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