| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695 | /**************************************************************************//*  scene_multiplayer.cpp                                                 *//**************************************************************************//*                         This file is part of:                          *//*                             GODOT ENGINE                               *//*                        https://godotengine.org                         *//**************************************************************************//* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). *//* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  *//*                                                                        *//* Permission is hereby granted, free of charge, to any person obtaining  *//* a copy of this software and associated documentation files (the        *//* "Software"), to deal in the Software without restriction, including    *//* without limitation the rights to use, copy, modify, merge, publish,    *//* distribute, sublicense, and/or sell copies of the Software, and to     *//* permit persons to whom the Software is furnished to do so, subject to  *//* the following conditions:                                              *//*                                                                        *//* The above copyright notice and this permission notice shall be         *//* included in all copies or substantial portions of the Software.        *//*                                                                        *//* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        *//* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     *//* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. *//* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   *//* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   *//* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      *//* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 *//**************************************************************************/#include "scene_multiplayer.h"#include "core/debugger/engine_debugger.h"#include "core/io/marshalls.h"#include "core/os/os.h"#ifdef DEBUG_ENABLED_FORCE_INLINE_ void SceneMultiplayer::_profile_bandwidth(const String &p_what, int p_value) {	if (EngineDebugger::is_profiling("multiplayer:bandwidth")) {		Array values = {			p_what,			OS::get_singleton()->get_ticks_msec(),			p_value		};		EngineDebugger::profiler_add_frame_data("multiplayer:bandwidth", values);	}}#endifvoid SceneMultiplayer::_update_status() {	MultiplayerPeer::ConnectionStatus status = multiplayer_peer.is_valid() ? multiplayer_peer->get_connection_status() : MultiplayerPeer::CONNECTION_DISCONNECTED;	if (last_connection_status != status) {		if (status == MultiplayerPeer::CONNECTION_DISCONNECTED) {			if (last_connection_status == MultiplayerPeer::CONNECTION_CONNECTING) {				emit_signal(SNAME("connection_failed"));			} else {				emit_signal(SNAME("server_disconnected"));			}			clear();		}		last_connection_status = status;	}}Error SceneMultiplayer::poll() {	_update_status();	if (last_connection_status == MultiplayerPeer::CONNECTION_DISCONNECTED) {		return OK;	}	multiplayer_peer->poll();	_update_status();	if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) {		// We might be still connecting, or polling might have resulted in a disconnection.		return OK;	}	while (multiplayer_peer->get_available_packet_count()) {		int sender = multiplayer_peer->get_packet_peer();		const uint8_t *packet;		int len;		int channel = multiplayer_peer->get_packet_channel();		MultiplayerPeer::TransferMode mode = multiplayer_peer->get_packet_mode();		Error err = multiplayer_peer->get_packet(&packet, len);		ERR_FAIL_COND_V_MSG(err != OK, err, vformat("Error getting packet! %d", err));#ifdef DEBUG_ENABLED		_profile_bandwidth("in", len);#endif		if (pending_peers.has(sender)) {			ERR_CONTINUE(len < 2 || (packet[0] & CMD_MASK) != NETWORK_COMMAND_SYS || packet[1] != SYS_COMMAND_AUTH);			// Auth message.			PackedByteArray pba;			pba.resize(len - 2);			if (pba.size()) {				memcpy(pba.ptrw(), &packet[2], len - 2);				// User callback				const Variant sv = sender;				const Variant pbav = pba;				const Variant *argv[2] = { &sv, &pbav };				Variant ret;				Callable::CallError ce;				auth_callback.callp(argv, 2, ret, ce);				ERR_CONTINUE_MSG(ce.error != Callable::CallError::CALL_OK, "Failed to call authentication callback");			} else {				// Remote complete notification.				pending_peers[sender].remote = true;				if (pending_peers[sender].local) {					pending_peers.erase(sender);					_admit_peer(sender);				}			}			continue; // Auth in progress.		}		ERR_CONTINUE(!connected_peers.has(sender));		if (len && (packet[0] & CMD_MASK) == NETWORK_COMMAND_SYS) {			// Sys messages are processed separately since they might call _process_packet themselves.			if (len > 1 && packet[1] == SYS_COMMAND_AUTH) {				ERR_CONTINUE(len != 2);				// If we are here, we already admitted the peer locally, and this is just a confirmation packet.				continue;			}			_process_sys(sender, packet, len, mode, channel);		} else {			remote_sender_id = sender;			_process_packet(sender, packet, len);			remote_sender_id = 0;		}		_update_status();		if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) { // It's possible that processing a packet might have resulted in a disconnection, so check here.			return OK;		}	}	if (pending_peers.size() && auth_timeout) {		HashSet<int> to_drop;		uint64_t time = OS::get_singleton()->get_ticks_msec();		for (const KeyValue<int, PendingPeer> &pending : pending_peers) {			if (pending.value.time + auth_timeout <= time) {				multiplayer_peer->disconnect_peer(pending.key);				to_drop.insert(pending.key);			}		}		for (const int &P : to_drop) {			// Each signal might trigger a disconnection.			pending_peers.erase(P);			emit_signal(SNAME("peer_authentication_failed"), P);		}	}	_update_status();	if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) { // Signals might have triggered disconnection.		return OK;	}	replicator->on_network_process();	return OK;}void SceneMultiplayer::clear() {	last_connection_status = MultiplayerPeer::CONNECTION_DISCONNECTED;	pending_peers.clear();	connected_peers.clear();	packet_cache.clear();	replicator->on_reset();	cache->clear();	relay_buffer->clear();}void SceneMultiplayer::set_root_path(const NodePath &p_path) {	ERR_FAIL_COND_MSG(!p_path.is_absolute() && !p_path.is_empty(), "SceneMultiplayer root path must be absolute.");	root_path = p_path;}NodePath SceneMultiplayer::get_root_path() const {	return root_path;}void SceneMultiplayer::set_multiplayer_peer(const Ref<MultiplayerPeer> &p_peer) {	if (p_peer == multiplayer_peer) {		return; // Nothing to do	}	ERR_FAIL_COND_MSG(p_peer.is_valid() && p_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED,			"Supplied MultiplayerPeer must be connecting or connected.");	if (multiplayer_peer.is_valid()) {		multiplayer_peer->disconnect("peer_connected", callable_mp(this, &SceneMultiplayer::_add_peer));		multiplayer_peer->disconnect("peer_disconnected", callable_mp(this, &SceneMultiplayer::_del_peer));		clear();	}	multiplayer_peer = p_peer;	if (multiplayer_peer.is_valid()) {		multiplayer_peer->connect("peer_connected", callable_mp(this, &SceneMultiplayer::_add_peer));		multiplayer_peer->connect("peer_disconnected", callable_mp(this, &SceneMultiplayer::_del_peer));	}	_update_status();}Ref<MultiplayerPeer> SceneMultiplayer::get_multiplayer_peer() {	return multiplayer_peer;}void SceneMultiplayer::_process_packet(int p_from, const uint8_t *p_packet, int p_packet_len) {	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.");	ERR_FAIL_COND_MSG(p_packet_len < 1, "Invalid packet received. Size too small.");	// Extract the `packet_type` from the LSB three bits:	uint8_t packet_type = p_packet[0] & CMD_MASK;	switch (packet_type) {		case NETWORK_COMMAND_SIMPLIFY_PATH: {			cache->process_simplify_path(p_from, p_packet, p_packet_len);		} break;		case NETWORK_COMMAND_CONFIRM_PATH: {			cache->process_confirm_path(p_from, p_packet, p_packet_len);		} break;		case NETWORK_COMMAND_REMOTE_CALL: {			rpc->process_rpc(p_from, p_packet, p_packet_len);		} break;		case NETWORK_COMMAND_RAW: {			_process_raw(p_from, p_packet, p_packet_len);		} break;		case NETWORK_COMMAND_SPAWN: {			replicator->on_spawn_receive(p_from, p_packet, p_packet_len);		} break;		case NETWORK_COMMAND_DESPAWN: {			replicator->on_despawn_receive(p_from, p_packet, p_packet_len);		} break;		case NETWORK_COMMAND_SYNC: {			replicator->on_sync_receive(p_from, p_packet, p_packet_len);		} break;		default: {			ERR_FAIL_MSG("Invalid network command from " + itos(p_from));		} break;	}}#ifdef DEBUG_ENABLED_FORCE_INLINE_ Error SceneMultiplayer::_send(const uint8_t *p_packet, int p_packet_len) {	_profile_bandwidth("out", p_packet_len);	return multiplayer_peer->put_packet(p_packet, p_packet_len);}#endifError SceneMultiplayer::send_command(int p_to, const uint8_t *p_packet, int p_packet_len) {	if (server_relay && get_unique_id() != 1 && p_to != 1 && multiplayer_peer->is_server_relay_supported()) {		// Send relay packet.		relay_buffer->seek(0);		relay_buffer->put_u8(NETWORK_COMMAND_SYS);		relay_buffer->put_u8(SYS_COMMAND_RELAY);		relay_buffer->put_32(p_to); // Set the destination.		relay_buffer->put_data(p_packet, p_packet_len);		multiplayer_peer->set_target_peer(1);		const Vector<uint8_t> data = relay_buffer->get_data_array();		return _send(data.ptr(), relay_buffer->get_position());	}	if (p_to > 0) {		ERR_FAIL_COND_V(!connected_peers.has(p_to), ERR_BUG);		multiplayer_peer->set_target_peer(p_to);		return _send(p_packet, p_packet_len);	} else {		for (const int &pid : connected_peers) {			if (p_to && pid == -p_to) {				continue;			}			multiplayer_peer->set_target_peer(pid);			_send(p_packet, p_packet_len);		}		return OK;	}}void SceneMultiplayer::_process_sys(int p_from, const uint8_t *p_packet, int p_packet_len, MultiplayerPeer::TransferMode p_mode, int p_channel) {	ERR_FAIL_COND_MSG(p_packet_len < SYS_CMD_SIZE, "Invalid packet received. Size too small.");	uint8_t sys_cmd_type = p_packet[1];	int32_t peer = int32_t(decode_uint32(&p_packet[2]));	switch (sys_cmd_type) {		case SYS_COMMAND_ADD_PEER: {			ERR_FAIL_COND(!server_relay || !multiplayer_peer->is_server_relay_supported() || get_unique_id() == 1 || p_from != 1);			_admit_peer(peer); // Relayed peers are automatically accepted.		} break;		case SYS_COMMAND_DEL_PEER: {			ERR_FAIL_COND(!server_relay || !multiplayer_peer->is_server_relay_supported() || get_unique_id() == 1 || p_from != 1);			_del_peer(peer);		} break;		case SYS_COMMAND_RELAY: {			ERR_FAIL_COND(!server_relay || !multiplayer_peer->is_server_relay_supported());			ERR_FAIL_COND(p_packet_len < SYS_CMD_SIZE + 1);			const uint8_t *packet = p_packet + SYS_CMD_SIZE;			int len = p_packet_len - SYS_CMD_SIZE;			bool should_process = false;			if (get_unique_id() == 1) { // I am the server.				// The requested target might have disconnected while the packet was in transit.				if (unlikely(peer > 0 && !connected_peers.has(peer))) {					return;				}				// Send relay packet.				relay_buffer->seek(0);				relay_buffer->put_u8(NETWORK_COMMAND_SYS);				relay_buffer->put_u8(SYS_COMMAND_RELAY);				relay_buffer->put_32(p_from); // Set the source.				relay_buffer->put_data(packet, len);				const Vector<uint8_t> data = relay_buffer->get_data_array();				multiplayer_peer->set_transfer_mode(p_mode);				multiplayer_peer->set_transfer_channel(p_channel);				if (peer > 0) {					// Single destination.					multiplayer_peer->set_target_peer(peer);					_send(data.ptr(), relay_buffer->get_position());				} else {					// Multiple destinations.					for (const int &P : connected_peers) {						// Not to sender, nor excluded.						if (P == p_from || P == -peer) {							continue;						}						multiplayer_peer->set_target_peer(P);						_send(data.ptr(), relay_buffer->get_position());					}					if (peer != -1) {						// The server is one of the targets, process the packet with sender as source.						should_process = true;						peer = p_from;					}				}			} else {				ERR_FAIL_COND(p_from != 1); // Bug.				should_process = true;			}			if (should_process) {				remote_sender_id = peer;				_process_packet(peer, packet, len);				remote_sender_id = 0;			}		} break;		default: {			ERR_FAIL();		}	}}void SceneMultiplayer::_add_peer(int p_id) {	if (auth_callback.is_valid()) {		pending_peers[p_id] = PendingPeer();		pending_peers[p_id].time = OS::get_singleton()->get_ticks_msec();		emit_signal(SNAME("peer_authenticating"), p_id);		return;	} else {		_admit_peer(p_id);	}}void SceneMultiplayer::_admit_peer(int p_id) {	if (server_relay && get_unique_id() == 1 && multiplayer_peer->is_server_relay_supported()) {		// Notify others of connection, and send connected peers to newly connected one.		uint8_t buf[SYS_CMD_SIZE];		buf[0] = NETWORK_COMMAND_SYS;		buf[1] = SYS_COMMAND_ADD_PEER;		multiplayer_peer->set_transfer_channel(0);		multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);		for (const int &P : connected_peers) {			// Send new peer to already connected.			encode_uint32(p_id, &buf[2]);			multiplayer_peer->set_target_peer(P);			_send(buf, sizeof(buf));			// Send already connected to new peer.			encode_uint32(P, &buf[2]);			multiplayer_peer->set_target_peer(p_id);			_send(buf, sizeof(buf));		}	}	connected_peers.insert(p_id);	cache->on_peer_change(p_id, true);	replicator->on_peer_change(p_id, true);	if (p_id == 1) {		emit_signal(SNAME("connected_to_server"));	}	emit_signal(SNAME("peer_connected"), p_id);}void SceneMultiplayer::_del_peer(int p_id) {	if (pending_peers.has(p_id)) {		pending_peers.erase(p_id);		emit_signal(SNAME("peer_authentication_failed"), p_id);		return;	} else if (!connected_peers.has(p_id)) {		return;	}	if (server_relay && get_unique_id() == 1 && multiplayer_peer->is_server_relay_supported()) {		// Notify others of disconnection.		uint8_t buf[SYS_CMD_SIZE];		buf[0] = NETWORK_COMMAND_SYS;		buf[1] = SYS_COMMAND_DEL_PEER;		multiplayer_peer->set_transfer_channel(0);		multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);		encode_uint32(p_id, &buf[2]);		for (const int &P : connected_peers) {			if (P == p_id) {				continue;			}			multiplayer_peer->set_target_peer(P);			_send(buf, sizeof(buf));		}	}	replicator->on_peer_change(p_id, false);	cache->on_peer_change(p_id, false);	connected_peers.erase(p_id);	emit_signal(SNAME("peer_disconnected"), p_id);}void SceneMultiplayer::disconnect_peer(int p_id) {	ERR_FAIL_COND(multiplayer_peer.is_null() || multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED);	// Block signals to avoid emitting peer_disconnected.	bool blocking = is_blocking_signals();	set_block_signals(true);	_del_peer(p_id);	set_block_signals(blocking);	multiplayer_peer->disconnect_peer(p_id);}Error SceneMultiplayer::send_bytes(Vector<uint8_t> p_data, int p_to, MultiplayerPeer::TransferMode p_mode, int p_channel) {	ERR_FAIL_COND_V_MSG(p_data.is_empty(), ERR_INVALID_DATA, "Trying to send an empty raw packet.");	ERR_FAIL_COND_V_MSG(multiplayer_peer.is_null(), ERR_UNCONFIGURED, "Trying to send a raw packet while no multiplayer peer is active.");	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.");	if (packet_cache.size() < p_data.size() + 1) {		packet_cache.resize(p_data.size() + 1);	}	const uint8_t *r = p_data.ptr();	packet_cache.write[0] = NETWORK_COMMAND_RAW;	memcpy(&packet_cache.write[1], &r[0], p_data.size());	multiplayer_peer->set_transfer_channel(p_channel);	multiplayer_peer->set_transfer_mode(p_mode);	return send_command(p_to, packet_cache.ptr(), p_data.size() + 1);}Error SceneMultiplayer::send_auth(int p_to, Vector<uint8_t> p_data) {	ERR_FAIL_COND_V(multiplayer_peer.is_null() || multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED);	ERR_FAIL_COND_V(!pending_peers.has(p_to), ERR_INVALID_PARAMETER);	ERR_FAIL_COND_V(p_data.is_empty(), ERR_INVALID_PARAMETER);	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.");	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.");	if (packet_cache.size() < p_data.size() + 2) {		packet_cache.resize(p_data.size() + 2);	}	packet_cache.write[0] = NETWORK_COMMAND_SYS;	packet_cache.write[1] = SYS_COMMAND_AUTH;	memcpy(&packet_cache.write[2], p_data.ptr(), p_data.size());	multiplayer_peer->set_target_peer(p_to);	multiplayer_peer->set_transfer_channel(0);	multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);	return _send(packet_cache.ptr(), p_data.size() + 2);}Error SceneMultiplayer::complete_auth(int p_peer) {	ERR_FAIL_COND_V(multiplayer_peer.is_null() || multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED);	ERR_FAIL_COND_V(!pending_peers.has(p_peer), ERR_INVALID_PARAMETER);	ERR_FAIL_COND_V_MSG(pending_peers[p_peer].local, ERR_FILE_CANT_WRITE, "The authentication session was already marked as completed.");	pending_peers[p_peer].local = true;	// Notify the remote peer that the authentication has completed.	uint8_t buf[2] = { NETWORK_COMMAND_SYS, SYS_COMMAND_AUTH };	multiplayer_peer->set_target_peer(p_peer);	multiplayer_peer->set_transfer_channel(0);	multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);	Error err = _send(buf, 2);	// The remote peer already reported the authentication as completed, so admit the peer.	// May generate new packets, so it must happen after sending confirmation.	if (pending_peers[p_peer].remote) {		pending_peers.erase(p_peer);		_admit_peer(p_peer);	}	return err;}void SceneMultiplayer::set_auth_callback(Callable p_callback) {	auth_callback = p_callback;}Callable SceneMultiplayer::get_auth_callback() const {	return auth_callback;}void SceneMultiplayer::set_auth_timeout(double p_timeout) {	ERR_FAIL_COND_MSG(p_timeout < 0, "Timeout must be greater or equal to 0 (where 0 means no timeout)");	auth_timeout = uint64_t(p_timeout * 1000);}double SceneMultiplayer::get_auth_timeout() const {	return double(auth_timeout) / 1000.0;}void SceneMultiplayer::_process_raw(int p_from, const uint8_t *p_packet, int p_packet_len) {	ERR_FAIL_COND_MSG(p_packet_len < 2, "Invalid packet received. Size too small.");	Vector<uint8_t> out;	int len = p_packet_len - 1;	out.resize(len);	{		uint8_t *w = out.ptrw();		memcpy(&w[0], &p_packet[1], len);	}	emit_signal(SNAME("peer_packet"), p_from, out);}int SceneMultiplayer::get_unique_id() {	ERR_FAIL_COND_V_MSG(multiplayer_peer.is_null(), 0, "No multiplayer peer is assigned. Unable to get unique ID.");	return multiplayer_peer->get_unique_id();}void SceneMultiplayer::set_refuse_new_connections(bool p_refuse) {	ERR_FAIL_COND_MSG(multiplayer_peer.is_null(), "No multiplayer peer is assigned. Unable to set 'refuse_new_connections'.");	multiplayer_peer->set_refuse_new_connections(p_refuse);}bool SceneMultiplayer::is_refusing_new_connections() const {	ERR_FAIL_COND_V_MSG(multiplayer_peer.is_null(), false, "No multiplayer peer is assigned. Unable to get 'refuse_new_connections'.");	return multiplayer_peer->is_refusing_new_connections();}Vector<int> SceneMultiplayer::get_peer_ids() {	ERR_FAIL_COND_V_MSG(multiplayer_peer.is_null(), Vector<int>(), "No multiplayer peer is assigned. Assume no peers are connected.");	Vector<int> ret;	for (const int &E : connected_peers) {		ret.push_back(E);	}	return ret;}Vector<int> SceneMultiplayer::get_authenticating_peer_ids() {	Vector<int> out;	out.resize(pending_peers.size());	int idx = 0;	for (const KeyValue<int, PendingPeer> &E : pending_peers) {		out.write[idx++] = E.key;	}	return out;}void SceneMultiplayer::set_allow_object_decoding(bool p_enable) {	allow_object_decoding = p_enable;}bool SceneMultiplayer::is_object_decoding_allowed() const {	return allow_object_decoding;}String SceneMultiplayer::get_rpc_md5(const Object *p_obj) {	return rpc->get_rpc_md5(p_obj);}Error SceneMultiplayer::rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) {	return rpc->rpcp(p_obj, p_peer_id, p_method, p_arg, p_argcount);}Error SceneMultiplayer::object_configuration_add(Object *p_obj, Variant p_config) {	if (p_obj == nullptr && p_config.get_type() == Variant::NODE_PATH) {		set_root_path(p_config);		return OK;	}	MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object());	MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object());	if (spawner) {		return replicator->on_spawn(p_obj, p_config);	} else if (sync) {		return replicator->on_replication_start(p_obj, p_config);	}	return ERR_INVALID_PARAMETER;}Error SceneMultiplayer::object_configuration_remove(Object *p_obj, Variant p_config) {	if (p_obj == nullptr && p_config.get_type() == Variant::NODE_PATH) {		ERR_FAIL_COND_V(root_path != p_config.operator NodePath(), ERR_INVALID_PARAMETER);		set_root_path(NodePath());		return OK;	}	MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object());	MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object());	if (spawner) {		return replicator->on_despawn(p_obj, p_config);	}	if (sync) {		return replicator->on_replication_stop(p_obj, p_config);	}	return ERR_INVALID_PARAMETER;}void SceneMultiplayer::set_server_relay_enabled(bool p_enabled) {	server_relay = p_enabled;}bool SceneMultiplayer::is_server_relay_enabled() const {	return server_relay;}void SceneMultiplayer::set_max_sync_packet_size(int p_size) {	replicator->set_max_sync_packet_size(p_size);}int SceneMultiplayer::get_max_sync_packet_size() const {	return replicator->get_max_sync_packet_size();}void SceneMultiplayer::set_max_delta_packet_size(int p_size) {	replicator->set_max_delta_packet_size(p_size);}int SceneMultiplayer::get_max_delta_packet_size() const {	return replicator->get_max_delta_packet_size();}void SceneMultiplayer::_bind_methods() {	ClassDB::bind_method(D_METHOD("set_root_path", "path"), &SceneMultiplayer::set_root_path);	ClassDB::bind_method(D_METHOD("get_root_path"), &SceneMultiplayer::get_root_path);	ClassDB::bind_method(D_METHOD("clear"), &SceneMultiplayer::clear);	ClassDB::bind_method(D_METHOD("disconnect_peer", "id"), &SceneMultiplayer::disconnect_peer);	ClassDB::bind_method(D_METHOD("get_authenticating_peers"), &SceneMultiplayer::get_authenticating_peer_ids);	ClassDB::bind_method(D_METHOD("send_auth", "id", "data"), &SceneMultiplayer::send_auth);	ClassDB::bind_method(D_METHOD("complete_auth", "id"), &SceneMultiplayer::complete_auth);	ClassDB::bind_method(D_METHOD("set_auth_callback", "callback"), &SceneMultiplayer::set_auth_callback);	ClassDB::bind_method(D_METHOD("get_auth_callback"), &SceneMultiplayer::get_auth_callback);	ClassDB::bind_method(D_METHOD("set_auth_timeout", "timeout"), &SceneMultiplayer::set_auth_timeout);	ClassDB::bind_method(D_METHOD("get_auth_timeout"), &SceneMultiplayer::get_auth_timeout);	ClassDB::bind_method(D_METHOD("set_refuse_new_connections", "refuse"), &SceneMultiplayer::set_refuse_new_connections);	ClassDB::bind_method(D_METHOD("is_refusing_new_connections"), &SceneMultiplayer::is_refusing_new_connections);	ClassDB::bind_method(D_METHOD("set_allow_object_decoding", "enable"), &SceneMultiplayer::set_allow_object_decoding);	ClassDB::bind_method(D_METHOD("is_object_decoding_allowed"), &SceneMultiplayer::is_object_decoding_allowed);	ClassDB::bind_method(D_METHOD("set_server_relay_enabled", "enabled"), &SceneMultiplayer::set_server_relay_enabled);	ClassDB::bind_method(D_METHOD("is_server_relay_enabled"), &SceneMultiplayer::is_server_relay_enabled);	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));	ClassDB::bind_method(D_METHOD("get_max_sync_packet_size"), &SceneMultiplayer::get_max_sync_packet_size);	ClassDB::bind_method(D_METHOD("set_max_sync_packet_size", "size"), &SceneMultiplayer::set_max_sync_packet_size);	ClassDB::bind_method(D_METHOD("get_max_delta_packet_size"), &SceneMultiplayer::get_max_delta_packet_size);	ClassDB::bind_method(D_METHOD("set_max_delta_packet_size", "size"), &SceneMultiplayer::set_max_delta_packet_size);	ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_path"), "set_root_path", "get_root_path");	ADD_PROPERTY(PropertyInfo(Variant::CALLABLE, "auth_callback"), "set_auth_callback", "get_auth_callback");	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "auth_timeout", PROPERTY_HINT_RANGE, "0,30,0.1,or_greater,suffix:s"), "set_auth_timeout", "get_auth_timeout");	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "allow_object_decoding"), "set_allow_object_decoding", "is_object_decoding_allowed");	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_connections"), "set_refuse_new_connections", "is_refusing_new_connections");	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "server_relay"), "set_server_relay_enabled", "is_server_relay_enabled");	ADD_PROPERTY(PropertyInfo(Variant::INT, "max_sync_packet_size"), "set_max_sync_packet_size", "get_max_sync_packet_size");	ADD_PROPERTY(PropertyInfo(Variant::INT, "max_delta_packet_size"), "set_max_delta_packet_size", "get_max_delta_packet_size");	ADD_PROPERTY_DEFAULT("refuse_new_connections", false);	ADD_SIGNAL(MethodInfo("peer_authenticating", PropertyInfo(Variant::INT, "id")));	ADD_SIGNAL(MethodInfo("peer_authentication_failed", PropertyInfo(Variant::INT, "id")));	ADD_SIGNAL(MethodInfo("peer_packet", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::PACKED_BYTE_ARRAY, "packet")));}SceneMultiplayer::SceneMultiplayer() {	relay_buffer.instantiate();	cache.instantiate(this);	replicator.instantiate(this, cache.ptr());	rpc.instantiate(this, cache.ptr(), replicator.ptr());	set_multiplayer_peer(Ref<OfflineMultiplayerPeer>(memnew(OfflineMultiplayerPeer)));}SceneMultiplayer::~SceneMultiplayer() {	clear();	// Ensure unref in reverse order for safety (we shouldn't use those pointers in the deconstructors anyway).	rpc.unref();	replicator.unref();	cache.unref();}
 |