes.has(p_oid)) {
					// Already spawned.
					continue;
				}
				to_spawn.insert(E.key);
			} else {
				// Need to check visibility for each peer.
				_update_spawn_visibility(E.key, p_oid);
			}
		}
	}
	if (to_spawn.size()) {
		int len = 0;
		_make_spawn_packet(node, spawner, len);
		for (int pid : to_spawn) {
			ERR_CONTINUE(!peers_info.has(pid));
			int path_id;
			multiplayer->get_path_cache()->send_object_cache(spawner, pid, path_id);
			_send_raw(packet_cache.ptr(), len, pid, true);
			peers_info[pid].spawn_nodes.insert(p_oid);
		}
	}
	if (to_despawn.size()) {
		int len = 0;
		_make_despawn_packet(node, len);
		for (int pid : to_despawn) {
			ERR_CONTINUE(!peers_info.has(pid));
			peers_info[pid].spawn_nodes.erase(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 ? MultiplayerPeer::TRANSFER_MODE_RELIABLE : MultiplayerPeer::TRANSFER_MODE_UNRELIABLE);
	return peer->put_packet(p_buffer, p_size);
}

Error SceneReplicationInterface::_make_spawn_packet(Node *p_node, MultiplayerSpawner *p_spawner, int &r_len) {
	ERR_FAIL_COND_V(!multiplayer || !p_node || !p_spawner, ERR_BUG);

	const ObjectID oid = p_node->get_instance_id();
	const TrackedNode *tnode = tracked_nodes.getptr(oid);
	ERR_FAIL_COND_V(!tnode, ERR_INVALID_PARAMETER);

	uint32_t nid = tnode->net_id;
	ERR_FAIL_COND_V(!nid, ERR_UNCONFIGURED);

	// Prepare custom arg and scene_id
	uint8_t scene_id = p_spawner->find_spawnable_scene_index_from_object(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.
	List<NodePath> state_props;
	List<uint32_t> sync_ids;
	const HashSet<ObjectID> synchronizers = tnode->synchronizers;
	for (const ObjectID &sid : synchronizers) {
		MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(sid);
		if (!sync->is_multiplayer_authority()) {
			continue;
		}
		ERR_CONTINUE(!sync);
		ERR_FAIL_COND_V(sync->get_replication_config().is_null(), ERR_BUG);
		for (const NodePath &prop : sync->get_replication_config()->get_spawn_properties()) {
			state_props.push_back(prop);
		}
		// Ensure the synchronizer has an ID.
		if (sync->get_net_id() == 0) {
			sync->set_net_id(++last_net_id);
		}
		sync_ids.push_back(sync->get_net_id());
	}
	int state_size = 0;
	Vector<Variant> state_vars;
	Vector<const Variant *> state_varp;
	if (state_props.size()) {
		Error err = MultiplayerSynchronizer::get_state(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->get_path_cache()->make_object_cache(p_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 + 4 * sync_ids.size() + 4 + nlen + (is_custom ? 4 + spawn_arg_size : 0) + state_size);
	uint8_t *ptr = packet_cache.ptrw();
	ptr[0] = (uint8_t)SceneMultiplayer::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(sync_ids.size(), &ptr[ofs]);
	ofs += encode_uint32(nlen, &ptr[ofs]);
	for (uint32_t snid : sync_ids) {
		ofs += encode_uint32(snid, &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();
	const TrackedNode *tnode = tracked_nodes.getptr(oid);
	ERR_FAIL_COND_V(!tnode, ERR_INVALID_PARAMETER);
	MAKE_ROOM(5);
	uint8_t *ptr = packet_cache.ptrw();
	ptr[0] = (uint8_t)SceneMultiplayer::NETWORK_COMMAND_DESPAWN;
	int ofs = 1;
	uint32_t nid = tnode->net_id;
	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 < 18, 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_path_cache()->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 sync_len = 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 + (sync_len * 4) > uint32_t(p_buffer_len - ofs), ERR_INVALID_DATA, vformat("Invalid spawn packet size: %d, wants: %d", p_buffer_len, ofs + name_len + (sync_len * 4)));
	List<uint32_t> sync_ids;
	for (uint32_t i = 0; i < sync_len; i++) {
		sync_ids.push_back(decode_uint32(&p_buffer[ofs]));
		ofs += 4;
	}
	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);

	// Add and track remote
	ERR_FAIL_COND_V(!peers_info.has(p_from), ERR_UNAVAILABLE);
	ERR_FAIL_COND_V(peers_info[p_from].recv_nodes.has(net_id), ERR_ALREADY_IN_USE);
	ObjectID oid = node->get_instance_id();
	TrackedNode &tobj = _track(oid);
	tobj.spawner = spawner->get_instance_id();
	tobj.net_id = net_id;
	tobj.remote_peer = p_from;
	peers_info[p_from].recv_nodes[net_id] = oid;

	// The initial state will be applied during the sync config (i.e. before _ready).
	pending_spawn = node->get_instance_id();
	pending_spawn_remote = p_from;
	pending_buffer_size = p_buffer_len - ofs;
	pending_buffer = pending_buffer_size > 0 ? &p_buffer[ofs] : nullptr;
	pending_sync_net_ids = sync_ids;

	parent->add_child(node);
	spawner->emit_signal(SNAME("spawned"), node);

	pending_spawn = ObjectID();
	pending_spawn_remote = 0;
	pending_buffer = nullptr;
	pending_buffer_size = 0;
	if (pending_sync_net_ids.size()) {
		pending_sync_net_ids.clear();
		ERR_FAIL_V(ERR_INVALID_DATA); // Should have been consumed.
	}
	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;

	// Untrack remote
	ERR_FAIL_COND_V(!peers_info.has(p_from), ERR_UNAUTHORIZED);
	PeerInfo &pinfo = peers_info[p_from];
	ERR_FAIL_COND_V(!pinfo.recv_nodes.has(net_id), ERR_UNAUTHORIZED);
	Node *node = get_id_as<Node>(pinfo.recv_nodes[net_id]);
	ERR_FAIL_COND_V(!node, ERR_BUG);
	pinfo.recv_nodes.erase(net_id);

	const ObjectID oid = node->get_instance_id();
	ERR_FAIL_COND_V(!tracked_nodes.has(oid), ERR_BUG);
	MultiplayerSpawner *spawner = get_id_as<MultiplayerSpawner>(tracked_nodes[oid].spawner);
	ERR_FAIL_COND_V(!spawner, ERR_DOES_NOT_EXIST);
	ERR_FAIL_COND_V(p_from != spawner->get_multiplayer_authority(), ERR_UNAUTHORIZED);

	if (node->get_parent() != nullptr) {
		node->get_parent()->remove_child(node);
	}
	node->queue_delete();
	spawner->emit_signal(SNAME("despawned"), node);

	return OK;
}

void SceneReplicationInterface::_send_sync(int p_peer, const HashSet<ObjectID> p_synchronizers, uint16_t p_sync_net_time, uint64_t p_msec) {
	MAKE_ROOM(sync_mtu);
	uint8_t *ptr = packet_cache.ptrw();
	ptr[0] = SceneMultiplayer::NETWORK_COMMAND_SYNC;
	int ofs = 1;
	ofs += encode_uint16(p_sync_net_time, &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 : p_synchronizers) {
		MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(oid);
		ERR_CONTINUE(!sync || !sync->get_replication_config().is_valid() || !sync->is_multiplayer_authority());
		if (!sync->update_outbound_sync_time(p_msec)) {
			continue; // nothing to sync.
		}

		Node *node = sync->get_root_node();
		ERR_CONTINUE(!node);
		uint32_t net_id = sync->get_net_id();
		if (net_id == 0 || (net_id & 0x80000000)) {
			int path_id = 0;
			bool verified = multiplayer->get_path_cache()->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;
				sync->set_net_id(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(sync->get_net_id(), &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;
	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;
		MultiplayerSynchronizer *sync = nullptr;
		if (net_id & 0x80000000) {
			sync = Object::cast_to<MultiplayerSynchronizer>(multiplayer->get_path_cache()->get_cached_object(p_from, net_id & 0x7FFFFFFF));
		} else if (peers_info[p_from].recv_sync_ids.has(net_id)) {
			const ObjectID &sid = peers_info[p_from].recv_sync_ids[net_id];
			sync = get_id_as<MultiplayerSynchronizer>(sid);
		}
		if (!sync) {
			// Not received yet.
			ofs += size;
			continue;
		}
		Node *node = sync->get_root_node();
		if (sync->get_multiplayer_authority() != p_from || !node) {
			ERR_CONTINUE(true);
		}
		if (!sync->update_inbound_sync_time(time)) {
			// State is too old.
			ofs += size;
			continue;
		}
		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;
}