networked_multiplayer_enet.cpp 30 KB

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  1. /*************************************************************************/
  2. /* networked_multiplayer_enet.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 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 "networked_multiplayer_enet.h"
  31. #include "core/io/ip.h"
  32. #include "core/io/marshalls.h"
  33. #include "core/os/os.h"
  34. void NetworkedMultiplayerENet::set_transfer_mode(TransferMode p_mode) {
  35. transfer_mode = p_mode;
  36. }
  37. NetworkedMultiplayerPeer::TransferMode NetworkedMultiplayerENet::get_transfer_mode() const {
  38. return transfer_mode;
  39. }
  40. void NetworkedMultiplayerENet::set_target_peer(int p_peer) {
  41. target_peer = p_peer;
  42. }
  43. int NetworkedMultiplayerENet::get_packet_peer() const {
  44. ERR_FAIL_COND_V_MSG(!active, 1, "The multiplayer instance isn't currently active.");
  45. ERR_FAIL_COND_V(incoming_packets.size() == 0, 1);
  46. return incoming_packets.front()->get().from;
  47. }
  48. int NetworkedMultiplayerENet::get_packet_channel() const {
  49. ERR_FAIL_COND_V_MSG(!active, -1, "The multiplayer instance isn't currently active.");
  50. ERR_FAIL_COND_V(incoming_packets.size() == 0, -1);
  51. return incoming_packets.front()->get().channel;
  52. }
  53. int NetworkedMultiplayerENet::get_last_packet_channel() const {
  54. ERR_FAIL_COND_V_MSG(!active, -1, "The multiplayer instance isn't currently active.");
  55. ERR_FAIL_COND_V(!current_packet.packet, -1);
  56. return current_packet.channel;
  57. }
  58. Error NetworkedMultiplayerENet::create_server(int p_port, int p_max_clients, int p_in_bandwidth, int p_out_bandwidth) {
  59. ERR_FAIL_COND_V_MSG(active, ERR_ALREADY_IN_USE, "The multiplayer instance is already active.");
  60. ERR_FAIL_COND_V_MSG(p_port < 0 || p_port > 65535, ERR_INVALID_PARAMETER, "The port number must be set between 0 and 65535 (inclusive).");
  61. ERR_FAIL_COND_V_MSG(p_max_clients < 1 || p_max_clients > 4095, ERR_INVALID_PARAMETER, "The number of clients must be set between 1 and 4095 (inclusive).");
  62. ERR_FAIL_COND_V_MSG(p_in_bandwidth < 0, ERR_INVALID_PARAMETER, "The incoming bandwidth limit must be greater than or equal to 0 (0 disables the limit).");
  63. ERR_FAIL_COND_V_MSG(p_out_bandwidth < 0, ERR_INVALID_PARAMETER, "The outgoing bandwidth limit must be greater than or equal to 0 (0 disables the limit).");
  64. ENetAddress address;
  65. memset(&address, 0, sizeof(address));
  66. #ifdef GODOT_ENET
  67. if (bind_ip.is_wildcard()) {
  68. address.wildcard = 1;
  69. } else {
  70. enet_address_set_ip(&address, bind_ip.get_ipv6(), 16);
  71. }
  72. #else
  73. if (bind_ip.is_wildcard()) {
  74. address.host = 0;
  75. } else {
  76. ERR_FAIL_COND_V(!bind_ip.is_ipv4(), ERR_INVALID_PARAMETER);
  77. address.host = *(uint32_t *)bind_ip.get_ipv4();
  78. }
  79. #endif
  80. address.port = p_port;
  81. host = enet_host_create(&address /* the address to bind the server host to */,
  82. p_max_clients /* allow up to 32 clients and/or outgoing connections */,
  83. channel_count /* allow up to channel_count to be used */,
  84. p_in_bandwidth /* limit incoming bandwidth if > 0 */,
  85. p_out_bandwidth /* limit outgoing bandwidth if > 0 */);
  86. ERR_FAIL_COND_V_MSG(!host, ERR_CANT_CREATE, "Couldn't create an ENet multiplayer server.");
  87. _setup_compressor();
  88. active = true;
  89. server = true;
  90. refuse_connections = false;
  91. unique_id = 1;
  92. connection_status = CONNECTION_CONNECTED;
  93. return OK;
  94. }
  95. Error NetworkedMultiplayerENet::create_client(const String &p_address, int p_port, int p_in_bandwidth, int p_out_bandwidth, int p_client_port) {
  96. ERR_FAIL_COND_V_MSG(active, ERR_ALREADY_IN_USE, "The multiplayer instance is already active.");
  97. ERR_FAIL_COND_V_MSG(p_port < 0 || p_port > 65535, ERR_INVALID_PARAMETER, "The server port number must be set between 0 and 65535 (inclusive).");
  98. ERR_FAIL_COND_V_MSG(p_client_port < 0 || p_client_port > 65535, ERR_INVALID_PARAMETER, "The client port number must be set between 0 and 65535 (inclusive).");
  99. ERR_FAIL_COND_V_MSG(p_in_bandwidth < 0, ERR_INVALID_PARAMETER, "The incoming bandwidth limit must be greater than or equal to 0 (0 disables the limit).");
  100. ERR_FAIL_COND_V_MSG(p_out_bandwidth < 0, ERR_INVALID_PARAMETER, "The outgoing bandwidth limit must be greater than or equal to 0 (0 disables the limit).");
  101. if (p_client_port != 0) {
  102. ENetAddress c_client;
  103. #ifdef GODOT_ENET
  104. if (bind_ip.is_wildcard()) {
  105. c_client.wildcard = 1;
  106. } else {
  107. enet_address_set_ip(&c_client, bind_ip.get_ipv6(), 16);
  108. }
  109. #else
  110. if (bind_ip.is_wildcard()) {
  111. c_client.host = 0;
  112. } else {
  113. ERR_FAIL_COND_V_MSG(!bind_ip.is_ipv4(), ERR_INVALID_PARAMETER, "Wildcard IP addresses are only permitted in IPv4, not IPv6.");
  114. c_client.host = *(uint32_t *)bind_ip.get_ipv4();
  115. }
  116. #endif
  117. c_client.port = p_client_port;
  118. host = enet_host_create(&c_client /* create a client host */,
  119. 1 /* only allow 1 outgoing connection */,
  120. channel_count /* allow up to channel_count to be used */,
  121. p_in_bandwidth /* limit incoming bandwidth if > 0 */,
  122. p_out_bandwidth /* limit outgoing bandwidth if > 0 */);
  123. } else {
  124. host = enet_host_create(NULL /* create a client host */,
  125. 1 /* only allow 1 outgoing connection */,
  126. channel_count /* allow up to channel_count to be used */,
  127. p_in_bandwidth /* limit incoming bandwidth if > 0 */,
  128. p_out_bandwidth /* limit outgoing bandwidth if > 0 */);
  129. }
  130. ERR_FAIL_COND_V_MSG(!host, ERR_CANT_CREATE, "Couldn't create the ENet client host.");
  131. _setup_compressor();
  132. IP_Address ip;
  133. if (p_address.is_valid_ip_address()) {
  134. ip = p_address;
  135. } else {
  136. #ifdef GODOT_ENET
  137. ip = IP::get_singleton()->resolve_hostname(p_address);
  138. #else
  139. ip = IP::get_singleton()->resolve_hostname(p_address, IP::TYPE_IPV4);
  140. #endif
  141. ERR_FAIL_COND_V_MSG(!ip.is_valid(), ERR_CANT_RESOLVE, "Couldn't resolve the server IP address or domain name.");
  142. }
  143. ENetAddress address;
  144. #ifdef GODOT_ENET
  145. enet_address_set_ip(&address, ip.get_ipv6(), 16);
  146. #else
  147. ERR_FAIL_COND_V_MSG(!ip.is_ipv4(), ERR_INVALID_PARAMETER, "Connecting to an IPv6 server isn't supported when using vanilla ENet. Recompile Godot with the bundled ENet library.");
  148. address.host = *(uint32_t *)ip.get_ipv4();
  149. #endif
  150. address.port = p_port;
  151. unique_id = _gen_unique_id();
  152. // Initiate connection, allocating enough channels
  153. ENetPeer *peer = enet_host_connect(host, &address, channel_count, unique_id);
  154. if (peer == NULL) {
  155. enet_host_destroy(host);
  156. ERR_FAIL_COND_V_MSG(!peer, ERR_CANT_CREATE, "Couldn't connect to the ENet multiplayer server.");
  157. }
  158. // Technically safe to ignore the peer or anything else.
  159. connection_status = CONNECTION_CONNECTING;
  160. active = true;
  161. server = false;
  162. refuse_connections = false;
  163. return OK;
  164. }
  165. void NetworkedMultiplayerENet::poll() {
  166. ERR_FAIL_COND_MSG(!active, "The multiplayer instance isn't currently active.");
  167. _pop_current_packet();
  168. ENetEvent event;
  169. /* Keep servicing until there are no available events left in queue. */
  170. while (true) {
  171. if (!host || !active) // Might have been disconnected while emitting a notification
  172. return;
  173. int ret = enet_host_service(host, &event, 0);
  174. if (ret < 0) {
  175. // Error, do something?
  176. break;
  177. } else if (ret == 0) {
  178. break;
  179. }
  180. switch (event.type) {
  181. case ENET_EVENT_TYPE_CONNECT: {
  182. // Store any relevant client information here.
  183. if (server && refuse_connections) {
  184. enet_peer_reset(event.peer);
  185. break;
  186. }
  187. // A client joined with an invalid ID (negative values, 0, and 1 are reserved).
  188. // Probably trying to exploit us.
  189. if (server && ((int)event.data < 2 || peer_map.has((int)event.data))) {
  190. enet_peer_reset(event.peer);
  191. ERR_CONTINUE(true);
  192. }
  193. int *new_id = memnew(int);
  194. *new_id = event.data;
  195. if (*new_id == 0) { // Data zero is sent by server (enet won't let you configure this). Server is always 1.
  196. *new_id = 1;
  197. }
  198. event.peer->data = new_id;
  199. peer_map[*new_id] = event.peer;
  200. connection_status = CONNECTION_CONNECTED; // If connecting, this means it connected to something!
  201. emit_signal("peer_connected", *new_id);
  202. if (server) {
  203. // Do not notify other peers when server_relay is disabled.
  204. if (!server_relay)
  205. break;
  206. // Someone connected, notify all the peers available
  207. for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
  208. if (E->key() == *new_id)
  209. continue;
  210. // Send existing peers to new peer
  211. ENetPacket *packet = enet_packet_create(NULL, 8, ENET_PACKET_FLAG_RELIABLE);
  212. encode_uint32(SYSMSG_ADD_PEER, &packet->data[0]);
  213. encode_uint32(E->key(), &packet->data[4]);
  214. enet_peer_send(event.peer, SYSCH_CONFIG, packet);
  215. // Send the new peer to existing peers
  216. packet = enet_packet_create(NULL, 8, ENET_PACKET_FLAG_RELIABLE);
  217. encode_uint32(SYSMSG_ADD_PEER, &packet->data[0]);
  218. encode_uint32(*new_id, &packet->data[4]);
  219. enet_peer_send(E->get(), SYSCH_CONFIG, packet);
  220. }
  221. } else {
  222. emit_signal("connection_succeeded");
  223. }
  224. } break;
  225. case ENET_EVENT_TYPE_DISCONNECT: {
  226. // Reset the peer's client information.
  227. int *id = (int *)event.peer->data;
  228. if (!id) {
  229. if (!server) {
  230. emit_signal("connection_failed");
  231. }
  232. // Never fully connected.
  233. break;
  234. }
  235. if (!server) {
  236. // Client just disconnected from server.
  237. emit_signal("server_disconnected");
  238. close_connection();
  239. return;
  240. } else if (server_relay) {
  241. // Server just received a client disconnect and is in relay mode, notify everyone else.
  242. for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
  243. if (E->key() == *id)
  244. continue;
  245. ENetPacket *packet = enet_packet_create(NULL, 8, ENET_PACKET_FLAG_RELIABLE);
  246. encode_uint32(SYSMSG_REMOVE_PEER, &packet->data[0]);
  247. encode_uint32(*id, &packet->data[4]);
  248. enet_peer_send(E->get(), SYSCH_CONFIG, packet);
  249. }
  250. }
  251. emit_signal("peer_disconnected", *id);
  252. peer_map.erase(*id);
  253. memdelete(id);
  254. } break;
  255. case ENET_EVENT_TYPE_RECEIVE: {
  256. if (event.channelID == SYSCH_CONFIG) {
  257. // Some config message
  258. ERR_CONTINUE(event.packet->dataLength < 8);
  259. // Only server can send config messages
  260. ERR_CONTINUE(server);
  261. int msg = decode_uint32(&event.packet->data[0]);
  262. int id = decode_uint32(&event.packet->data[4]);
  263. switch (msg) {
  264. case SYSMSG_ADD_PEER: {
  265. peer_map[id] = NULL;
  266. emit_signal("peer_connected", id);
  267. } break;
  268. case SYSMSG_REMOVE_PEER: {
  269. peer_map.erase(id);
  270. emit_signal("peer_disconnected", id);
  271. } break;
  272. }
  273. enet_packet_destroy(event.packet);
  274. } else if (event.channelID < channel_count) {
  275. Packet packet;
  276. packet.packet = event.packet;
  277. uint32_t *id = (uint32_t *)event.peer->data;
  278. ERR_CONTINUE(event.packet->dataLength < 8);
  279. uint32_t source = decode_uint32(&event.packet->data[0]);
  280. int target = decode_uint32(&event.packet->data[4]);
  281. packet.from = source;
  282. packet.channel = event.channelID;
  283. if (server) {
  284. // Someone is cheating and trying to fake the source!
  285. ERR_CONTINUE(source != *id);
  286. packet.from = *id;
  287. if (target == 1) {
  288. // To myself and only myself
  289. incoming_packets.push_back(packet);
  290. } else if (!server_relay) {
  291. // No other destination is allowed when server is not relaying
  292. continue;
  293. } else if (target == 0) {
  294. // Re-send to everyone but sender :|
  295. incoming_packets.push_back(packet);
  296. // And make copies for sending
  297. for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
  298. if (uint32_t(E->key()) == source) // Do not resend to self
  299. continue;
  300. ENetPacket *packet2 = enet_packet_create(packet.packet->data, packet.packet->dataLength, packet.packet->flags);
  301. enet_peer_send(E->get(), event.channelID, packet2);
  302. }
  303. } else if (target < 0) {
  304. // To all but one
  305. // And make copies for sending
  306. for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
  307. if (uint32_t(E->key()) == source || E->key() == -target) // Do not resend to self, also do not send to excluded
  308. continue;
  309. ENetPacket *packet2 = enet_packet_create(packet.packet->data, packet.packet->dataLength, packet.packet->flags);
  310. enet_peer_send(E->get(), event.channelID, packet2);
  311. }
  312. if (-target != 1) {
  313. // Server is not excluded
  314. incoming_packets.push_back(packet);
  315. } else {
  316. // Server is excluded, erase packet
  317. enet_packet_destroy(packet.packet);
  318. }
  319. } else {
  320. // To someone else, specifically
  321. ERR_CONTINUE(!peer_map.has(target));
  322. enet_peer_send(peer_map[target], event.channelID, packet.packet);
  323. }
  324. } else {
  325. incoming_packets.push_back(packet);
  326. }
  327. // Destroy packet later
  328. } else {
  329. ERR_CONTINUE(true);
  330. }
  331. } break;
  332. case ENET_EVENT_TYPE_NONE: {
  333. // Do nothing
  334. } break;
  335. }
  336. }
  337. }
  338. bool NetworkedMultiplayerENet::is_server() const {
  339. ERR_FAIL_COND_V_MSG(!active, false, "The multiplayer instance isn't currently active.");
  340. return server;
  341. }
  342. void NetworkedMultiplayerENet::close_connection(uint32_t wait_usec) {
  343. ERR_FAIL_COND_MSG(!active, "The multiplayer instance isn't currently active.");
  344. _pop_current_packet();
  345. bool peers_disconnected = false;
  346. for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
  347. if (E->get()) {
  348. enet_peer_disconnect_now(E->get(), unique_id);
  349. int *id = (int *)(E->get()->data);
  350. memdelete(id);
  351. peers_disconnected = true;
  352. }
  353. }
  354. if (peers_disconnected) {
  355. enet_host_flush(host);
  356. if (wait_usec > 0) {
  357. OS::get_singleton()->delay_usec(wait_usec); // Wait for disconnection packets to send
  358. }
  359. }
  360. enet_host_destroy(host);
  361. active = false;
  362. incoming_packets.clear();
  363. peer_map.clear();
  364. unique_id = 1; // Server is 1
  365. connection_status = CONNECTION_DISCONNECTED;
  366. }
  367. void NetworkedMultiplayerENet::disconnect_peer(int p_peer, bool now) {
  368. ERR_FAIL_COND_MSG(!active, "The multiplayer instance isn't currently active.");
  369. ERR_FAIL_COND_MSG(!is_server(), "Can't disconnect a peer when not acting as a server.");
  370. ERR_FAIL_COND_MSG(!peer_map.has(p_peer), vformat("Peer ID %d not found in the list of peers.", p_peer));
  371. if (now) {
  372. int *id = (int *)peer_map[p_peer]->data;
  373. enet_peer_disconnect_now(peer_map[p_peer], 0);
  374. // enet_peer_disconnect_now doesn't generate ENET_EVENT_TYPE_DISCONNECT,
  375. // notify everyone else, send disconnect signal & remove from peer_map like in poll()
  376. if (server_relay) {
  377. for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
  378. if (E->key() == p_peer) {
  379. continue;
  380. }
  381. ENetPacket *packet = enet_packet_create(NULL, 8, ENET_PACKET_FLAG_RELIABLE);
  382. encode_uint32(SYSMSG_REMOVE_PEER, &packet->data[0]);
  383. encode_uint32(p_peer, &packet->data[4]);
  384. enet_peer_send(E->get(), SYSCH_CONFIG, packet);
  385. }
  386. }
  387. if (id)
  388. memdelete(id);
  389. emit_signal("peer_disconnected", p_peer);
  390. peer_map.erase(p_peer);
  391. } else {
  392. enet_peer_disconnect_later(peer_map[p_peer], 0);
  393. }
  394. }
  395. int NetworkedMultiplayerENet::get_available_packet_count() const {
  396. return incoming_packets.size();
  397. }
  398. Error NetworkedMultiplayerENet::get_packet(const uint8_t **r_buffer, int &r_buffer_size) {
  399. ERR_FAIL_COND_V_MSG(incoming_packets.size() == 0, ERR_UNAVAILABLE, "No incoming packets available.");
  400. _pop_current_packet();
  401. current_packet = incoming_packets.front()->get();
  402. incoming_packets.pop_front();
  403. *r_buffer = (const uint8_t *)(&current_packet.packet->data[8]);
  404. r_buffer_size = current_packet.packet->dataLength - 8;
  405. return OK;
  406. }
  407. Error NetworkedMultiplayerENet::put_packet(const uint8_t *p_buffer, int p_buffer_size) {
  408. ERR_FAIL_COND_V_MSG(!active, ERR_UNCONFIGURED, "The multiplayer instance isn't currently active.");
  409. ERR_FAIL_COND_V_MSG(connection_status != CONNECTION_CONNECTED, ERR_UNCONFIGURED, "The multiplayer instance isn't currently connected to any server or client.");
  410. int packet_flags = 0;
  411. int channel = SYSCH_RELIABLE;
  412. switch (transfer_mode) {
  413. case TRANSFER_MODE_UNRELIABLE: {
  414. if (always_ordered)
  415. packet_flags = 0;
  416. else
  417. packet_flags = ENET_PACKET_FLAG_UNSEQUENCED;
  418. channel = SYSCH_UNRELIABLE;
  419. } break;
  420. case TRANSFER_MODE_UNRELIABLE_ORDERED: {
  421. packet_flags = 0;
  422. channel = SYSCH_UNRELIABLE;
  423. } break;
  424. case TRANSFER_MODE_RELIABLE: {
  425. packet_flags = ENET_PACKET_FLAG_RELIABLE;
  426. channel = SYSCH_RELIABLE;
  427. } break;
  428. }
  429. if (transfer_channel > SYSCH_CONFIG)
  430. channel = transfer_channel;
  431. Map<int, ENetPeer *>::Element *E = NULL;
  432. if (target_peer != 0) {
  433. E = peer_map.find(ABS(target_peer));
  434. ERR_FAIL_COND_V_MSG(!E, ERR_INVALID_PARAMETER, vformat("Invalid target peer: %d", target_peer));
  435. }
  436. ENetPacket *packet = enet_packet_create(NULL, p_buffer_size + 8, packet_flags);
  437. encode_uint32(unique_id, &packet->data[0]); // Source ID
  438. encode_uint32(target_peer, &packet->data[4]); // Dest ID
  439. copymem(&packet->data[8], p_buffer, p_buffer_size);
  440. if (server) {
  441. if (target_peer == 0) {
  442. enet_host_broadcast(host, channel, packet);
  443. } else if (target_peer < 0) {
  444. // Send to all but one
  445. // and make copies for sending
  446. int exclude = -target_peer;
  447. for (Map<int, ENetPeer *>::Element *F = peer_map.front(); F; F = F->next()) {
  448. if (F->key() == exclude) // Exclude packet
  449. continue;
  450. ENetPacket *packet2 = enet_packet_create(packet->data, packet->dataLength, packet_flags);
  451. enet_peer_send(F->get(), channel, packet2);
  452. }
  453. enet_packet_destroy(packet); // Original packet no longer needed
  454. } else {
  455. enet_peer_send(E->get(), channel, packet);
  456. }
  457. } else {
  458. ERR_FAIL_COND_V(!peer_map.has(1), ERR_BUG);
  459. enet_peer_send(peer_map[1], channel, packet); // Send to server for broadcast
  460. }
  461. enet_host_flush(host);
  462. return OK;
  463. }
  464. int NetworkedMultiplayerENet::get_max_packet_size() const {
  465. return 1 << 24; // Anything is good
  466. }
  467. void NetworkedMultiplayerENet::_pop_current_packet() {
  468. if (current_packet.packet) {
  469. enet_packet_destroy(current_packet.packet);
  470. current_packet.packet = NULL;
  471. current_packet.from = 0;
  472. current_packet.channel = -1;
  473. }
  474. }
  475. NetworkedMultiplayerPeer::ConnectionStatus NetworkedMultiplayerENet::get_connection_status() const {
  476. return connection_status;
  477. }
  478. uint32_t NetworkedMultiplayerENet::_gen_unique_id() const {
  479. uint32_t hash = 0;
  480. while (hash == 0 || hash == 1) {
  481. hash = hash_djb2_one_32(
  482. (uint32_t)OS::get_singleton()->get_ticks_usec());
  483. hash = hash_djb2_one_32(
  484. (uint32_t)OS::get_singleton()->get_unix_time(), hash);
  485. hash = hash_djb2_one_32(
  486. (uint32_t)OS::get_singleton()->get_user_data_dir().hash64(), hash);
  487. hash = hash_djb2_one_32(
  488. (uint32_t)((uint64_t)this), hash); // Rely on ASLR heap
  489. hash = hash_djb2_one_32(
  490. (uint32_t)((uint64_t)&hash), hash); // Rely on ASLR stack
  491. hash = hash & 0x7FFFFFFF; // Make it compatible with unsigned, since negative ID is used for exclusion
  492. }
  493. return hash;
  494. }
  495. int NetworkedMultiplayerENet::get_unique_id() const {
  496. ERR_FAIL_COND_V_MSG(!active, 0, "The multiplayer instance isn't currently active.");
  497. return unique_id;
  498. }
  499. void NetworkedMultiplayerENet::set_refuse_new_connections(bool p_enable) {
  500. refuse_connections = p_enable;
  501. }
  502. bool NetworkedMultiplayerENet::is_refusing_new_connections() const {
  503. return refuse_connections;
  504. }
  505. void NetworkedMultiplayerENet::set_compression_mode(CompressionMode p_mode) {
  506. compression_mode = p_mode;
  507. }
  508. NetworkedMultiplayerENet::CompressionMode NetworkedMultiplayerENet::get_compression_mode() const {
  509. return compression_mode;
  510. }
  511. size_t NetworkedMultiplayerENet::enet_compress(void *context, const ENetBuffer *inBuffers, size_t inBufferCount, size_t inLimit, enet_uint8 *outData, size_t outLimit) {
  512. NetworkedMultiplayerENet *enet = (NetworkedMultiplayerENet *)(context);
  513. if (size_t(enet->src_compressor_mem.size()) < inLimit) {
  514. enet->src_compressor_mem.resize(inLimit);
  515. }
  516. int total = inLimit;
  517. int ofs = 0;
  518. while (total) {
  519. for (size_t i = 0; i < inBufferCount; i++) {
  520. int to_copy = MIN(total, int(inBuffers[i].dataLength));
  521. copymem(&enet->src_compressor_mem.write[ofs], inBuffers[i].data, to_copy);
  522. ofs += to_copy;
  523. total -= to_copy;
  524. }
  525. }
  526. Compression::Mode mode;
  527. switch (enet->compression_mode) {
  528. case COMPRESS_FASTLZ: {
  529. mode = Compression::MODE_FASTLZ;
  530. } break;
  531. case COMPRESS_ZLIB: {
  532. mode = Compression::MODE_DEFLATE;
  533. } break;
  534. case COMPRESS_ZSTD: {
  535. mode = Compression::MODE_ZSTD;
  536. } break;
  537. default: {
  538. ERR_FAIL_V_MSG(0, vformat("Invalid ENet compression mode: %d", enet->compression_mode));
  539. }
  540. }
  541. int req_size = Compression::get_max_compressed_buffer_size(ofs, mode);
  542. if (enet->dst_compressor_mem.size() < req_size) {
  543. enet->dst_compressor_mem.resize(req_size);
  544. }
  545. int ret = Compression::compress(enet->dst_compressor_mem.ptrw(), enet->src_compressor_mem.ptr(), ofs, mode);
  546. if (ret < 0)
  547. return 0;
  548. if (ret > int(outLimit))
  549. return 0; // Do not bother
  550. copymem(outData, enet->dst_compressor_mem.ptr(), ret);
  551. return ret;
  552. }
  553. size_t NetworkedMultiplayerENet::enet_decompress(void *context, const enet_uint8 *inData, size_t inLimit, enet_uint8 *outData, size_t outLimit) {
  554. NetworkedMultiplayerENet *enet = (NetworkedMultiplayerENet *)(context);
  555. int ret = -1;
  556. switch (enet->compression_mode) {
  557. case COMPRESS_FASTLZ: {
  558. ret = Compression::decompress(outData, outLimit, inData, inLimit, Compression::MODE_FASTLZ);
  559. } break;
  560. case COMPRESS_ZLIB: {
  561. ret = Compression::decompress(outData, outLimit, inData, inLimit, Compression::MODE_DEFLATE);
  562. } break;
  563. case COMPRESS_ZSTD: {
  564. ret = Compression::decompress(outData, outLimit, inData, inLimit, Compression::MODE_ZSTD);
  565. } break;
  566. default: {
  567. }
  568. }
  569. if (ret < 0) {
  570. return 0;
  571. } else {
  572. return ret;
  573. }
  574. }
  575. void NetworkedMultiplayerENet::_setup_compressor() {
  576. switch (compression_mode) {
  577. case COMPRESS_NONE: {
  578. enet_host_compress(host, NULL);
  579. } break;
  580. case COMPRESS_RANGE_CODER: {
  581. enet_host_compress_with_range_coder(host);
  582. } break;
  583. case COMPRESS_FASTLZ:
  584. case COMPRESS_ZLIB:
  585. case COMPRESS_ZSTD: {
  586. enet_host_compress(host, &enet_compressor);
  587. } break;
  588. }
  589. }
  590. void NetworkedMultiplayerENet::enet_compressor_destroy(void *context) {
  591. // Nothing to do
  592. }
  593. IP_Address NetworkedMultiplayerENet::get_peer_address(int p_peer_id) const {
  594. ERR_FAIL_COND_V_MSG(!peer_map.has(p_peer_id), IP_Address(), vformat("Peer ID %d not found in the list of peers.", p_peer_id));
  595. ERR_FAIL_COND_V_MSG(!is_server() && p_peer_id != 1, IP_Address(), "Can't get the address of peers other than the server (ID -1) when acting as a client.");
  596. ERR_FAIL_COND_V_MSG(peer_map[p_peer_id] == NULL, IP_Address(), vformat("Peer ID %d found in the list of peers, but is null.", p_peer_id));
  597. IP_Address out;
  598. #ifdef GODOT_ENET
  599. out.set_ipv6((uint8_t *)&(peer_map[p_peer_id]->address.host));
  600. #else
  601. out.set_ipv4((uint8_t *)&(peer_map[p_peer_id]->address.host));
  602. #endif
  603. return out;
  604. }
  605. int NetworkedMultiplayerENet::get_peer_port(int p_peer_id) const {
  606. ERR_FAIL_COND_V_MSG(!peer_map.has(p_peer_id), 0, vformat("Peer ID %d not found in the list of peers.", p_peer_id));
  607. ERR_FAIL_COND_V_MSG(!is_server() && p_peer_id != 1, 0, "Can't get the address of peers other than the server (ID -1) when acting as a client.");
  608. ERR_FAIL_COND_V_MSG(peer_map[p_peer_id] == NULL, 0, vformat("Peer ID %d found in the list of peers, but is null.", p_peer_id));
  609. #ifdef GODOT_ENET
  610. return peer_map[p_peer_id]->address.port;
  611. #else
  612. return peer_map[p_peer_id]->address.port;
  613. #endif
  614. }
  615. void NetworkedMultiplayerENet::set_transfer_channel(int p_channel) {
  616. ERR_FAIL_COND_MSG(p_channel < -1 || p_channel >= channel_count, vformat("The transfer channel must be set between 0 and %d, inclusive (got %d).", channel_count - 1, p_channel));
  617. ERR_FAIL_COND_MSG(p_channel == SYSCH_CONFIG, vformat("The channel %d is reserved.", SYSCH_CONFIG));
  618. transfer_channel = p_channel;
  619. }
  620. int NetworkedMultiplayerENet::get_transfer_channel() const {
  621. return transfer_channel;
  622. }
  623. void NetworkedMultiplayerENet::set_channel_count(int p_channel) {
  624. ERR_FAIL_COND_MSG(active, "The channel count can't be set while the multiplayer instance is active.");
  625. ERR_FAIL_COND_MSG(p_channel < SYSCH_MAX, vformat("The channel count must be greater than or equal to %d to account for reserved channels (got %d).", SYSCH_MAX, p_channel));
  626. channel_count = p_channel;
  627. }
  628. int NetworkedMultiplayerENet::get_channel_count() const {
  629. return channel_count;
  630. }
  631. void NetworkedMultiplayerENet::set_always_ordered(bool p_ordered) {
  632. always_ordered = p_ordered;
  633. }
  634. bool NetworkedMultiplayerENet::is_always_ordered() const {
  635. return always_ordered;
  636. }
  637. void NetworkedMultiplayerENet::set_server_relay_enabled(bool p_enabled) {
  638. ERR_FAIL_COND_MSG(active, "Server relaying can't be toggled while the multiplayer instance is active.");
  639. server_relay = p_enabled;
  640. }
  641. bool NetworkedMultiplayerENet::is_server_relay_enabled() const {
  642. return server_relay;
  643. }
  644. void NetworkedMultiplayerENet::_bind_methods() {
  645. ClassDB::bind_method(D_METHOD("create_server", "port", "max_clients", "in_bandwidth", "out_bandwidth"), &NetworkedMultiplayerENet::create_server, DEFVAL(32), DEFVAL(0), DEFVAL(0));
  646. ClassDB::bind_method(D_METHOD("create_client", "address", "port", "in_bandwidth", "out_bandwidth", "client_port"), &NetworkedMultiplayerENet::create_client, DEFVAL(0), DEFVAL(0), DEFVAL(0));
  647. ClassDB::bind_method(D_METHOD("close_connection", "wait_usec"), &NetworkedMultiplayerENet::close_connection, DEFVAL(100));
  648. ClassDB::bind_method(D_METHOD("disconnect_peer", "id", "now"), &NetworkedMultiplayerENet::disconnect_peer, DEFVAL(false));
  649. ClassDB::bind_method(D_METHOD("set_compression_mode", "mode"), &NetworkedMultiplayerENet::set_compression_mode);
  650. ClassDB::bind_method(D_METHOD("get_compression_mode"), &NetworkedMultiplayerENet::get_compression_mode);
  651. ClassDB::bind_method(D_METHOD("set_bind_ip", "ip"), &NetworkedMultiplayerENet::set_bind_ip);
  652. ClassDB::bind_method(D_METHOD("get_peer_address", "id"), &NetworkedMultiplayerENet::get_peer_address);
  653. ClassDB::bind_method(D_METHOD("get_peer_port", "id"), &NetworkedMultiplayerENet::get_peer_port);
  654. ClassDB::bind_method(D_METHOD("get_packet_channel"), &NetworkedMultiplayerENet::get_packet_channel);
  655. ClassDB::bind_method(D_METHOD("get_last_packet_channel"), &NetworkedMultiplayerENet::get_last_packet_channel);
  656. ClassDB::bind_method(D_METHOD("set_transfer_channel", "channel"), &NetworkedMultiplayerENet::set_transfer_channel);
  657. ClassDB::bind_method(D_METHOD("get_transfer_channel"), &NetworkedMultiplayerENet::get_transfer_channel);
  658. ClassDB::bind_method(D_METHOD("set_channel_count", "channels"), &NetworkedMultiplayerENet::set_channel_count);
  659. ClassDB::bind_method(D_METHOD("get_channel_count"), &NetworkedMultiplayerENet::get_channel_count);
  660. ClassDB::bind_method(D_METHOD("set_always_ordered", "ordered"), &NetworkedMultiplayerENet::set_always_ordered);
  661. ClassDB::bind_method(D_METHOD("is_always_ordered"), &NetworkedMultiplayerENet::is_always_ordered);
  662. ClassDB::bind_method(D_METHOD("set_server_relay_enabled", "enabled"), &NetworkedMultiplayerENet::set_server_relay_enabled);
  663. ClassDB::bind_method(D_METHOD("is_server_relay_enabled"), &NetworkedMultiplayerENet::is_server_relay_enabled);
  664. ADD_PROPERTY(PropertyInfo(Variant::INT, "compression_mode", PROPERTY_HINT_ENUM, "None,Range Coder,FastLZ,ZLib,ZStd"), "set_compression_mode", "get_compression_mode");
  665. ADD_PROPERTY(PropertyInfo(Variant::INT, "transfer_channel"), "set_transfer_channel", "get_transfer_channel");
  666. ADD_PROPERTY(PropertyInfo(Variant::INT, "channel_count"), "set_channel_count", "get_channel_count");
  667. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "always_ordered"), "set_always_ordered", "is_always_ordered");
  668. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "server_relay"), "set_server_relay_enabled", "is_server_relay_enabled");
  669. BIND_ENUM_CONSTANT(COMPRESS_NONE);
  670. BIND_ENUM_CONSTANT(COMPRESS_RANGE_CODER);
  671. BIND_ENUM_CONSTANT(COMPRESS_FASTLZ);
  672. BIND_ENUM_CONSTANT(COMPRESS_ZLIB);
  673. BIND_ENUM_CONSTANT(COMPRESS_ZSTD);
  674. }
  675. NetworkedMultiplayerENet::NetworkedMultiplayerENet() {
  676. active = false;
  677. server = false;
  678. refuse_connections = false;
  679. server_relay = true;
  680. unique_id = 0;
  681. target_peer = 0;
  682. current_packet.packet = NULL;
  683. transfer_mode = TRANSFER_MODE_RELIABLE;
  684. channel_count = SYSCH_MAX;
  685. transfer_channel = -1;
  686. always_ordered = false;
  687. connection_status = CONNECTION_DISCONNECTED;
  688. compression_mode = COMPRESS_NONE;
  689. enet_compressor.context = this;
  690. enet_compressor.compress = enet_compress;
  691. enet_compressor.decompress = enet_decompress;
  692. enet_compressor.destroy = enet_compressor_destroy;
  693. bind_ip = IP_Address("*");
  694. }
  695. NetworkedMultiplayerENet::~NetworkedMultiplayerENet() {
  696. if (active) {
  697. close_connection();
  698. }
  699. }
  700. // Sets IP for ENet to bind when using create_server or create_client
  701. // if no IP is set, then ENet bind to ENET_HOST_ANY
  702. void NetworkedMultiplayerENet::set_bind_ip(const IP_Address &p_ip) {
  703. ERR_FAIL_COND_MSG(!p_ip.is_valid() && !p_ip.is_wildcard(), vformat("Invalid bind IP address: %s", String(p_ip)));
  704. bind_ip = p_ip;
  705. }