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scene_replication_state.cpp 10 KB

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  1. /*************************************************************************/
  2. /* scene_replication_state.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "scene_replication_state.h"
  31. #include "scene/scene_string_names.h"
  32. #include "multiplayer_spawner.h"
  33. #include "multiplayer_synchronizer.h"
  34. SceneReplicationState::TrackedNode &SceneReplicationState::_track(const ObjectID &p_id) {
  35. if (!tracked_nodes.has(p_id)) {
  36. tracked_nodes[p_id] = TrackedNode(p_id);
  37. Node *node = Object::cast_to<Node>(ObjectDB::get_instance(p_id));
  38. node->connect(SceneStringNames::get_singleton()->tree_exited, callable_mp(this, &SceneReplicationState::_untrack).bind(p_id), Node::CONNECT_ONESHOT);
  39. }
  40. return tracked_nodes[p_id];
  41. }
  42. void SceneReplicationState::_untrack(const ObjectID &p_id) {
  43. if (tracked_nodes.has(p_id)) {
  44. uint32_t net_id = tracked_nodes[p_id].net_id;
  45. uint32_t peer = tracked_nodes[p_id].remote_peer;
  46. tracked_nodes.erase(p_id);
  47. // If it was spawned by a remote, remove it from the received nodes.
  48. if (peer && peers_info.has(peer)) {
  49. peers_info[peer].recv_nodes.erase(net_id);
  50. }
  51. // If we spawned or synced it, we need to remove it from any peer it was sent to.
  52. if (net_id || peer == 0) {
  53. for (KeyValue<int, PeerInfo> &E : peers_info) {
  54. E.value.sync_nodes.erase(p_id);
  55. E.value.spawn_nodes.erase(p_id);
  56. }
  57. }
  58. }
  59. }
  60. const HashMap<uint32_t, ObjectID> SceneReplicationState::peer_get_remotes(int p_peer) const {
  61. return peers_info.has(p_peer) ? peers_info[p_peer].recv_nodes : HashMap<uint32_t, ObjectID>();
  62. }
  63. bool SceneReplicationState::update_last_node_sync(const ObjectID &p_id, uint16_t p_time) {
  64. TrackedNode *tnode = tracked_nodes.getptr(p_id);
  65. ERR_FAIL_COND_V(!tnode, false);
  66. if (p_time <= tnode->last_sync && tnode->last_sync - p_time < 32767) {
  67. return false;
  68. }
  69. tnode->last_sync = p_time;
  70. return true;
  71. }
  72. bool SceneReplicationState::update_sync_time(const ObjectID &p_id, uint64_t p_msec) {
  73. TrackedNode *tnode = tracked_nodes.getptr(p_id);
  74. ERR_FAIL_COND_V(!tnode, false);
  75. MultiplayerSynchronizer *sync = get_synchronizer(p_id);
  76. if (!sync) {
  77. return false;
  78. }
  79. if (tnode->last_sync_msec == p_msec) {
  80. return true;
  81. }
  82. if (p_msec >= tnode->last_sync_msec + sync->get_replication_interval_msec()) {
  83. tnode->last_sync_msec = p_msec;
  84. return true;
  85. }
  86. return false;
  87. }
  88. uint32_t SceneReplicationState::get_net_id(const ObjectID &p_id) const {
  89. const TrackedNode *tnode = tracked_nodes.getptr(p_id);
  90. ERR_FAIL_COND_V(!tnode, 0);
  91. return tnode->net_id;
  92. }
  93. void SceneReplicationState::set_net_id(const ObjectID &p_id, uint32_t p_net_id) {
  94. TrackedNode *tnode = tracked_nodes.getptr(p_id);
  95. ERR_FAIL_COND(!tnode);
  96. tnode->net_id = p_net_id;
  97. }
  98. uint32_t SceneReplicationState::ensure_net_id(const ObjectID &p_id) {
  99. TrackedNode *tnode = tracked_nodes.getptr(p_id);
  100. ERR_FAIL_COND_V(!tnode, 0);
  101. if (tnode->net_id == 0) {
  102. tnode->net_id = ++last_net_id;
  103. }
  104. return tnode->net_id;
  105. }
  106. void SceneReplicationState::on_peer_change(int p_peer, bool p_connected) {
  107. if (p_connected) {
  108. peers_info[p_peer] = PeerInfo();
  109. known_peers.insert(p_peer);
  110. } else {
  111. peers_info.erase(p_peer);
  112. known_peers.erase(p_peer);
  113. }
  114. }
  115. void SceneReplicationState::reset() {
  116. peers_info.clear();
  117. known_peers.clear();
  118. // Tracked nodes are cleared on deletion, here we only reset the ids so they can be later re-assigned.
  119. for (KeyValue<ObjectID, TrackedNode> &E : tracked_nodes) {
  120. TrackedNode &tobj = E.value;
  121. tobj.net_id = 0;
  122. tobj.remote_peer = 0;
  123. tobj.last_sync = 0;
  124. }
  125. }
  126. Error SceneReplicationState::config_add_spawn(Node *p_node, MultiplayerSpawner *p_spawner) {
  127. const ObjectID oid = p_node->get_instance_id();
  128. TrackedNode &tobj = _track(oid);
  129. ERR_FAIL_COND_V(tobj.spawner != ObjectID(), ERR_ALREADY_IN_USE);
  130. tobj.spawner = p_spawner->get_instance_id();
  131. spawned_nodes.insert(oid);
  132. return OK;
  133. }
  134. Error SceneReplicationState::config_del_spawn(Node *p_node, MultiplayerSpawner *p_spawner) {
  135. const ObjectID oid = p_node->get_instance_id();
  136. ERR_FAIL_COND_V(!is_tracked(oid), ERR_INVALID_PARAMETER);
  137. TrackedNode &tobj = _track(oid);
  138. ERR_FAIL_COND_V(tobj.spawner != p_spawner->get_instance_id(), ERR_INVALID_PARAMETER);
  139. tobj.spawner = ObjectID();
  140. spawned_nodes.erase(oid);
  141. for (KeyValue<int, PeerInfo> &E : peers_info) {
  142. E.value.spawn_nodes.erase(oid);
  143. }
  144. return OK;
  145. }
  146. Error SceneReplicationState::config_add_sync(Node *p_node, MultiplayerSynchronizer *p_sync) {
  147. const ObjectID oid = p_node->get_instance_id();
  148. TrackedNode &tobj = _track(oid);
  149. ERR_FAIL_COND_V(tobj.synchronizer != ObjectID(), ERR_ALREADY_IN_USE);
  150. tobj.synchronizer = p_sync->get_instance_id();
  151. synced_nodes.insert(oid);
  152. return OK;
  153. }
  154. Error SceneReplicationState::config_del_sync(Node *p_node, MultiplayerSynchronizer *p_sync) {
  155. const ObjectID oid = p_node->get_instance_id();
  156. ERR_FAIL_COND_V(!is_tracked(oid), ERR_INVALID_PARAMETER);
  157. TrackedNode &tobj = _track(oid);
  158. ERR_FAIL_COND_V(tobj.synchronizer != p_sync->get_instance_id(), ERR_INVALID_PARAMETER);
  159. tobj.synchronizer = ObjectID();
  160. synced_nodes.erase(oid);
  161. for (KeyValue<int, PeerInfo> &E : peers_info) {
  162. E.value.sync_nodes.erase(oid);
  163. }
  164. return OK;
  165. }
  166. Error SceneReplicationState::peer_add_sync(int p_peer, const ObjectID &p_id) {
  167. ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
  168. peers_info[p_peer].sync_nodes.insert(p_id);
  169. return OK;
  170. }
  171. Error SceneReplicationState::peer_del_sync(int p_peer, const ObjectID &p_id) {
  172. ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
  173. peers_info[p_peer].sync_nodes.erase(p_id);
  174. return OK;
  175. }
  176. const HashSet<ObjectID> SceneReplicationState::get_peer_sync_nodes(int p_peer) {
  177. ERR_FAIL_COND_V(!peers_info.has(p_peer), HashSet<ObjectID>());
  178. return peers_info[p_peer].sync_nodes;
  179. }
  180. bool SceneReplicationState::is_peer_sync(int p_peer, const ObjectID &p_id) const {
  181. ERR_FAIL_COND_V(!peers_info.has(p_peer), false);
  182. return peers_info[p_peer].sync_nodes.has(p_id);
  183. }
  184. Error SceneReplicationState::peer_add_spawn(int p_peer, const ObjectID &p_id) {
  185. ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
  186. peers_info[p_peer].spawn_nodes.insert(p_id);
  187. return OK;
  188. }
  189. Error SceneReplicationState::peer_del_spawn(int p_peer, const ObjectID &p_id) {
  190. ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
  191. peers_info[p_peer].spawn_nodes.erase(p_id);
  192. return OK;
  193. }
  194. const HashSet<ObjectID> SceneReplicationState::get_peer_spawn_nodes(int p_peer) {
  195. ERR_FAIL_COND_V(!peers_info.has(p_peer), HashSet<ObjectID>());
  196. return peers_info[p_peer].spawn_nodes;
  197. }
  198. bool SceneReplicationState::is_peer_spawn(int p_peer, const ObjectID &p_id) const {
  199. ERR_FAIL_COND_V(!peers_info.has(p_peer), false);
  200. return peers_info[p_peer].spawn_nodes.has(p_id);
  201. }
  202. Node *SceneReplicationState::peer_get_remote(int p_peer, uint32_t p_net_id) {
  203. PeerInfo *info = peers_info.getptr(p_peer);
  204. return info && info->recv_nodes.has(p_net_id) ? Object::cast_to<Node>(ObjectDB::get_instance(info->recv_nodes[p_net_id])) : nullptr;
  205. }
  206. Error SceneReplicationState::peer_add_remote(int p_peer, uint32_t p_net_id, Node *p_node, MultiplayerSpawner *p_spawner) {
  207. ERR_FAIL_COND_V(!p_node || !p_spawner, ERR_INVALID_PARAMETER);
  208. ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_UNAVAILABLE);
  209. PeerInfo &pinfo = peers_info[p_peer];
  210. ObjectID oid = p_node->get_instance_id();
  211. TrackedNode &tobj = _track(oid);
  212. tobj.spawner = p_spawner->get_instance_id();
  213. tobj.net_id = p_net_id;
  214. tobj.remote_peer = p_peer;
  215. tobj.last_sync = pinfo.last_recv_sync;
  216. // Also track as a remote.
  217. ERR_FAIL_COND_V(pinfo.recv_nodes.has(p_net_id), ERR_ALREADY_IN_USE);
  218. pinfo.recv_nodes[p_net_id] = oid;
  219. return OK;
  220. }
  221. Error SceneReplicationState::peer_del_remote(int p_peer, uint32_t p_net_id, Node **r_node) {
  222. ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_UNAUTHORIZED);
  223. PeerInfo &info = peers_info[p_peer];
  224. ERR_FAIL_COND_V(!info.recv_nodes.has(p_net_id), ERR_UNAUTHORIZED);
  225. *r_node = Object::cast_to<Node>(ObjectDB::get_instance(info.recv_nodes[p_net_id]));
  226. info.recv_nodes.erase(p_net_id);
  227. return OK;
  228. }
  229. uint16_t SceneReplicationState::peer_sync_next(int p_peer) {
  230. ERR_FAIL_COND_V(!peers_info.has(p_peer), 0);
  231. PeerInfo &info = peers_info[p_peer];
  232. return ++info.last_sent_sync;
  233. }
  234. void SceneReplicationState::peer_sync_recv(int p_peer, uint16_t p_time) {
  235. ERR_FAIL_COND(!peers_info.has(p_peer));
  236. peers_info[p_peer].last_recv_sync = p_time;
  237. }