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- /**************************************************************************/
- /* scene_replication_interface.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_replication_interface.h"
- #include "scene_multiplayer.h"
- #include "core/debugger/engine_debugger.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);
- #ifdef DEBUG_ENABLED
- _FORCE_INLINE_ void SceneReplicationInterface::_profile_node_data(const String &p_what, ObjectID p_id, int p_size) {
- if (EngineDebugger::is_profiling("multiplayer:replication")) {
- Array values;
- values.push_back(p_what);
- values.push_back(p_id);
- values.push_back(p_size);
- EngineDebugger::profiler_add_frame_data("multiplayer:replication", values);
- }
- }
- #endif
- 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_free();
- }
- }
- bool SceneReplicationInterface::_has_authority(const Node *p_node) {
- return multiplayer->has_multiplayer_peer() && p_node->get_multiplayer_authority() == multiplayer->get_unique_id();
- }
- 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() {
- // Prevent endless stalling in case of unforeseen spawn errors.
- if (spawn_queue.size()) {
- ERR_PRINT("An error happened during last spawn, this usually means the 'ready' signal was not emitted by the spawned node.");
- for (const ObjectID &oid : spawn_queue) {
- Node *node = get_id_as<Node>(oid);
- ERR_CONTINUE(!node);
- if (node->is_connected(SceneStringNames::get_singleton()->ready, callable_mp(this, &SceneReplicationInterface::_node_ready))) {
- node->disconnect(SceneStringNames::get_singleton()->ready, callable_mp(this, &SceneReplicationInterface::_node_ready));
- }
- }
- spawn_queue.clear();
- }
- // Process syncs.
- uint64_t usec = OS::get_singleton()->get_ticks_usec();
- 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, usec);
- _send_delta(E.key, to_sync, usec, E.value.last_watch_usecs);
- }
- }
- 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_NULL_V(spawner, ERR_INVALID_PARAMETER);
- // Track node.
- const ObjectID oid = node->get_instance_id();
- TrackedNode &tobj = _track(oid);
- // Spawn state needs to be callected after "ready", but the spawn order follows "enter_tree".
- ERR_FAIL_COND_V(tobj.spawner != ObjectID(), ERR_ALREADY_IN_USE);
- tobj.spawner = spawner->get_instance_id();
- spawn_queue.insert(oid);
- node->connect(SceneStringNames::get_singleton()->ready, callable_mp(this, &SceneReplicationInterface::_node_ready).bind(oid), Node::CONNECT_ONE_SHOT);
- return OK;
- }
- void SceneReplicationInterface::_node_ready(const ObjectID &p_oid) {
- ERR_FAIL_COND(!spawn_queue.has(p_oid)); // Bug.
- // If we are a nested spawn, we need to wait until the parent is ready.
- if (p_oid != *(spawn_queue.begin())) {
- return;
- }
- for (const ObjectID &oid : spawn_queue) {
- ERR_CONTINUE(!tracked_nodes.has(oid));
- TrackedNode &tobj = tracked_nodes[oid];
- MultiplayerSpawner *spawner = get_id_as<MultiplayerSpawner>(tobj.spawner);
- ERR_CONTINUE(!spawner);
- spawned_nodes.insert(oid);
- if (_has_authority(spawner)) {
- _update_spawn_visibility(0, oid);
- }
- }
- spawn_queue.clear();
- }
- 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_NULL_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();
- sync->set_net_id(net_id);
- // Try to apply spawn state (before ready).
- if (pending_buffer_size > 0) {
- ERR_FAIL_COND_V(!node || !sync->get_replication_config_ptr(), ERR_UNCONFIGURED);
- int consumed = 0;
- const List<NodePath> props = sync->get_replication_config_ptr()->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_NULL_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);
- E.value.last_watch_usecs.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_NULL(sync); // Bug.
- Node *node = sync->get_root_node();
- ERR_FAIL_NULL(node); // Bug.
- const ObjectID oid = node->get_instance_id();
- if (spawned_nodes.has(oid) && p_peer != multiplayer->get_unique_id()) {
- _update_spawn_visibility(p_peer, oid);
- }
- _update_sync_visibility(p_peer, sync);
- }
- bool SceneReplicationInterface::is_rpc_visible(const ObjectID &p_oid, int p_peer) const {
- if (!tracked_nodes.has(p_oid)) {
- return true; // Untracked nodes are always visible to RPCs.
- }
- ERR_FAIL_COND_V(p_peer < 0, false);
- const TrackedNode &tnode = tracked_nodes[p_oid];
- if (tnode.synchronizers.is_empty()) {
- return true; // No synchronizers means no visibility restrictions.
- }
- if (tnode.remote_peer && uint32_t(p_peer) == tnode.remote_peer) {
- return true; // RPCs on spawned nodes are always visible to spawner.
- } else if (spawned_nodes.has(p_oid)) {
- // It's a spawned node we control, this can be fast.
- if (p_peer) {
- return peers_info.has(p_peer) && peers_info[p_peer].spawn_nodes.has(p_oid);
- } else {
- for (const KeyValue<int, PeerInfo> &E : peers_info) {
- if (!E.value.spawn_nodes.has(p_oid)) {
- return false; // Not public.
- }
- }
- return true; // All peers have this node.
- }
- } else {
- // Cycle object synchronizers to check visibility.
- for (const ObjectID &sid : tnode.synchronizers) {
- MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(sid);
- ERR_CONTINUE(!sync);
- // RPC visibility is composed using OR when multiple synchronizers are present.
- // Note that we don't really care about authority here which may lead to unexpected
- // results when using multiple synchronizers to control the same node.
- if (sync->is_visible_to(p_peer)) {
- return true;
- }
- }
- return false; // Not visible.
- }
- }
- Error SceneReplicationInterface::_update_sync_visibility(int p_peer, MultiplayerSynchronizer *p_sync) {
- ERR_FAIL_NULL_V(p_sync, ERR_BUG);
- if (!_has_authority(p_sync) || p_peer == multiplayer->get_unique_id()) {
- 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);
- E.value.last_watch_usecs.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);
- peers_info[p_peer].last_watch_usecs.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_NULL_V(tnode, ERR_BUG);
- MultiplayerSpawner *spawner = get_id_as<MultiplayerSpawner>(tnode->spawner);
- Node *node = get_id_as<Node>(p_oid);
- ERR_FAIL_NULL_V(node, ERR_BUG);
- ERR_FAIL_NULL_V(spawner, ERR_BUG);
- ERR_FAIL_COND_V(!_has_authority(spawner), 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 (!_has_authority(sync)) {
- 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 visible 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_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);
- Ref<MultiplayerPeer> peer = multiplayer->get_multiplayer_peer();
- ERR_FAIL_COND_V(peer.is_null(), ERR_UNCONFIGURED);
- peer->set_transfer_channel(0);
- peer->set_transfer_mode(p_reliable ? MultiplayerPeer::TRANSFER_MODE_RELIABLE : MultiplayerPeer::TRANSFER_MODE_UNRELIABLE);
- return multiplayer->send_command(p_peer, 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();
- TrackedNode *tnode = tracked_nodes.getptr(oid);
- ERR_FAIL_NULL_V(tnode, ERR_INVALID_PARAMETER);
- if (tnode->net_id == 0) {
- // Ensure the node has an ID.
- tnode->net_id = ++last_net_id;
- }
- 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 (!_has_authority(sync)) {
- continue;
- }
- ERR_CONTINUE(!sync);
- ERR_FAIL_NULL_V(sync->get_replication_config_ptr(), ERR_BUG);
- for (const NodePath &prop : sync->get_replication_config_ptr()->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_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_NULL_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_cache->get_cached_object(p_from, node_target));
- ERR_FAIL_NULL_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_NULL_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_NULL_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_NULL_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_NULL_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_free();
- spawner->emit_signal(SNAME("despawned"), node);
- return OK;
- }
- bool SceneReplicationInterface::_verify_synchronizer(int p_peer, MultiplayerSynchronizer *p_sync, uint32_t &r_net_id) {
- r_net_id = p_sync->get_net_id();
- if (r_net_id == 0 || (r_net_id & 0x80000000)) {
- int path_id = 0;
- bool verified = multiplayer_cache->send_object_cache(p_sync, p_peer, path_id);
- ERR_FAIL_COND_V_MSG(path_id < 0, false, "This should never happen!");
- if (r_net_id == 0) {
- // First time path based ID.
- r_net_id = path_id | 0x80000000;
- p_sync->set_net_id(r_net_id | 0x80000000);
- }
- return verified;
- }
- return true;
- }
- MultiplayerSynchronizer *SceneReplicationInterface::_find_synchronizer(int p_peer, uint32_t p_net_id) {
- MultiplayerSynchronizer *sync = nullptr;
- if (p_net_id & 0x80000000) {
- sync = Object::cast_to<MultiplayerSynchronizer>(multiplayer_cache->get_cached_object(p_peer, p_net_id & 0x7FFFFFFF));
- } else if (peers_info[p_peer].recv_sync_ids.has(p_net_id)) {
- const ObjectID &sid = peers_info[p_peer].recv_sync_ids[p_net_id];
- sync = get_id_as<MultiplayerSynchronizer>(sid);
- }
- return sync;
- }
- void SceneReplicationInterface::_send_delta(int p_peer, const HashSet<ObjectID> p_synchronizers, uint64_t p_usec, const HashMap<ObjectID, uint64_t> p_last_watch_usecs) {
- MAKE_ROOM(/* header */ 1 + /* element */ 4 + 8 + 4 + delta_mtu);
- uint8_t *ptr = packet_cache.ptrw();
- ptr[0] = SceneMultiplayer::NETWORK_COMMAND_SYNC | (1 << SceneMultiplayer::CMD_FLAG_0_SHIFT);
- int ofs = 1;
- for (const ObjectID &oid : p_synchronizers) {
- MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(oid);
- ERR_CONTINUE(!sync || !sync->get_replication_config_ptr() || !_has_authority(sync));
- uint32_t net_id;
- if (!_verify_synchronizer(p_peer, sync, net_id)) {
- continue;
- }
- uint64_t last_usec = p_last_watch_usecs.has(oid) ? p_last_watch_usecs[oid] : 0;
- uint64_t indexes;
- List<Variant> delta = sync->get_delta_state(p_usec, last_usec, indexes);
- if (!delta.size()) {
- continue; // Nothing to update.
- }
- Vector<const Variant *> varp;
- varp.resize(delta.size());
- const Variant **vptr = varp.ptrw();
- int i = 0;
- for (const Variant &v : delta) {
- vptr[i] = &v;
- i++;
- }
- int size;
- Error err = MultiplayerAPI::encode_and_compress_variants(vptr, varp.size(), nullptr, size);
- ERR_CONTINUE_MSG(err != OK, "Unable to encode delta state.");
- ERR_CONTINUE_MSG(size > delta_mtu, vformat("Synchronizer delta bigger than MTU will not be sent (%d > %d): %s", size, delta_mtu, sync->get_path()));
- if (ofs + 4 + 8 + 4 + size > delta_mtu) {
- // Send what we got, and reset write.
- _send_raw(packet_cache.ptr(), ofs, p_peer, true);
- ofs = 1;
- }
- if (size) {
- ofs += encode_uint32(sync->get_net_id(), &ptr[ofs]);
- ofs += encode_uint64(indexes, &ptr[ofs]);
- ofs += encode_uint32(size, &ptr[ofs]);
- MultiplayerAPI::encode_and_compress_variants(vptr, varp.size(), &ptr[ofs], size);
- ofs += size;
- }
- #ifdef DEBUG_ENABLED
- _profile_node_data("delta_out", oid, size);
- #endif
- peers_info[p_peer].last_watch_usecs[oid] = p_usec;
- }
- if (ofs > 1) {
- // Got some left over to send.
- _send_raw(packet_cache.ptr(), ofs, p_peer, true);
- }
- }
- Error SceneReplicationInterface::on_delta_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) {
- int ofs = 1;
- while (ofs + 4 + 8 + 4 < p_buffer_len) {
- uint32_t net_id = decode_uint32(&p_buffer[ofs]);
- ofs += 4;
- uint64_t indexes = decode_uint64(&p_buffer[ofs]);
- ofs += 8;
- uint32_t size = decode_uint32(&p_buffer[ofs]);
- ofs += 4;
- ERR_FAIL_COND_V(size > uint32_t(p_buffer_len - ofs), ERR_INVALID_DATA);
- MultiplayerSynchronizer *sync = _find_synchronizer(p_from, net_id);
- Node *node = sync ? sync->get_root_node() : nullptr;
- if (!sync || sync->get_multiplayer_authority() != p_from || !node) {
- ofs += size;
- ERR_CONTINUE_MSG(true, "Ignoring delta for non-authority or invalid synchronizer.");
- }
- List<NodePath> props = sync->get_delta_properties(indexes);
- ERR_FAIL_COND_V(props.size() == 0, ERR_INVALID_DATA);
- Vector<Variant> vars;
- vars.resize(props.size());
- int consumed = 0;
- Error err = MultiplayerAPI::decode_and_decompress_variants(vars, p_buffer + ofs, size, consumed);
- ERR_FAIL_COND_V(err != OK, err);
- ERR_FAIL_COND_V(uint32_t(consumed) != size, ERR_INVALID_DATA);
- err = MultiplayerSynchronizer::set_state(props, node, vars);
- ERR_FAIL_COND_V(err != OK, err);
- ofs += size;
- sync->emit_signal(SNAME("delta_synchronized"));
- #ifdef DEBUG_ENABLED
- _profile_node_data("delta_in", sync->get_instance_id(), size);
- #endif
- }
- return OK;
- }
- void SceneReplicationInterface::_send_sync(int p_peer, const HashSet<ObjectID> p_synchronizers, uint16_t p_sync_net_time, uint64_t p_usec) {
- MAKE_ROOM(/* header */ 3 + /* element */ 4 + 4 + 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_ptr() || !_has_authority(sync));
- if (!sync->update_outbound_sync_time(p_usec)) {
- continue; // nothing to sync.
- }
- Node *node = sync->get_root_node();
- ERR_CONTINUE(!node);
- uint32_t net_id = sync->get_net_id();
- if (!_verify_synchronizer(p_peer, sync, net_id)) {
- // 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_ptr()->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 > sync_mtu, vformat("Node states bigger than 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;
- }
- #ifdef DEBUG_ENABLED
- _profile_node_data("sync_out", oid, size);
- #endif
- }
- 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");
- bool is_delta = (p_buffer[0] & (1 << SceneMultiplayer::CMD_FLAG_0_SHIFT)) != 0;
- if (is_delta) {
- return on_delta_receive(p_from, p_buffer, p_buffer_len);
- }
- 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;
- ERR_FAIL_COND_V(size > uint32_t(p_buffer_len - ofs), ERR_INVALID_DATA);
- MultiplayerSynchronizer *sync = _find_synchronizer(p_from, net_id);
- if (!sync) {
- // Not received yet.
- ofs += size;
- continue;
- }
- Node *node = sync->get_root_node();
- if (sync->get_multiplayer_authority() != p_from || !node) {
- // Not valid for me.
- ofs += size;
- ERR_CONTINUE_MSG(true, "Ignoring sync data from non-authority or for missing node.");
- }
- if (!sync->update_inbound_sync_time(time)) {
- // State is too old.
- ofs += size;
- continue;
- }
- const List<NodePath> props = sync->get_replication_config_ptr()->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;
- sync->emit_signal(SNAME("synchronized"));
- #ifdef DEBUG_ENABLED
- _profile_node_data("sync_in", sync->get_instance_id(), size);
- #endif
- }
- return OK;
- }
- void SceneReplicationInterface::set_max_sync_packet_size(int p_size) {
- ERR_FAIL_COND_MSG(p_size < 128, "Sync maximum packet size must be at least 128 bytes.");
- sync_mtu = p_size;
- }
- int SceneReplicationInterface::get_max_sync_packet_size() const {
- return sync_mtu;
- }
- void SceneReplicationInterface::set_max_delta_packet_size(int p_size) {
- ERR_FAIL_COND_MSG(p_size < 128, "Sync maximum packet size must be at least 128 bytes.");
- delta_mtu = p_size;
- }
- int SceneReplicationInterface::get_max_delta_packet_size() const {
- return delta_mtu;
- }
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