scene_multiplayer.cpp 26 KB

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  1. /*************************************************************************/
  2. /* scene_multiplayer.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_multiplayer.h"
  31. #include "core/debugger/engine_debugger.h"
  32. #include "core/io/marshalls.h"
  33. #include <stdint.h>
  34. #ifdef DEBUG_ENABLED
  35. #include "core/os/os.h"
  36. #endif
  37. #ifdef DEBUG_ENABLED
  38. void SceneMultiplayer::profile_bandwidth(const String &p_inout, int p_size) {
  39. if (EngineDebugger::is_profiling("multiplayer")) {
  40. Array values;
  41. values.push_back(p_inout);
  42. values.push_back(OS::get_singleton()->get_ticks_msec());
  43. values.push_back(p_size);
  44. EngineDebugger::profiler_add_frame_data("multiplayer", values);
  45. }
  46. }
  47. #endif
  48. void SceneMultiplayer::_update_status() {
  49. MultiplayerPeer::ConnectionStatus status = multiplayer_peer.is_valid() ? multiplayer_peer->get_connection_status() : MultiplayerPeer::CONNECTION_DISCONNECTED;
  50. if (last_connection_status != status) {
  51. if (status == MultiplayerPeer::CONNECTION_DISCONNECTED) {
  52. clear();
  53. }
  54. last_connection_status = status;
  55. }
  56. }
  57. Error SceneMultiplayer::poll() {
  58. _update_status();
  59. if (last_connection_status == MultiplayerPeer::CONNECTION_DISCONNECTED) {
  60. return OK;
  61. }
  62. multiplayer_peer->poll();
  63. _update_status();
  64. if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) {
  65. // We might be still connecting, or polling might have resulted in a disconnection.
  66. return OK;
  67. }
  68. while (multiplayer_peer->get_available_packet_count()) {
  69. int sender = multiplayer_peer->get_packet_peer();
  70. const uint8_t *packet;
  71. int len;
  72. int channel = multiplayer_peer->get_packet_channel();
  73. MultiplayerPeer::TransferMode mode = multiplayer_peer->get_packet_mode();
  74. Error err = multiplayer_peer->get_packet(&packet, len);
  75. ERR_FAIL_COND_V_MSG(err != OK, err, vformat("Error getting packet! %d", err));
  76. if (pending_peers.has(sender)) {
  77. if (pending_peers[sender].local) {
  78. // If the auth is over, admit the peer at the first packet.
  79. pending_peers.erase(sender);
  80. _admit_peer(sender);
  81. } else {
  82. ERR_CONTINUE(len < 2 || (packet[0] & CMD_MASK) != NETWORK_COMMAND_SYS || packet[1] != SYS_COMMAND_AUTH);
  83. // Auth message.
  84. PackedByteArray pba;
  85. pba.resize(len - 2);
  86. if (pba.size()) {
  87. memcpy(pba.ptrw(), &packet[2], len - 2);
  88. // User callback
  89. const Variant sv = sender;
  90. const Variant pbav = pba;
  91. const Variant *argv[2] = { &sv, &pbav };
  92. Variant ret;
  93. Callable::CallError ce;
  94. auth_callback.callp(argv, 2, ret, ce);
  95. ERR_CONTINUE_MSG(ce.error != Callable::CallError::CALL_OK, "Failed to call authentication callback");
  96. } else {
  97. // Remote complete notification.
  98. pending_peers[sender].remote = true;
  99. if (pending_peers[sender].local) {
  100. pending_peers.erase(sender);
  101. _admit_peer(sender);
  102. }
  103. }
  104. continue; // Auth in progress.
  105. }
  106. }
  107. ERR_CONTINUE(!connected_peers.has(sender));
  108. if (len && (packet[0] & CMD_MASK) == NETWORK_COMMAND_SYS) {
  109. // Sys messages are processed separately since they might call _process_packet themselves.
  110. if (len > 1 && packet[1] == SYS_COMMAND_AUTH) {
  111. ERR_CONTINUE(len != 2);
  112. // If we are here, we already admitted the peer locally, and this is just a confirmation packet.
  113. continue;
  114. }
  115. _process_sys(sender, packet, len, mode, channel);
  116. } else {
  117. remote_sender_id = sender;
  118. _process_packet(sender, packet, len);
  119. remote_sender_id = 0;
  120. }
  121. _update_status();
  122. if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) { // It's possible that processing a packet might have resulted in a disconnection, so check here.
  123. return OK;
  124. }
  125. }
  126. if (pending_peers.size() && auth_timeout) {
  127. HashSet<int> to_drop;
  128. uint64_t time = OS::get_singleton()->get_ticks_msec();
  129. for (const KeyValue<int, PendingPeer> &pending : pending_peers) {
  130. if (pending.value.time + auth_timeout <= time) {
  131. multiplayer_peer->disconnect_peer(pending.key);
  132. to_drop.insert(pending.key);
  133. }
  134. }
  135. for (const int &P : to_drop) {
  136. // Each signal might trigger a disconnection.
  137. pending_peers.erase(P);
  138. emit_signal(SNAME("peer_authentication_failed"), P);
  139. }
  140. }
  141. _update_status();
  142. if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) { // Signals might have triggered disconnection.
  143. return OK;
  144. }
  145. replicator->on_network_process();
  146. return OK;
  147. }
  148. void SceneMultiplayer::clear() {
  149. last_connection_status = MultiplayerPeer::CONNECTION_DISCONNECTED;
  150. pending_peers.clear();
  151. connected_peers.clear();
  152. packet_cache.clear();
  153. replicator->on_reset();
  154. cache->clear();
  155. relay_buffer->clear();
  156. }
  157. void SceneMultiplayer::set_root_path(const NodePath &p_path) {
  158. ERR_FAIL_COND_MSG(!p_path.is_absolute() && !p_path.is_empty(), "SceneMultiplayer root path must be absolute.");
  159. root_path = p_path;
  160. }
  161. NodePath SceneMultiplayer::get_root_path() const {
  162. return root_path;
  163. }
  164. void SceneMultiplayer::set_multiplayer_peer(const Ref<MultiplayerPeer> &p_peer) {
  165. if (p_peer == multiplayer_peer) {
  166. return; // Nothing to do
  167. }
  168. ERR_FAIL_COND_MSG(p_peer.is_valid() && p_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED,
  169. "Supplied MultiplayerPeer must be connecting or connected.");
  170. if (multiplayer_peer.is_valid()) {
  171. multiplayer_peer->disconnect("peer_connected", callable_mp(this, &SceneMultiplayer::_add_peer));
  172. multiplayer_peer->disconnect("peer_disconnected", callable_mp(this, &SceneMultiplayer::_del_peer));
  173. multiplayer_peer->disconnect("connection_succeeded", callable_mp(this, &SceneMultiplayer::_connected_to_server));
  174. multiplayer_peer->disconnect("connection_failed", callable_mp(this, &SceneMultiplayer::_connection_failed));
  175. multiplayer_peer->disconnect("server_disconnected", callable_mp(this, &SceneMultiplayer::_server_disconnected));
  176. clear();
  177. }
  178. multiplayer_peer = p_peer;
  179. if (multiplayer_peer.is_valid()) {
  180. multiplayer_peer->connect("peer_connected", callable_mp(this, &SceneMultiplayer::_add_peer));
  181. multiplayer_peer->connect("peer_disconnected", callable_mp(this, &SceneMultiplayer::_del_peer));
  182. multiplayer_peer->connect("connection_succeeded", callable_mp(this, &SceneMultiplayer::_connected_to_server));
  183. multiplayer_peer->connect("connection_failed", callable_mp(this, &SceneMultiplayer::_connection_failed));
  184. multiplayer_peer->connect("server_disconnected", callable_mp(this, &SceneMultiplayer::_server_disconnected));
  185. }
  186. _update_status();
  187. }
  188. Ref<MultiplayerPeer> SceneMultiplayer::get_multiplayer_peer() {
  189. return multiplayer_peer;
  190. }
  191. void SceneMultiplayer::_process_packet(int p_from, const uint8_t *p_packet, int p_packet_len) {
  192. ERR_FAIL_COND_MSG(root_path.is_empty(), "Multiplayer root was not initialized. If you are using custom multiplayer, remember to set the root path via SceneMultiplayer.set_root_path before using it.");
  193. ERR_FAIL_COND_MSG(p_packet_len < 1, "Invalid packet received. Size too small.");
  194. #ifdef DEBUG_ENABLED
  195. profile_bandwidth("in", p_packet_len);
  196. #endif
  197. // Extract the `packet_type` from the LSB three bits:
  198. uint8_t packet_type = p_packet[0] & CMD_MASK;
  199. switch (packet_type) {
  200. case NETWORK_COMMAND_SIMPLIFY_PATH: {
  201. cache->process_simplify_path(p_from, p_packet, p_packet_len);
  202. } break;
  203. case NETWORK_COMMAND_CONFIRM_PATH: {
  204. cache->process_confirm_path(p_from, p_packet, p_packet_len);
  205. } break;
  206. case NETWORK_COMMAND_REMOTE_CALL: {
  207. rpc->process_rpc(p_from, p_packet, p_packet_len);
  208. } break;
  209. case NETWORK_COMMAND_RAW: {
  210. _process_raw(p_from, p_packet, p_packet_len);
  211. } break;
  212. case NETWORK_COMMAND_SPAWN: {
  213. replicator->on_spawn_receive(p_from, p_packet, p_packet_len);
  214. } break;
  215. case NETWORK_COMMAND_DESPAWN: {
  216. replicator->on_despawn_receive(p_from, p_packet, p_packet_len);
  217. } break;
  218. case NETWORK_COMMAND_SYNC: {
  219. replicator->on_sync_receive(p_from, p_packet, p_packet_len);
  220. } break;
  221. default: {
  222. ERR_FAIL_MSG("Invalid network command from " + itos(p_from));
  223. } break;
  224. }
  225. }
  226. Error SceneMultiplayer::send_command(int p_to, const uint8_t *p_packet, int p_packet_len) {
  227. if (server_relay && get_unique_id() != 1 && p_to != 1 && multiplayer_peer->is_server_relay_supported()) {
  228. // Send relay packet.
  229. relay_buffer->seek(0);
  230. relay_buffer->put_u8(NETWORK_COMMAND_SYS);
  231. relay_buffer->put_u8(SYS_COMMAND_RELAY);
  232. relay_buffer->put_32(p_to); // Set the destination.
  233. relay_buffer->put_data(p_packet, p_packet_len);
  234. multiplayer_peer->set_target_peer(1);
  235. const Vector<uint8_t> data = relay_buffer->get_data_array();
  236. return multiplayer_peer->put_packet(data.ptr(), relay_buffer->get_position());
  237. }
  238. if (p_to > 0) {
  239. ERR_FAIL_COND_V(!connected_peers.has(p_to), ERR_BUG);
  240. multiplayer_peer->set_target_peer(p_to);
  241. return multiplayer_peer->put_packet(p_packet, p_packet_len);
  242. } else {
  243. for (const int &pid : connected_peers) {
  244. if (p_to && pid == -p_to) {
  245. continue;
  246. }
  247. multiplayer_peer->set_target_peer(pid);
  248. multiplayer_peer->put_packet(p_packet, p_packet_len);
  249. }
  250. return OK;
  251. }
  252. }
  253. void SceneMultiplayer::_process_sys(int p_from, const uint8_t *p_packet, int p_packet_len, MultiplayerPeer::TransferMode p_mode, int p_channel) {
  254. ERR_FAIL_COND_MSG(p_packet_len < SYS_CMD_SIZE, "Invalid packet received. Size too small.");
  255. uint8_t sys_cmd_type = p_packet[1];
  256. int32_t peer = int32_t(decode_uint32(&p_packet[2]));
  257. switch (sys_cmd_type) {
  258. case SYS_COMMAND_ADD_PEER: {
  259. ERR_FAIL_COND(!server_relay || !multiplayer_peer->is_server_relay_supported() || get_unique_id() == 1 || p_from != 1);
  260. _admit_peer(peer); // Relayed peers are automatically accepted.
  261. } break;
  262. case SYS_COMMAND_DEL_PEER: {
  263. ERR_FAIL_COND(!server_relay || !multiplayer_peer->is_server_relay_supported() || get_unique_id() == 1 || p_from != 1);
  264. _del_peer(peer);
  265. } break;
  266. case SYS_COMMAND_RELAY: {
  267. ERR_FAIL_COND(!server_relay || !multiplayer_peer->is_server_relay_supported());
  268. ERR_FAIL_COND(p_packet_len < SYS_CMD_SIZE + 1);
  269. const uint8_t *packet = p_packet + SYS_CMD_SIZE;
  270. int len = p_packet_len - SYS_CMD_SIZE;
  271. bool should_process = false;
  272. if (get_unique_id() == 1) { // I am the server.
  273. // Direct messages to server should not go through relay.
  274. ERR_FAIL_COND(peer > 0 && !connected_peers.has(peer));
  275. // Send relay packet.
  276. relay_buffer->seek(0);
  277. relay_buffer->put_u8(NETWORK_COMMAND_SYS);
  278. relay_buffer->put_u8(SYS_COMMAND_RELAY);
  279. relay_buffer->put_32(p_from); // Set the source.
  280. relay_buffer->put_data(packet, len);
  281. const Vector<uint8_t> data = relay_buffer->get_data_array();
  282. multiplayer_peer->set_transfer_mode(p_mode);
  283. multiplayer_peer->set_transfer_channel(p_channel);
  284. if (peer > 0) {
  285. multiplayer_peer->set_target_peer(peer);
  286. multiplayer_peer->put_packet(data.ptr(), relay_buffer->get_position());
  287. } else {
  288. for (const int &P : connected_peers) {
  289. // Not to sender, nor excluded.
  290. if (P == p_from || (peer < 0 && P != -peer)) {
  291. continue;
  292. }
  293. multiplayer_peer->set_target_peer(P);
  294. multiplayer_peer->put_packet(data.ptr(), relay_buffer->get_position());
  295. }
  296. }
  297. if (peer == 0 || peer == -1) {
  298. should_process = true;
  299. peer = p_from; // Process as the source.
  300. }
  301. } else {
  302. ERR_FAIL_COND(p_from != 1); // Bug.
  303. should_process = true;
  304. }
  305. if (should_process) {
  306. remote_sender_id = peer;
  307. _process_packet(peer, packet, len);
  308. remote_sender_id = 0;
  309. }
  310. } break;
  311. default: {
  312. ERR_FAIL();
  313. }
  314. }
  315. }
  316. void SceneMultiplayer::_add_peer(int p_id) {
  317. if (auth_callback.is_valid()) {
  318. pending_peers[p_id] = PendingPeer();
  319. pending_peers[p_id].time = OS::get_singleton()->get_ticks_msec();
  320. emit_signal(SNAME("peer_authenticating"), p_id);
  321. return;
  322. } else {
  323. _admit_peer(p_id);
  324. }
  325. }
  326. void SceneMultiplayer::_admit_peer(int p_id) {
  327. if (server_relay && get_unique_id() == 1 && multiplayer_peer->is_server_relay_supported()) {
  328. // Notify others of connection, and send connected peers to newly connected one.
  329. uint8_t buf[SYS_CMD_SIZE];
  330. buf[0] = NETWORK_COMMAND_SYS;
  331. buf[1] = SYS_COMMAND_ADD_PEER;
  332. multiplayer_peer->set_transfer_channel(0);
  333. multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
  334. for (const int &P : connected_peers) {
  335. // Send new peer to already connected.
  336. encode_uint32(p_id, &buf[2]);
  337. multiplayer_peer->set_target_peer(P);
  338. multiplayer_peer->put_packet(buf, sizeof(buf));
  339. // Send already connected to new peer.
  340. encode_uint32(P, &buf[2]);
  341. multiplayer_peer->set_target_peer(p_id);
  342. multiplayer_peer->put_packet(buf, sizeof(buf));
  343. }
  344. }
  345. connected_peers.insert(p_id);
  346. cache->on_peer_change(p_id, true);
  347. replicator->on_peer_change(p_id, true);
  348. emit_signal(SNAME("peer_connected"), p_id);
  349. }
  350. void SceneMultiplayer::_del_peer(int p_id) {
  351. if (pending_peers.has(p_id)) {
  352. pending_peers.erase(p_id);
  353. emit_signal(SNAME("peer_authentication_failed"), p_id);
  354. return;
  355. } else if (!connected_peers.has(p_id)) {
  356. return;
  357. }
  358. if (server_relay && get_unique_id() == 1 && multiplayer_peer->is_server_relay_supported()) {
  359. // Notify others of disconnection.
  360. uint8_t buf[SYS_CMD_SIZE];
  361. buf[0] = NETWORK_COMMAND_SYS;
  362. buf[1] = SYS_COMMAND_DEL_PEER;
  363. multiplayer_peer->set_transfer_channel(0);
  364. multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
  365. encode_uint32(p_id, &buf[2]);
  366. for (const int &P : connected_peers) {
  367. if (P == p_id) {
  368. continue;
  369. }
  370. multiplayer_peer->set_target_peer(P);
  371. multiplayer_peer->put_packet(buf, sizeof(buf));
  372. }
  373. }
  374. replicator->on_peer_change(p_id, false);
  375. cache->on_peer_change(p_id, false);
  376. connected_peers.erase(p_id);
  377. emit_signal(SNAME("peer_disconnected"), p_id);
  378. }
  379. void SceneMultiplayer::disconnect_peer(int p_id) {
  380. ERR_FAIL_COND(multiplayer_peer.is_null() || multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED);
  381. if (pending_peers.has(p_id)) {
  382. pending_peers.erase(p_id);
  383. } else if (connected_peers.has(p_id)) {
  384. connected_peers.has(p_id);
  385. }
  386. multiplayer_peer->disconnect_peer(p_id);
  387. }
  388. void SceneMultiplayer::_connected_to_server() {
  389. emit_signal(SNAME("connected_to_server"));
  390. }
  391. void SceneMultiplayer::_connection_failed() {
  392. emit_signal(SNAME("connection_failed"));
  393. }
  394. void SceneMultiplayer::_server_disconnected() {
  395. replicator->on_reset();
  396. emit_signal(SNAME("server_disconnected"));
  397. }
  398. Error SceneMultiplayer::send_bytes(Vector<uint8_t> p_data, int p_to, MultiplayerPeer::TransferMode p_mode, int p_channel) {
  399. ERR_FAIL_COND_V_MSG(p_data.size() < 1, ERR_INVALID_DATA, "Trying to send an empty raw packet.");
  400. ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), ERR_UNCONFIGURED, "Trying to send a raw packet while no multiplayer peer is active.");
  401. ERR_FAIL_COND_V_MSG(multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED, "Trying to send a raw packet via a multiplayer peer which is not connected.");
  402. if (packet_cache.size() < p_data.size() + 1) {
  403. packet_cache.resize(p_data.size() + 1);
  404. }
  405. const uint8_t *r = p_data.ptr();
  406. packet_cache.write[0] = NETWORK_COMMAND_RAW;
  407. memcpy(&packet_cache.write[1], &r[0], p_data.size());
  408. multiplayer_peer->set_transfer_channel(p_channel);
  409. multiplayer_peer->set_transfer_mode(p_mode);
  410. return send_command(p_to, packet_cache.ptr(), p_data.size() + 1);
  411. }
  412. Error SceneMultiplayer::send_auth(int p_to, Vector<uint8_t> p_data) {
  413. ERR_FAIL_COND_V(multiplayer_peer.is_null() || multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED);
  414. ERR_FAIL_COND_V(!pending_peers.has(p_to), ERR_INVALID_PARAMETER);
  415. ERR_FAIL_COND_V(p_data.size() < 1, ERR_INVALID_PARAMETER);
  416. ERR_FAIL_COND_V_MSG(pending_peers[p_to].local, ERR_FILE_CANT_WRITE, "The authentication session was previously marked as completed, no more authentication data can be sent.");
  417. ERR_FAIL_COND_V_MSG(pending_peers[p_to].remote, ERR_FILE_CANT_WRITE, "The remote peer notified that the authentication session was completed, no more authentication data can be sent.");
  418. if (packet_cache.size() < p_data.size() + 2) {
  419. packet_cache.resize(p_data.size() + 2);
  420. }
  421. packet_cache.write[0] = NETWORK_COMMAND_SYS;
  422. packet_cache.write[1] = SYS_COMMAND_AUTH;
  423. memcpy(&packet_cache.write[2], p_data.ptr(), p_data.size());
  424. multiplayer_peer->set_target_peer(p_to);
  425. multiplayer_peer->set_transfer_channel(0);
  426. multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
  427. return multiplayer_peer->put_packet(packet_cache.ptr(), p_data.size() + 2);
  428. }
  429. Error SceneMultiplayer::complete_auth(int p_peer) {
  430. ERR_FAIL_COND_V(multiplayer_peer.is_null() || multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED);
  431. ERR_FAIL_COND_V(!pending_peers.has(p_peer), ERR_INVALID_PARAMETER);
  432. ERR_FAIL_COND_V_MSG(pending_peers[p_peer].local, ERR_FILE_CANT_WRITE, "The authentication session was already marked as completed.");
  433. pending_peers[p_peer].local = true;
  434. // Notify the remote peer that the authentication has completed.
  435. uint8_t buf[2] = { NETWORK_COMMAND_SYS, SYS_COMMAND_AUTH };
  436. Error err = multiplayer_peer->put_packet(buf, 2);
  437. // The remote peer already reported the authentication as completed, so admit the peer.
  438. // May generate new packets, so it must happen after sending confirmation.
  439. if (pending_peers[p_peer].remote) {
  440. pending_peers.erase(p_peer);
  441. _admit_peer(p_peer);
  442. }
  443. return err;
  444. }
  445. void SceneMultiplayer::set_auth_callback(Callable p_callback) {
  446. auth_callback = p_callback;
  447. }
  448. Callable SceneMultiplayer::get_auth_callback() const {
  449. return auth_callback;
  450. }
  451. void SceneMultiplayer::set_auth_timeout(double p_timeout) {
  452. ERR_FAIL_COND_MSG(p_timeout < 0, "Timeout must be greater or equal to 0 (where 0 means no timeout)");
  453. auth_timeout = uint64_t(p_timeout * 1000);
  454. }
  455. double SceneMultiplayer::get_auth_timeout() const {
  456. return double(auth_timeout) / 1000.0;
  457. }
  458. void SceneMultiplayer::_process_raw(int p_from, const uint8_t *p_packet, int p_packet_len) {
  459. ERR_FAIL_COND_MSG(p_packet_len < 2, "Invalid packet received. Size too small.");
  460. Vector<uint8_t> out;
  461. int len = p_packet_len - 1;
  462. out.resize(len);
  463. {
  464. uint8_t *w = out.ptrw();
  465. memcpy(&w[0], &p_packet[1], len);
  466. }
  467. emit_signal(SNAME("peer_packet"), p_from, out);
  468. }
  469. int SceneMultiplayer::get_unique_id() {
  470. ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), 0, "No multiplayer peer is assigned. Unable to get unique ID.");
  471. return multiplayer_peer->get_unique_id();
  472. }
  473. void SceneMultiplayer::set_refuse_new_connections(bool p_refuse) {
  474. ERR_FAIL_COND_MSG(!multiplayer_peer.is_valid(), "No multiplayer peer is assigned. Unable to set 'refuse_new_connections'.");
  475. multiplayer_peer->set_refuse_new_connections(p_refuse);
  476. }
  477. bool SceneMultiplayer::is_refusing_new_connections() const {
  478. ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), false, "No multiplayer peer is assigned. Unable to get 'refuse_new_connections'.");
  479. return multiplayer_peer->is_refusing_new_connections();
  480. }
  481. Vector<int> SceneMultiplayer::get_peer_ids() {
  482. ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), Vector<int>(), "No multiplayer peer is assigned. Assume no peers are connected.");
  483. Vector<int> ret;
  484. for (const int &E : connected_peers) {
  485. ret.push_back(E);
  486. }
  487. return ret;
  488. }
  489. Vector<int> SceneMultiplayer::get_authenticating_peer_ids() {
  490. Vector<int> out;
  491. out.resize(pending_peers.size());
  492. int idx = 0;
  493. for (const KeyValue<int, PendingPeer> &E : pending_peers) {
  494. out.write[idx++] = E.key;
  495. }
  496. return out;
  497. }
  498. void SceneMultiplayer::set_allow_object_decoding(bool p_enable) {
  499. allow_object_decoding = p_enable;
  500. }
  501. bool SceneMultiplayer::is_object_decoding_allowed() const {
  502. return allow_object_decoding;
  503. }
  504. String SceneMultiplayer::get_rpc_md5(const Object *p_obj) {
  505. return rpc->get_rpc_md5(p_obj);
  506. }
  507. Error SceneMultiplayer::rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) {
  508. return rpc->rpcp(p_obj, p_peer_id, p_method, p_arg, p_argcount);
  509. }
  510. Error SceneMultiplayer::object_configuration_add(Object *p_obj, Variant p_config) {
  511. if (p_obj == nullptr && p_config.get_type() == Variant::NODE_PATH) {
  512. set_root_path(p_config);
  513. return OK;
  514. }
  515. MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object());
  516. MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object());
  517. if (spawner) {
  518. return replicator->on_spawn(p_obj, p_config);
  519. } else if (sync) {
  520. return replicator->on_replication_start(p_obj, p_config);
  521. }
  522. return ERR_INVALID_PARAMETER;
  523. }
  524. Error SceneMultiplayer::object_configuration_remove(Object *p_obj, Variant p_config) {
  525. if (p_obj == nullptr && p_config.get_type() == Variant::NODE_PATH) {
  526. ERR_FAIL_COND_V(root_path != p_config.operator NodePath(), ERR_INVALID_PARAMETER);
  527. set_root_path(NodePath());
  528. return OK;
  529. }
  530. MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object());
  531. MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object());
  532. if (spawner) {
  533. return replicator->on_despawn(p_obj, p_config);
  534. }
  535. if (sync) {
  536. return replicator->on_replication_stop(p_obj, p_config);
  537. }
  538. return ERR_INVALID_PARAMETER;
  539. }
  540. void SceneMultiplayer::set_server_relay_enabled(bool p_enabled) {
  541. ERR_FAIL_COND_MSG(multiplayer_peer.is_valid() && multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_DISCONNECTED, "Cannot change the server relay option while the multiplayer peer is active.");
  542. server_relay = p_enabled;
  543. }
  544. bool SceneMultiplayer::is_server_relay_enabled() const {
  545. return server_relay;
  546. }
  547. void SceneMultiplayer::_bind_methods() {
  548. ClassDB::bind_method(D_METHOD("set_root_path", "path"), &SceneMultiplayer::set_root_path);
  549. ClassDB::bind_method(D_METHOD("get_root_path"), &SceneMultiplayer::get_root_path);
  550. ClassDB::bind_method(D_METHOD("clear"), &SceneMultiplayer::clear);
  551. ClassDB::bind_method(D_METHOD("disconnect_peer", "id"), &SceneMultiplayer::disconnect_peer);
  552. ClassDB::bind_method(D_METHOD("get_authenticating_peers"), &SceneMultiplayer::get_authenticating_peer_ids);
  553. ClassDB::bind_method(D_METHOD("send_auth", "id", "data"), &SceneMultiplayer::send_auth);
  554. ClassDB::bind_method(D_METHOD("complete_auth", "id"), &SceneMultiplayer::complete_auth);
  555. ClassDB::bind_method(D_METHOD("set_auth_callback", "callback"), &SceneMultiplayer::set_auth_callback);
  556. ClassDB::bind_method(D_METHOD("get_auth_callback"), &SceneMultiplayer::get_auth_callback);
  557. ClassDB::bind_method(D_METHOD("set_auth_timeout", "timeout"), &SceneMultiplayer::set_auth_timeout);
  558. ClassDB::bind_method(D_METHOD("get_auth_timeout"), &SceneMultiplayer::get_auth_timeout);
  559. ClassDB::bind_method(D_METHOD("set_refuse_new_connections", "refuse"), &SceneMultiplayer::set_refuse_new_connections);
  560. ClassDB::bind_method(D_METHOD("is_refusing_new_connections"), &SceneMultiplayer::is_refusing_new_connections);
  561. ClassDB::bind_method(D_METHOD("set_allow_object_decoding", "enable"), &SceneMultiplayer::set_allow_object_decoding);
  562. ClassDB::bind_method(D_METHOD("is_object_decoding_allowed"), &SceneMultiplayer::is_object_decoding_allowed);
  563. ClassDB::bind_method(D_METHOD("set_server_relay_enabled", "enabled"), &SceneMultiplayer::set_server_relay_enabled);
  564. ClassDB::bind_method(D_METHOD("is_server_relay_enabled"), &SceneMultiplayer::is_server_relay_enabled);
  565. ClassDB::bind_method(D_METHOD("send_bytes", "bytes", "id", "mode", "channel"), &SceneMultiplayer::send_bytes, DEFVAL(MultiplayerPeer::TARGET_PEER_BROADCAST), DEFVAL(MultiplayerPeer::TRANSFER_MODE_RELIABLE), DEFVAL(0));
  566. ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_path"), "set_root_path", "get_root_path");
  567. ADD_PROPERTY(PropertyInfo(Variant::CALLABLE, "auth_callback"), "set_auth_callback", "get_auth_callback");
  568. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "auth_timeout", PROPERTY_HINT_RANGE, "0,30,0.1,or_greater,suffix:s"), "set_auth_timeout", "get_auth_timeout");
  569. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "allow_object_decoding"), "set_allow_object_decoding", "is_object_decoding_allowed");
  570. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_connections"), "set_refuse_new_connections", "is_refusing_new_connections");
  571. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "server_relay"), "set_server_relay_enabled", "is_server_relay_enabled");
  572. ADD_PROPERTY_DEFAULT("refuse_new_connections", false);
  573. ADD_SIGNAL(MethodInfo("peer_authenticating", PropertyInfo(Variant::INT, "id")));
  574. ADD_SIGNAL(MethodInfo("peer_authentication_failed", PropertyInfo(Variant::INT, "id")));
  575. ADD_SIGNAL(MethodInfo("peer_packet", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::PACKED_BYTE_ARRAY, "packet")));
  576. }
  577. SceneMultiplayer::SceneMultiplayer() {
  578. relay_buffer.instantiate();
  579. replicator = Ref<SceneReplicationInterface>(memnew(SceneReplicationInterface(this)));
  580. rpc = Ref<SceneRPCInterface>(memnew(SceneRPCInterface(this)));
  581. cache = Ref<SceneCacheInterface>(memnew(SceneCacheInterface(this)));
  582. }
  583. SceneMultiplayer::~SceneMultiplayer() {
  584. clear();
  585. }