scene_multiplayer.cpp 27 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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. #ifdef DEBUG_ENABLED
  34. #include "core/os/os.h"
  35. #endif
  36. #ifdef DEBUG_ENABLED
  37. _FORCE_INLINE_ void SceneMultiplayer::_profile_bandwidth(const String &p_what, int p_value) {
  38. if (EngineDebugger::is_profiling("multiplayer:bandwidth")) {
  39. Array values;
  40. values.push_back(p_what);
  41. values.push_back(OS::get_singleton()->get_ticks_msec());
  42. values.push_back(p_value);
  43. EngineDebugger::profiler_add_frame_data("multiplayer:bandwidth", values);
  44. }
  45. }
  46. #endif
  47. void SceneMultiplayer::_update_status() {
  48. MultiplayerPeer::ConnectionStatus status = multiplayer_peer.is_valid() ? multiplayer_peer->get_connection_status() : MultiplayerPeer::CONNECTION_DISCONNECTED;
  49. if (last_connection_status != status) {
  50. if (status == MultiplayerPeer::CONNECTION_DISCONNECTED) {
  51. if (last_connection_status == MultiplayerPeer::CONNECTION_CONNECTING) {
  52. emit_signal(SNAME("connection_failed"));
  53. } else {
  54. emit_signal(SNAME("server_disconnected"));
  55. }
  56. clear();
  57. }
  58. last_connection_status = status;
  59. }
  60. }
  61. Error SceneMultiplayer::poll() {
  62. _update_status();
  63. if (last_connection_status == MultiplayerPeer::CONNECTION_DISCONNECTED) {
  64. return OK;
  65. }
  66. multiplayer_peer->poll();
  67. _update_status();
  68. if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) {
  69. // We might be still connecting, or polling might have resulted in a disconnection.
  70. return OK;
  71. }
  72. while (multiplayer_peer->get_available_packet_count()) {
  73. int sender = multiplayer_peer->get_packet_peer();
  74. const uint8_t *packet;
  75. int len;
  76. int channel = multiplayer_peer->get_packet_channel();
  77. MultiplayerPeer::TransferMode mode = multiplayer_peer->get_packet_mode();
  78. Error err = multiplayer_peer->get_packet(&packet, len);
  79. ERR_FAIL_COND_V_MSG(err != OK, err, vformat("Error getting packet! %d", err));
  80. #ifdef DEBUG_ENABLED
  81. _profile_bandwidth("in", len);
  82. #endif
  83. if (pending_peers.has(sender)) {
  84. ERR_CONTINUE(len < 2 || (packet[0] & CMD_MASK) != NETWORK_COMMAND_SYS || packet[1] != SYS_COMMAND_AUTH);
  85. // Auth message.
  86. PackedByteArray pba;
  87. pba.resize(len - 2);
  88. if (pba.size()) {
  89. memcpy(pba.ptrw(), &packet[2], len - 2);
  90. // User callback
  91. const Variant sv = sender;
  92. const Variant pbav = pba;
  93. const Variant *argv[2] = { &sv, &pbav };
  94. Variant ret;
  95. Callable::CallError ce;
  96. auth_callback.callp(argv, 2, ret, ce);
  97. ERR_CONTINUE_MSG(ce.error != Callable::CallError::CALL_OK, "Failed to call authentication callback");
  98. } else {
  99. // Remote complete notification.
  100. pending_peers[sender].remote = true;
  101. if (pending_peers[sender].local) {
  102. pending_peers.erase(sender);
  103. _admit_peer(sender);
  104. }
  105. }
  106. continue; // Auth in progress.
  107. }
  108. ERR_CONTINUE(!connected_peers.has(sender));
  109. if (len && (packet[0] & CMD_MASK) == NETWORK_COMMAND_SYS) {
  110. // Sys messages are processed separately since they might call _process_packet themselves.
  111. if (len > 1 && packet[1] == SYS_COMMAND_AUTH) {
  112. ERR_CONTINUE(len != 2);
  113. // If we are here, we already admitted the peer locally, and this is just a confirmation packet.
  114. continue;
  115. }
  116. _process_sys(sender, packet, len, mode, channel);
  117. } else {
  118. remote_sender_id = sender;
  119. _process_packet(sender, packet, len);
  120. remote_sender_id = 0;
  121. }
  122. _update_status();
  123. if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) { // It's possible that processing a packet might have resulted in a disconnection, so check here.
  124. return OK;
  125. }
  126. }
  127. if (pending_peers.size() && auth_timeout) {
  128. HashSet<int> to_drop;
  129. uint64_t time = OS::get_singleton()->get_ticks_msec();
  130. for (const KeyValue<int, PendingPeer> &pending : pending_peers) {
  131. if (pending.value.time + auth_timeout <= time) {
  132. multiplayer_peer->disconnect_peer(pending.key);
  133. to_drop.insert(pending.key);
  134. }
  135. }
  136. for (const int &P : to_drop) {
  137. // Each signal might trigger a disconnection.
  138. pending_peers.erase(P);
  139. emit_signal(SNAME("peer_authentication_failed"), P);
  140. }
  141. }
  142. _update_status();
  143. if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) { // Signals might have triggered disconnection.
  144. return OK;
  145. }
  146. replicator->on_network_process();
  147. return OK;
  148. }
  149. void SceneMultiplayer::clear() {
  150. last_connection_status = MultiplayerPeer::CONNECTION_DISCONNECTED;
  151. pending_peers.clear();
  152. connected_peers.clear();
  153. packet_cache.clear();
  154. replicator->on_reset();
  155. cache->clear();
  156. relay_buffer->clear();
  157. }
  158. void SceneMultiplayer::set_root_path(const NodePath &p_path) {
  159. ERR_FAIL_COND_MSG(!p_path.is_absolute() && !p_path.is_empty(), "SceneMultiplayer root path must be absolute.");
  160. root_path = p_path;
  161. }
  162. NodePath SceneMultiplayer::get_root_path() const {
  163. return root_path;
  164. }
  165. void SceneMultiplayer::set_multiplayer_peer(const Ref<MultiplayerPeer> &p_peer) {
  166. if (p_peer == multiplayer_peer) {
  167. return; // Nothing to do
  168. }
  169. ERR_FAIL_COND_MSG(p_peer.is_valid() && p_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED,
  170. "Supplied MultiplayerPeer must be connecting or connected.");
  171. if (multiplayer_peer.is_valid()) {
  172. multiplayer_peer->disconnect("peer_connected", callable_mp(this, &SceneMultiplayer::_add_peer));
  173. multiplayer_peer->disconnect("peer_disconnected", callable_mp(this, &SceneMultiplayer::_del_peer));
  174. clear();
  175. }
  176. multiplayer_peer = p_peer;
  177. if (multiplayer_peer.is_valid()) {
  178. multiplayer_peer->connect("peer_connected", callable_mp(this, &SceneMultiplayer::_add_peer));
  179. multiplayer_peer->connect("peer_disconnected", callable_mp(this, &SceneMultiplayer::_del_peer));
  180. }
  181. _update_status();
  182. }
  183. Ref<MultiplayerPeer> SceneMultiplayer::get_multiplayer_peer() {
  184. return multiplayer_peer;
  185. }
  186. void SceneMultiplayer::_process_packet(int p_from, const uint8_t *p_packet, int p_packet_len) {
  187. 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.");
  188. ERR_FAIL_COND_MSG(p_packet_len < 1, "Invalid packet received. Size too small.");
  189. // Extract the `packet_type` from the LSB three bits:
  190. uint8_t packet_type = p_packet[0] & CMD_MASK;
  191. switch (packet_type) {
  192. case NETWORK_COMMAND_SIMPLIFY_PATH: {
  193. cache->process_simplify_path(p_from, p_packet, p_packet_len);
  194. } break;
  195. case NETWORK_COMMAND_CONFIRM_PATH: {
  196. cache->process_confirm_path(p_from, p_packet, p_packet_len);
  197. } break;
  198. case NETWORK_COMMAND_REMOTE_CALL: {
  199. rpc->process_rpc(p_from, p_packet, p_packet_len);
  200. } break;
  201. case NETWORK_COMMAND_RAW: {
  202. _process_raw(p_from, p_packet, p_packet_len);
  203. } break;
  204. case NETWORK_COMMAND_SPAWN: {
  205. replicator->on_spawn_receive(p_from, p_packet, p_packet_len);
  206. } break;
  207. case NETWORK_COMMAND_DESPAWN: {
  208. replicator->on_despawn_receive(p_from, p_packet, p_packet_len);
  209. } break;
  210. case NETWORK_COMMAND_SYNC: {
  211. replicator->on_sync_receive(p_from, p_packet, p_packet_len);
  212. } break;
  213. default: {
  214. ERR_FAIL_MSG("Invalid network command from " + itos(p_from));
  215. } break;
  216. }
  217. }
  218. #ifdef DEBUG_ENABLED
  219. _FORCE_INLINE_ Error SceneMultiplayer::_send(const uint8_t *p_packet, int p_packet_len) {
  220. _profile_bandwidth("out", p_packet_len);
  221. return multiplayer_peer->put_packet(p_packet, p_packet_len);
  222. }
  223. #endif
  224. Error SceneMultiplayer::send_command(int p_to, const uint8_t *p_packet, int p_packet_len) {
  225. if (server_relay && get_unique_id() != 1 && p_to != 1 && multiplayer_peer->is_server_relay_supported()) {
  226. // Send relay packet.
  227. relay_buffer->seek(0);
  228. relay_buffer->put_u8(NETWORK_COMMAND_SYS);
  229. relay_buffer->put_u8(SYS_COMMAND_RELAY);
  230. relay_buffer->put_32(p_to); // Set the destination.
  231. relay_buffer->put_data(p_packet, p_packet_len);
  232. multiplayer_peer->set_target_peer(1);
  233. const Vector<uint8_t> data = relay_buffer->get_data_array();
  234. return _send(data.ptr(), relay_buffer->get_position());
  235. }
  236. if (p_to > 0) {
  237. ERR_FAIL_COND_V(!connected_peers.has(p_to), ERR_BUG);
  238. multiplayer_peer->set_target_peer(p_to);
  239. return _send(p_packet, p_packet_len);
  240. } else {
  241. for (const int &pid : connected_peers) {
  242. if (p_to && pid == -p_to) {
  243. continue;
  244. }
  245. multiplayer_peer->set_target_peer(pid);
  246. _send(p_packet, p_packet_len);
  247. }
  248. return OK;
  249. }
  250. }
  251. void SceneMultiplayer::_process_sys(int p_from, const uint8_t *p_packet, int p_packet_len, MultiplayerPeer::TransferMode p_mode, int p_channel) {
  252. ERR_FAIL_COND_MSG(p_packet_len < SYS_CMD_SIZE, "Invalid packet received. Size too small.");
  253. uint8_t sys_cmd_type = p_packet[1];
  254. int32_t peer = int32_t(decode_uint32(&p_packet[2]));
  255. switch (sys_cmd_type) {
  256. case SYS_COMMAND_ADD_PEER: {
  257. ERR_FAIL_COND(!server_relay || !multiplayer_peer->is_server_relay_supported() || get_unique_id() == 1 || p_from != 1);
  258. _admit_peer(peer); // Relayed peers are automatically accepted.
  259. } break;
  260. case SYS_COMMAND_DEL_PEER: {
  261. ERR_FAIL_COND(!server_relay || !multiplayer_peer->is_server_relay_supported() || get_unique_id() == 1 || p_from != 1);
  262. _del_peer(peer);
  263. } break;
  264. case SYS_COMMAND_RELAY: {
  265. ERR_FAIL_COND(!server_relay || !multiplayer_peer->is_server_relay_supported());
  266. ERR_FAIL_COND(p_packet_len < SYS_CMD_SIZE + 1);
  267. const uint8_t *packet = p_packet + SYS_CMD_SIZE;
  268. int len = p_packet_len - SYS_CMD_SIZE;
  269. bool should_process = false;
  270. if (get_unique_id() == 1) { // I am the server.
  271. // The requested target might have disconnected while the packet was in transit.
  272. if (unlikely(peer > 0 && !connected_peers.has(peer))) {
  273. return;
  274. }
  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. // Single destination.
  286. multiplayer_peer->set_target_peer(peer);
  287. _send(data.ptr(), relay_buffer->get_position());
  288. } else {
  289. // Multiple destinations.
  290. for (const int &P : connected_peers) {
  291. // Not to sender, nor excluded.
  292. if (P == p_from || P == -peer) {
  293. continue;
  294. }
  295. multiplayer_peer->set_target_peer(P);
  296. _send(data.ptr(), relay_buffer->get_position());
  297. }
  298. if (peer != -1) {
  299. // The server is one of the targets, process the packet with sender as source.
  300. should_process = true;
  301. peer = p_from;
  302. }
  303. }
  304. } else {
  305. ERR_FAIL_COND(p_from != 1); // Bug.
  306. should_process = true;
  307. }
  308. if (should_process) {
  309. remote_sender_id = peer;
  310. _process_packet(peer, packet, len);
  311. remote_sender_id = 0;
  312. }
  313. } break;
  314. default: {
  315. ERR_FAIL();
  316. }
  317. }
  318. }
  319. void SceneMultiplayer::_add_peer(int p_id) {
  320. if (auth_callback.is_valid()) {
  321. pending_peers[p_id] = PendingPeer();
  322. pending_peers[p_id].time = OS::get_singleton()->get_ticks_msec();
  323. emit_signal(SNAME("peer_authenticating"), p_id);
  324. return;
  325. } else {
  326. _admit_peer(p_id);
  327. }
  328. }
  329. void SceneMultiplayer::_admit_peer(int p_id) {
  330. if (server_relay && get_unique_id() == 1 && multiplayer_peer->is_server_relay_supported()) {
  331. // Notify others of connection, and send connected peers to newly connected one.
  332. uint8_t buf[SYS_CMD_SIZE];
  333. buf[0] = NETWORK_COMMAND_SYS;
  334. buf[1] = SYS_COMMAND_ADD_PEER;
  335. multiplayer_peer->set_transfer_channel(0);
  336. multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
  337. for (const int &P : connected_peers) {
  338. // Send new peer to already connected.
  339. encode_uint32(p_id, &buf[2]);
  340. multiplayer_peer->set_target_peer(P);
  341. _send(buf, sizeof(buf));
  342. // Send already connected to new peer.
  343. encode_uint32(P, &buf[2]);
  344. multiplayer_peer->set_target_peer(p_id);
  345. _send(buf, sizeof(buf));
  346. }
  347. }
  348. connected_peers.insert(p_id);
  349. cache->on_peer_change(p_id, true);
  350. replicator->on_peer_change(p_id, true);
  351. if (p_id == 1) {
  352. emit_signal(SNAME("connected_to_server"));
  353. }
  354. emit_signal(SNAME("peer_connected"), p_id);
  355. }
  356. void SceneMultiplayer::_del_peer(int p_id) {
  357. if (pending_peers.has(p_id)) {
  358. pending_peers.erase(p_id);
  359. emit_signal(SNAME("peer_authentication_failed"), p_id);
  360. return;
  361. } else if (!connected_peers.has(p_id)) {
  362. return;
  363. }
  364. if (server_relay && get_unique_id() == 1 && multiplayer_peer->is_server_relay_supported()) {
  365. // Notify others of disconnection.
  366. uint8_t buf[SYS_CMD_SIZE];
  367. buf[0] = NETWORK_COMMAND_SYS;
  368. buf[1] = SYS_COMMAND_DEL_PEER;
  369. multiplayer_peer->set_transfer_channel(0);
  370. multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
  371. encode_uint32(p_id, &buf[2]);
  372. for (const int &P : connected_peers) {
  373. if (P == p_id) {
  374. continue;
  375. }
  376. multiplayer_peer->set_target_peer(P);
  377. _send(buf, sizeof(buf));
  378. }
  379. }
  380. replicator->on_peer_change(p_id, false);
  381. cache->on_peer_change(p_id, false);
  382. connected_peers.erase(p_id);
  383. emit_signal(SNAME("peer_disconnected"), p_id);
  384. }
  385. void SceneMultiplayer::disconnect_peer(int p_id) {
  386. ERR_FAIL_COND(multiplayer_peer.is_null() || multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED);
  387. // Block signals to avoid emitting peer_disconnected.
  388. bool blocking = is_blocking_signals();
  389. set_block_signals(true);
  390. _del_peer(p_id);
  391. set_block_signals(blocking);
  392. multiplayer_peer->disconnect_peer(p_id);
  393. }
  394. Error SceneMultiplayer::send_bytes(Vector<uint8_t> p_data, int p_to, MultiplayerPeer::TransferMode p_mode, int p_channel) {
  395. ERR_FAIL_COND_V_MSG(p_data.is_empty(), ERR_INVALID_DATA, "Trying to send an empty raw packet.");
  396. ERR_FAIL_COND_V_MSG(multiplayer_peer.is_null(), ERR_UNCONFIGURED, "Trying to send a raw packet while no multiplayer peer is active.");
  397. 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.");
  398. if (packet_cache.size() < p_data.size() + 1) {
  399. packet_cache.resize(p_data.size() + 1);
  400. }
  401. const uint8_t *r = p_data.ptr();
  402. packet_cache.write[0] = NETWORK_COMMAND_RAW;
  403. memcpy(&packet_cache.write[1], &r[0], p_data.size());
  404. multiplayer_peer->set_transfer_channel(p_channel);
  405. multiplayer_peer->set_transfer_mode(p_mode);
  406. return send_command(p_to, packet_cache.ptr(), p_data.size() + 1);
  407. }
  408. Error SceneMultiplayer::send_auth(int p_to, Vector<uint8_t> p_data) {
  409. ERR_FAIL_COND_V(multiplayer_peer.is_null() || multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED);
  410. ERR_FAIL_COND_V(!pending_peers.has(p_to), ERR_INVALID_PARAMETER);
  411. ERR_FAIL_COND_V(p_data.is_empty(), ERR_INVALID_PARAMETER);
  412. 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.");
  413. 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.");
  414. if (packet_cache.size() < p_data.size() + 2) {
  415. packet_cache.resize(p_data.size() + 2);
  416. }
  417. packet_cache.write[0] = NETWORK_COMMAND_SYS;
  418. packet_cache.write[1] = SYS_COMMAND_AUTH;
  419. memcpy(&packet_cache.write[2], p_data.ptr(), p_data.size());
  420. multiplayer_peer->set_target_peer(p_to);
  421. multiplayer_peer->set_transfer_channel(0);
  422. multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
  423. return _send(packet_cache.ptr(), p_data.size() + 2);
  424. }
  425. Error SceneMultiplayer::complete_auth(int p_peer) {
  426. ERR_FAIL_COND_V(multiplayer_peer.is_null() || multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED);
  427. ERR_FAIL_COND_V(!pending_peers.has(p_peer), ERR_INVALID_PARAMETER);
  428. ERR_FAIL_COND_V_MSG(pending_peers[p_peer].local, ERR_FILE_CANT_WRITE, "The authentication session was already marked as completed.");
  429. pending_peers[p_peer].local = true;
  430. // Notify the remote peer that the authentication has completed.
  431. uint8_t buf[2] = { NETWORK_COMMAND_SYS, SYS_COMMAND_AUTH };
  432. multiplayer_peer->set_target_peer(p_peer);
  433. multiplayer_peer->set_transfer_channel(0);
  434. multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
  435. Error err = _send(buf, 2);
  436. // The remote peer already reported the authentication as completed, so admit the peer.
  437. // May generate new packets, so it must happen after sending confirmation.
  438. if (pending_peers[p_peer].remote) {
  439. pending_peers.erase(p_peer);
  440. _admit_peer(p_peer);
  441. }
  442. return err;
  443. }
  444. void SceneMultiplayer::set_auth_callback(Callable p_callback) {
  445. auth_callback = p_callback;
  446. }
  447. Callable SceneMultiplayer::get_auth_callback() const {
  448. return auth_callback;
  449. }
  450. void SceneMultiplayer::set_auth_timeout(double p_timeout) {
  451. ERR_FAIL_COND_MSG(p_timeout < 0, "Timeout must be greater or equal to 0 (where 0 means no timeout)");
  452. auth_timeout = uint64_t(p_timeout * 1000);
  453. }
  454. double SceneMultiplayer::get_auth_timeout() const {
  455. return double(auth_timeout) / 1000.0;
  456. }
  457. void SceneMultiplayer::_process_raw(int p_from, const uint8_t *p_packet, int p_packet_len) {
  458. ERR_FAIL_COND_MSG(p_packet_len < 2, "Invalid packet received. Size too small.");
  459. Vector<uint8_t> out;
  460. int len = p_packet_len - 1;
  461. out.resize(len);
  462. {
  463. uint8_t *w = out.ptrw();
  464. memcpy(&w[0], &p_packet[1], len);
  465. }
  466. emit_signal(SNAME("peer_packet"), p_from, out);
  467. }
  468. int SceneMultiplayer::get_unique_id() {
  469. ERR_FAIL_COND_V_MSG(multiplayer_peer.is_null(), 0, "No multiplayer peer is assigned. Unable to get unique ID.");
  470. return multiplayer_peer->get_unique_id();
  471. }
  472. void SceneMultiplayer::set_refuse_new_connections(bool p_refuse) {
  473. ERR_FAIL_COND_MSG(multiplayer_peer.is_null(), "No multiplayer peer is assigned. Unable to set 'refuse_new_connections'.");
  474. multiplayer_peer->set_refuse_new_connections(p_refuse);
  475. }
  476. bool SceneMultiplayer::is_refusing_new_connections() const {
  477. ERR_FAIL_COND_V_MSG(multiplayer_peer.is_null(), false, "No multiplayer peer is assigned. Unable to get 'refuse_new_connections'.");
  478. return multiplayer_peer->is_refusing_new_connections();
  479. }
  480. Vector<int> SceneMultiplayer::get_peer_ids() {
  481. ERR_FAIL_COND_V_MSG(multiplayer_peer.is_null(), Vector<int>(), "No multiplayer peer is assigned. Assume no peers are connected.");
  482. Vector<int> ret;
  483. for (const int &E : connected_peers) {
  484. ret.push_back(E);
  485. }
  486. return ret;
  487. }
  488. Vector<int> SceneMultiplayer::get_authenticating_peer_ids() {
  489. Vector<int> out;
  490. out.resize(pending_peers.size());
  491. int idx = 0;
  492. for (const KeyValue<int, PendingPeer> &E : pending_peers) {
  493. out.write[idx++] = E.key;
  494. }
  495. return out;
  496. }
  497. void SceneMultiplayer::set_allow_object_decoding(bool p_enable) {
  498. allow_object_decoding = p_enable;
  499. }
  500. bool SceneMultiplayer::is_object_decoding_allowed() const {
  501. return allow_object_decoding;
  502. }
  503. String SceneMultiplayer::get_rpc_md5(const Object *p_obj) {
  504. return rpc->get_rpc_md5(p_obj);
  505. }
  506. Error SceneMultiplayer::rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) {
  507. return rpc->rpcp(p_obj, p_peer_id, p_method, p_arg, p_argcount);
  508. }
  509. Error SceneMultiplayer::object_configuration_add(Object *p_obj, Variant p_config) {
  510. if (p_obj == nullptr && p_config.get_type() == Variant::NODE_PATH) {
  511. set_root_path(p_config);
  512. return OK;
  513. }
  514. MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object());
  515. MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object());
  516. if (spawner) {
  517. return replicator->on_spawn(p_obj, p_config);
  518. } else if (sync) {
  519. return replicator->on_replication_start(p_obj, p_config);
  520. }
  521. return ERR_INVALID_PARAMETER;
  522. }
  523. Error SceneMultiplayer::object_configuration_remove(Object *p_obj, Variant p_config) {
  524. if (p_obj == nullptr && p_config.get_type() == Variant::NODE_PATH) {
  525. ERR_FAIL_COND_V(root_path != p_config.operator NodePath(), ERR_INVALID_PARAMETER);
  526. set_root_path(NodePath());
  527. return OK;
  528. }
  529. MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object());
  530. MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object());
  531. if (spawner) {
  532. return replicator->on_despawn(p_obj, p_config);
  533. }
  534. if (sync) {
  535. return replicator->on_replication_stop(p_obj, p_config);
  536. }
  537. return ERR_INVALID_PARAMETER;
  538. }
  539. void SceneMultiplayer::set_server_relay_enabled(bool p_enabled) {
  540. server_relay = p_enabled;
  541. }
  542. bool SceneMultiplayer::is_server_relay_enabled() const {
  543. return server_relay;
  544. }
  545. void SceneMultiplayer::set_max_sync_packet_size(int p_size) {
  546. replicator->set_max_sync_packet_size(p_size);
  547. }
  548. int SceneMultiplayer::get_max_sync_packet_size() const {
  549. return replicator->get_max_sync_packet_size();
  550. }
  551. void SceneMultiplayer::set_max_delta_packet_size(int p_size) {
  552. replicator->set_max_delta_packet_size(p_size);
  553. }
  554. int SceneMultiplayer::get_max_delta_packet_size() const {
  555. return replicator->get_max_delta_packet_size();
  556. }
  557. void SceneMultiplayer::_bind_methods() {
  558. ClassDB::bind_method(D_METHOD("set_root_path", "path"), &SceneMultiplayer::set_root_path);
  559. ClassDB::bind_method(D_METHOD("get_root_path"), &SceneMultiplayer::get_root_path);
  560. ClassDB::bind_method(D_METHOD("clear"), &SceneMultiplayer::clear);
  561. ClassDB::bind_method(D_METHOD("disconnect_peer", "id"), &SceneMultiplayer::disconnect_peer);
  562. ClassDB::bind_method(D_METHOD("get_authenticating_peers"), &SceneMultiplayer::get_authenticating_peer_ids);
  563. ClassDB::bind_method(D_METHOD("send_auth", "id", "data"), &SceneMultiplayer::send_auth);
  564. ClassDB::bind_method(D_METHOD("complete_auth", "id"), &SceneMultiplayer::complete_auth);
  565. ClassDB::bind_method(D_METHOD("set_auth_callback", "callback"), &SceneMultiplayer::set_auth_callback);
  566. ClassDB::bind_method(D_METHOD("get_auth_callback"), &SceneMultiplayer::get_auth_callback);
  567. ClassDB::bind_method(D_METHOD("set_auth_timeout", "timeout"), &SceneMultiplayer::set_auth_timeout);
  568. ClassDB::bind_method(D_METHOD("get_auth_timeout"), &SceneMultiplayer::get_auth_timeout);
  569. ClassDB::bind_method(D_METHOD("set_refuse_new_connections", "refuse"), &SceneMultiplayer::set_refuse_new_connections);
  570. ClassDB::bind_method(D_METHOD("is_refusing_new_connections"), &SceneMultiplayer::is_refusing_new_connections);
  571. ClassDB::bind_method(D_METHOD("set_allow_object_decoding", "enable"), &SceneMultiplayer::set_allow_object_decoding);
  572. ClassDB::bind_method(D_METHOD("is_object_decoding_allowed"), &SceneMultiplayer::is_object_decoding_allowed);
  573. ClassDB::bind_method(D_METHOD("set_server_relay_enabled", "enabled"), &SceneMultiplayer::set_server_relay_enabled);
  574. ClassDB::bind_method(D_METHOD("is_server_relay_enabled"), &SceneMultiplayer::is_server_relay_enabled);
  575. 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));
  576. ClassDB::bind_method(D_METHOD("get_max_sync_packet_size"), &SceneMultiplayer::get_max_sync_packet_size);
  577. ClassDB::bind_method(D_METHOD("set_max_sync_packet_size", "size"), &SceneMultiplayer::set_max_sync_packet_size);
  578. ClassDB::bind_method(D_METHOD("get_max_delta_packet_size"), &SceneMultiplayer::get_max_delta_packet_size);
  579. ClassDB::bind_method(D_METHOD("set_max_delta_packet_size", "size"), &SceneMultiplayer::set_max_delta_packet_size);
  580. ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_path"), "set_root_path", "get_root_path");
  581. ADD_PROPERTY(PropertyInfo(Variant::CALLABLE, "auth_callback"), "set_auth_callback", "get_auth_callback");
  582. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "auth_timeout", PROPERTY_HINT_RANGE, "0,30,0.1,or_greater,suffix:s"), "set_auth_timeout", "get_auth_timeout");
  583. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "allow_object_decoding"), "set_allow_object_decoding", "is_object_decoding_allowed");
  584. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_connections"), "set_refuse_new_connections", "is_refusing_new_connections");
  585. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "server_relay"), "set_server_relay_enabled", "is_server_relay_enabled");
  586. ADD_PROPERTY(PropertyInfo(Variant::INT, "max_sync_packet_size"), "set_max_sync_packet_size", "get_max_sync_packet_size");
  587. ADD_PROPERTY(PropertyInfo(Variant::INT, "max_delta_packet_size"), "set_max_delta_packet_size", "get_max_delta_packet_size");
  588. ADD_PROPERTY_DEFAULT("refuse_new_connections", false);
  589. ADD_SIGNAL(MethodInfo("peer_authenticating", PropertyInfo(Variant::INT, "id")));
  590. ADD_SIGNAL(MethodInfo("peer_authentication_failed", PropertyInfo(Variant::INT, "id")));
  591. ADD_SIGNAL(MethodInfo("peer_packet", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::PACKED_BYTE_ARRAY, "packet")));
  592. }
  593. SceneMultiplayer::SceneMultiplayer() {
  594. relay_buffer.instantiate();
  595. cache.instantiate(this);
  596. replicator.instantiate(this, cache.ptr());
  597. rpc.instantiate(this, cache.ptr(), replicator.ptr());
  598. set_multiplayer_peer(Ref<OfflineMultiplayerPeer>(memnew(OfflineMultiplayerPeer)));
  599. }
  600. SceneMultiplayer::~SceneMultiplayer() {
  601. clear();
  602. // Ensure unref in reverse order for safety (we shouldn't use those pointers in the deconstructors anyway).
  603. rpc.unref();
  604. replicator.unref();
  605. cache.unref();
  606. }