Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
godotengine
GitHub Repository: godotengine/godot
Path: blob/master/modules/multiplayer/scene_multiplayer.cpp
10277 views
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
31
#include "scene_multiplayer.h"
32
33
#include "core/debugger/engine_debugger.h"
34
#include "core/io/marshalls.h"
35
36
#ifdef DEBUG_ENABLED
37
#include "core/os/os.h"
38
#endif
39
40
#ifdef DEBUG_ENABLED
41
_FORCE_INLINE_ void SceneMultiplayer::_profile_bandwidth(const String &p_what, int p_value) {
42
if (EngineDebugger::is_profiling("multiplayer:bandwidth")) {
43
Array values = {
44
p_what,
45
OS::get_singleton()->get_ticks_msec(),
46
p_value
47
};
48
EngineDebugger::profiler_add_frame_data("multiplayer:bandwidth", values);
49
}
50
}
51
#endif
52
53
void SceneMultiplayer::_update_status() {
54
MultiplayerPeer::ConnectionStatus status = multiplayer_peer.is_valid() ? multiplayer_peer->get_connection_status() : MultiplayerPeer::CONNECTION_DISCONNECTED;
55
if (last_connection_status != status) {
56
if (status == MultiplayerPeer::CONNECTION_DISCONNECTED) {
57
if (last_connection_status == MultiplayerPeer::CONNECTION_CONNECTING) {
58
emit_signal(SNAME("connection_failed"));
59
} else {
60
emit_signal(SNAME("server_disconnected"));
61
}
62
clear();
63
}
64
last_connection_status = status;
65
}
66
}
67
68
Error SceneMultiplayer::poll() {
69
_update_status();
70
if (last_connection_status == MultiplayerPeer::CONNECTION_DISCONNECTED) {
71
return OK;
72
}
73
74
multiplayer_peer->poll();
75
76
_update_status();
77
if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) {
78
// We might be still connecting, or polling might have resulted in a disconnection.
79
return OK;
80
}
81
82
while (multiplayer_peer->get_available_packet_count()) {
83
int sender = multiplayer_peer->get_packet_peer();
84
const uint8_t *packet;
85
int len;
86
87
int channel = multiplayer_peer->get_packet_channel();
88
MultiplayerPeer::TransferMode mode = multiplayer_peer->get_packet_mode();
89
90
Error err = multiplayer_peer->get_packet(&packet, len);
91
ERR_FAIL_COND_V_MSG(err != OK, err, vformat("Error getting packet! %d", err));
92
93
#ifdef DEBUG_ENABLED
94
_profile_bandwidth("in", len);
95
#endif
96
97
if (pending_peers.has(sender)) {
98
ERR_CONTINUE(len < 2 || (packet[0] & CMD_MASK) != NETWORK_COMMAND_SYS || packet[1] != SYS_COMMAND_AUTH);
99
// Auth message.
100
PackedByteArray pba;
101
pba.resize(len - 2);
102
if (pba.size()) {
103
memcpy(pba.ptrw(), &packet[2], len - 2);
104
// User callback
105
const Variant sv = sender;
106
const Variant pbav = pba;
107
const Variant *argv[2] = { &sv, &pbav };
108
Variant ret;
109
Callable::CallError ce;
110
auth_callback.callp(argv, 2, ret, ce);
111
ERR_CONTINUE_MSG(ce.error != Callable::CallError::CALL_OK, "Failed to call authentication callback");
112
} else {
113
// Remote complete notification.
114
pending_peers[sender].remote = true;
115
if (pending_peers[sender].local) {
116
pending_peers.erase(sender);
117
_admit_peer(sender);
118
}
119
}
120
continue; // Auth in progress.
121
}
122
123
ERR_CONTINUE(!connected_peers.has(sender));
124
125
if (len && (packet[0] & CMD_MASK) == NETWORK_COMMAND_SYS) {
126
// Sys messages are processed separately since they might call _process_packet themselves.
127
if (len > 1 && packet[1] == SYS_COMMAND_AUTH) {
128
ERR_CONTINUE(len != 2);
129
// If we are here, we already admitted the peer locally, and this is just a confirmation packet.
130
continue;
131
}
132
133
_process_sys(sender, packet, len, mode, channel);
134
} else {
135
remote_sender_id = sender;
136
_process_packet(sender, packet, len);
137
remote_sender_id = 0;
138
}
139
140
_update_status();
141
if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) { // It's possible that processing a packet might have resulted in a disconnection, so check here.
142
return OK;
143
}
144
}
145
if (pending_peers.size() && auth_timeout) {
146
HashSet<int> to_drop;
147
uint64_t time = OS::get_singleton()->get_ticks_msec();
148
for (const KeyValue<int, PendingPeer> &pending : pending_peers) {
149
if (pending.value.time + auth_timeout <= time) {
150
multiplayer_peer->disconnect_peer(pending.key);
151
to_drop.insert(pending.key);
152
}
153
}
154
for (const int &P : to_drop) {
155
// Each signal might trigger a disconnection.
156
pending_peers.erase(P);
157
emit_signal(SNAME("peer_authentication_failed"), P);
158
}
159
}
160
161
_update_status();
162
if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) { // Signals might have triggered disconnection.
163
return OK;
164
}
165
166
replicator->on_network_process();
167
return OK;
168
}
169
170
void SceneMultiplayer::clear() {
171
last_connection_status = MultiplayerPeer::CONNECTION_DISCONNECTED;
172
pending_peers.clear();
173
connected_peers.clear();
174
packet_cache.clear();
175
replicator->on_reset();
176
cache->clear();
177
relay_buffer->clear();
178
}
179
180
void SceneMultiplayer::set_root_path(const NodePath &p_path) {
181
ERR_FAIL_COND_MSG(!p_path.is_absolute() && !p_path.is_empty(), "SceneMultiplayer root path must be absolute.");
182
root_path = p_path;
183
}
184
185
NodePath SceneMultiplayer::get_root_path() const {
186
return root_path;
187
}
188
189
void SceneMultiplayer::set_multiplayer_peer(const Ref<MultiplayerPeer> &p_peer) {
190
if (p_peer == multiplayer_peer) {
191
return; // Nothing to do
192
}
193
194
ERR_FAIL_COND_MSG(p_peer.is_valid() && p_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED,
195
"Supplied MultiplayerPeer must be connecting or connected.");
196
197
if (multiplayer_peer.is_valid()) {
198
multiplayer_peer->disconnect("peer_connected", callable_mp(this, &SceneMultiplayer::_add_peer));
199
multiplayer_peer->disconnect("peer_disconnected", callable_mp(this, &SceneMultiplayer::_del_peer));
200
clear();
201
}
202
203
multiplayer_peer = p_peer;
204
205
if (multiplayer_peer.is_valid()) {
206
multiplayer_peer->connect("peer_connected", callable_mp(this, &SceneMultiplayer::_add_peer));
207
multiplayer_peer->connect("peer_disconnected", callable_mp(this, &SceneMultiplayer::_del_peer));
208
}
209
_update_status();
210
}
211
212
Ref<MultiplayerPeer> SceneMultiplayer::get_multiplayer_peer() {
213
return multiplayer_peer;
214
}
215
216
void SceneMultiplayer::_process_packet(int p_from, const uint8_t *p_packet, int p_packet_len) {
217
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.");
218
ERR_FAIL_COND_MSG(p_packet_len < 1, "Invalid packet received. Size too small.");
219
220
// Extract the `packet_type` from the LSB three bits:
221
uint8_t packet_type = p_packet[0] & CMD_MASK;
222
223
switch (packet_type) {
224
case NETWORK_COMMAND_SIMPLIFY_PATH: {
225
cache->process_simplify_path(p_from, p_packet, p_packet_len);
226
} break;
227
228
case NETWORK_COMMAND_CONFIRM_PATH: {
229
cache->process_confirm_path(p_from, p_packet, p_packet_len);
230
} break;
231
232
case NETWORK_COMMAND_REMOTE_CALL: {
233
rpc->process_rpc(p_from, p_packet, p_packet_len);
234
} break;
235
236
case NETWORK_COMMAND_RAW: {
237
_process_raw(p_from, p_packet, p_packet_len);
238
} break;
239
case NETWORK_COMMAND_SPAWN: {
240
replicator->on_spawn_receive(p_from, p_packet, p_packet_len);
241
} break;
242
case NETWORK_COMMAND_DESPAWN: {
243
replicator->on_despawn_receive(p_from, p_packet, p_packet_len);
244
} break;
245
case NETWORK_COMMAND_SYNC: {
246
replicator->on_sync_receive(p_from, p_packet, p_packet_len);
247
} break;
248
default: {
249
ERR_FAIL_MSG("Invalid network command from " + itos(p_from));
250
} break;
251
}
252
}
253
254
#ifdef DEBUG_ENABLED
255
_FORCE_INLINE_ Error SceneMultiplayer::_send(const uint8_t *p_packet, int p_packet_len) {
256
_profile_bandwidth("out", p_packet_len);
257
return multiplayer_peer->put_packet(p_packet, p_packet_len);
258
}
259
#endif
260
261
Error SceneMultiplayer::send_command(int p_to, const uint8_t *p_packet, int p_packet_len) {
262
if (server_relay && get_unique_id() != 1 && p_to != 1 && multiplayer_peer->is_server_relay_supported()) {
263
// Send relay packet.
264
relay_buffer->seek(0);
265
relay_buffer->put_u8(NETWORK_COMMAND_SYS);
266
relay_buffer->put_u8(SYS_COMMAND_RELAY);
267
relay_buffer->put_32(p_to); // Set the destination.
268
relay_buffer->put_data(p_packet, p_packet_len);
269
multiplayer_peer->set_target_peer(1);
270
const Vector<uint8_t> data = relay_buffer->get_data_array();
271
return _send(data.ptr(), relay_buffer->get_position());
272
}
273
if (p_to > 0) {
274
ERR_FAIL_COND_V(!connected_peers.has(p_to), ERR_BUG);
275
multiplayer_peer->set_target_peer(p_to);
276
return _send(p_packet, p_packet_len);
277
} else {
278
for (const int &pid : connected_peers) {
279
if (p_to && pid == -p_to) {
280
continue;
281
}
282
multiplayer_peer->set_target_peer(pid);
283
_send(p_packet, p_packet_len);
284
}
285
return OK;
286
}
287
}
288
289
void SceneMultiplayer::_process_sys(int p_from, const uint8_t *p_packet, int p_packet_len, MultiplayerPeer::TransferMode p_mode, int p_channel) {
290
ERR_FAIL_COND_MSG(p_packet_len < SYS_CMD_SIZE, "Invalid packet received. Size too small.");
291
uint8_t sys_cmd_type = p_packet[1];
292
int32_t peer = int32_t(decode_uint32(&p_packet[2]));
293
switch (sys_cmd_type) {
294
case SYS_COMMAND_ADD_PEER: {
295
ERR_FAIL_COND(!server_relay || !multiplayer_peer->is_server_relay_supported() || get_unique_id() == 1 || p_from != 1);
296
_admit_peer(peer); // Relayed peers are automatically accepted.
297
} break;
298
case SYS_COMMAND_DEL_PEER: {
299
ERR_FAIL_COND(!server_relay || !multiplayer_peer->is_server_relay_supported() || get_unique_id() == 1 || p_from != 1);
300
_del_peer(peer);
301
} break;
302
case SYS_COMMAND_RELAY: {
303
ERR_FAIL_COND(!server_relay || !multiplayer_peer->is_server_relay_supported());
304
ERR_FAIL_COND(p_packet_len < SYS_CMD_SIZE + 1);
305
const uint8_t *packet = p_packet + SYS_CMD_SIZE;
306
int len = p_packet_len - SYS_CMD_SIZE;
307
bool should_process = false;
308
if (get_unique_id() == 1) { // I am the server.
309
// The requested target might have disconnected while the packet was in transit.
310
if (unlikely(peer > 0 && !connected_peers.has(peer))) {
311
return;
312
}
313
// Send relay packet.
314
relay_buffer->seek(0);
315
relay_buffer->put_u8(NETWORK_COMMAND_SYS);
316
relay_buffer->put_u8(SYS_COMMAND_RELAY);
317
relay_buffer->put_32(p_from); // Set the source.
318
relay_buffer->put_data(packet, len);
319
const Vector<uint8_t> data = relay_buffer->get_data_array();
320
multiplayer_peer->set_transfer_mode(p_mode);
321
multiplayer_peer->set_transfer_channel(p_channel);
322
if (peer > 0) {
323
// Single destination.
324
multiplayer_peer->set_target_peer(peer);
325
_send(data.ptr(), relay_buffer->get_position());
326
} else {
327
// Multiple destinations.
328
for (const int &P : connected_peers) {
329
// Not to sender, nor excluded.
330
if (P == p_from || P == -peer) {
331
continue;
332
}
333
multiplayer_peer->set_target_peer(P);
334
_send(data.ptr(), relay_buffer->get_position());
335
}
336
if (peer != -1) {
337
// The server is one of the targets, process the packet with sender as source.
338
should_process = true;
339
peer = p_from;
340
}
341
}
342
} else {
343
ERR_FAIL_COND(p_from != 1); // Bug.
344
should_process = true;
345
}
346
if (should_process) {
347
remote_sender_id = peer;
348
_process_packet(peer, packet, len);
349
remote_sender_id = 0;
350
}
351
} break;
352
default: {
353
ERR_FAIL();
354
}
355
}
356
}
357
358
void SceneMultiplayer::_add_peer(int p_id) {
359
if (auth_callback.is_valid()) {
360
pending_peers[p_id] = PendingPeer();
361
pending_peers[p_id].time = OS::get_singleton()->get_ticks_msec();
362
emit_signal(SNAME("peer_authenticating"), p_id);
363
return;
364
} else {
365
_admit_peer(p_id);
366
}
367
}
368
369
void SceneMultiplayer::_admit_peer(int p_id) {
370
if (server_relay && get_unique_id() == 1 && multiplayer_peer->is_server_relay_supported()) {
371
// Notify others of connection, and send connected peers to newly connected one.
372
uint8_t buf[SYS_CMD_SIZE];
373
buf[0] = NETWORK_COMMAND_SYS;
374
buf[1] = SYS_COMMAND_ADD_PEER;
375
multiplayer_peer->set_transfer_channel(0);
376
multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
377
for (const int &P : connected_peers) {
378
// Send new peer to already connected.
379
encode_uint32(p_id, &buf[2]);
380
multiplayer_peer->set_target_peer(P);
381
_send(buf, sizeof(buf));
382
// Send already connected to new peer.
383
encode_uint32(P, &buf[2]);
384
multiplayer_peer->set_target_peer(p_id);
385
_send(buf, sizeof(buf));
386
}
387
}
388
389
connected_peers.insert(p_id);
390
cache->on_peer_change(p_id, true);
391
replicator->on_peer_change(p_id, true);
392
if (p_id == 1) {
393
emit_signal(SNAME("connected_to_server"));
394
}
395
emit_signal(SNAME("peer_connected"), p_id);
396
}
397
398
void SceneMultiplayer::_del_peer(int p_id) {
399
if (pending_peers.has(p_id)) {
400
pending_peers.erase(p_id);
401
emit_signal(SNAME("peer_authentication_failed"), p_id);
402
return;
403
} else if (!connected_peers.has(p_id)) {
404
return;
405
}
406
407
if (server_relay && get_unique_id() == 1 && multiplayer_peer->is_server_relay_supported()) {
408
// Notify others of disconnection.
409
uint8_t buf[SYS_CMD_SIZE];
410
buf[0] = NETWORK_COMMAND_SYS;
411
buf[1] = SYS_COMMAND_DEL_PEER;
412
multiplayer_peer->set_transfer_channel(0);
413
multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
414
encode_uint32(p_id, &buf[2]);
415
for (const int &P : connected_peers) {
416
if (P == p_id) {
417
continue;
418
}
419
multiplayer_peer->set_target_peer(P);
420
_send(buf, sizeof(buf));
421
}
422
}
423
424
replicator->on_peer_change(p_id, false);
425
cache->on_peer_change(p_id, false);
426
connected_peers.erase(p_id);
427
emit_signal(SNAME("peer_disconnected"), p_id);
428
}
429
430
void SceneMultiplayer::disconnect_peer(int p_id) {
431
ERR_FAIL_COND(multiplayer_peer.is_null() || multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED);
432
// Block signals to avoid emitting peer_disconnected.
433
bool blocking = is_blocking_signals();
434
set_block_signals(true);
435
_del_peer(p_id);
436
set_block_signals(blocking);
437
multiplayer_peer->disconnect_peer(p_id);
438
}
439
440
Error SceneMultiplayer::send_bytes(Vector<uint8_t> p_data, int p_to, MultiplayerPeer::TransferMode p_mode, int p_channel) {
441
ERR_FAIL_COND_V_MSG(p_data.is_empty(), ERR_INVALID_DATA, "Trying to send an empty raw packet.");
442
ERR_FAIL_COND_V_MSG(multiplayer_peer.is_null(), ERR_UNCONFIGURED, "Trying to send a raw packet while no multiplayer peer is active.");
443
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.");
444
445
if (packet_cache.size() < p_data.size() + 1) {
446
packet_cache.resize(p_data.size() + 1);
447
}
448
449
const uint8_t *r = p_data.ptr();
450
packet_cache.write[0] = NETWORK_COMMAND_RAW;
451
memcpy(&packet_cache.write[1], &r[0], p_data.size());
452
453
multiplayer_peer->set_transfer_channel(p_channel);
454
multiplayer_peer->set_transfer_mode(p_mode);
455
return send_command(p_to, packet_cache.ptr(), p_data.size() + 1);
456
}
457
458
Error SceneMultiplayer::send_auth(int p_to, Vector<uint8_t> p_data) {
459
ERR_FAIL_COND_V(multiplayer_peer.is_null() || multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED);
460
ERR_FAIL_COND_V(!pending_peers.has(p_to), ERR_INVALID_PARAMETER);
461
ERR_FAIL_COND_V(p_data.is_empty(), ERR_INVALID_PARAMETER);
462
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.");
463
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.");
464
465
if (packet_cache.size() < p_data.size() + 2) {
466
packet_cache.resize(p_data.size() + 2);
467
}
468
469
packet_cache.write[0] = NETWORK_COMMAND_SYS;
470
packet_cache.write[1] = SYS_COMMAND_AUTH;
471
memcpy(&packet_cache.write[2], p_data.ptr(), p_data.size());
472
473
multiplayer_peer->set_target_peer(p_to);
474
multiplayer_peer->set_transfer_channel(0);
475
multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
476
return _send(packet_cache.ptr(), p_data.size() + 2);
477
}
478
479
Error SceneMultiplayer::complete_auth(int p_peer) {
480
ERR_FAIL_COND_V(multiplayer_peer.is_null() || multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED);
481
ERR_FAIL_COND_V(!pending_peers.has(p_peer), ERR_INVALID_PARAMETER);
482
ERR_FAIL_COND_V_MSG(pending_peers[p_peer].local, ERR_FILE_CANT_WRITE, "The authentication session was already marked as completed.");
483
pending_peers[p_peer].local = true;
484
485
// Notify the remote peer that the authentication has completed.
486
uint8_t buf[2] = { NETWORK_COMMAND_SYS, SYS_COMMAND_AUTH };
487
multiplayer_peer->set_target_peer(p_peer);
488
multiplayer_peer->set_transfer_channel(0);
489
multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
490
Error err = _send(buf, 2);
491
492
// The remote peer already reported the authentication as completed, so admit the peer.
493
// May generate new packets, so it must happen after sending confirmation.
494
if (pending_peers[p_peer].remote) {
495
pending_peers.erase(p_peer);
496
_admit_peer(p_peer);
497
}
498
return err;
499
}
500
501
void SceneMultiplayer::set_auth_callback(Callable p_callback) {
502
auth_callback = p_callback;
503
}
504
505
Callable SceneMultiplayer::get_auth_callback() const {
506
return auth_callback;
507
}
508
509
void SceneMultiplayer::set_auth_timeout(double p_timeout) {
510
ERR_FAIL_COND_MSG(p_timeout < 0, "Timeout must be greater or equal to 0 (where 0 means no timeout)");
511
auth_timeout = uint64_t(p_timeout * 1000);
512
}
513
514
double SceneMultiplayer::get_auth_timeout() const {
515
return double(auth_timeout) / 1000.0;
516
}
517
518
void SceneMultiplayer::_process_raw(int p_from, const uint8_t *p_packet, int p_packet_len) {
519
ERR_FAIL_COND_MSG(p_packet_len < 2, "Invalid packet received. Size too small.");
520
521
Vector<uint8_t> out;
522
int len = p_packet_len - 1;
523
out.resize(len);
524
{
525
uint8_t *w = out.ptrw();
526
memcpy(&w[0], &p_packet[1], len);
527
}
528
emit_signal(SNAME("peer_packet"), p_from, out);
529
}
530
531
int SceneMultiplayer::get_unique_id() {
532
ERR_FAIL_COND_V_MSG(multiplayer_peer.is_null(), 0, "No multiplayer peer is assigned. Unable to get unique ID.");
533
return multiplayer_peer->get_unique_id();
534
}
535
536
void SceneMultiplayer::set_refuse_new_connections(bool p_refuse) {
537
ERR_FAIL_COND_MSG(multiplayer_peer.is_null(), "No multiplayer peer is assigned. Unable to set 'refuse_new_connections'.");
538
multiplayer_peer->set_refuse_new_connections(p_refuse);
539
}
540
541
bool SceneMultiplayer::is_refusing_new_connections() const {
542
ERR_FAIL_COND_V_MSG(multiplayer_peer.is_null(), false, "No multiplayer peer is assigned. Unable to get 'refuse_new_connections'.");
543
return multiplayer_peer->is_refusing_new_connections();
544
}
545
546
Vector<int> SceneMultiplayer::get_peer_ids() {
547
ERR_FAIL_COND_V_MSG(multiplayer_peer.is_null(), Vector<int>(), "No multiplayer peer is assigned. Assume no peers are connected.");
548
549
Vector<int> ret;
550
for (const int &E : connected_peers) {
551
ret.push_back(E);
552
}
553
554
return ret;
555
}
556
557
Vector<int> SceneMultiplayer::get_authenticating_peer_ids() {
558
Vector<int> out;
559
out.resize(pending_peers.size());
560
int idx = 0;
561
for (const KeyValue<int, PendingPeer> &E : pending_peers) {
562
out.write[idx++] = E.key;
563
}
564
return out;
565
}
566
567
void SceneMultiplayer::set_allow_object_decoding(bool p_enable) {
568
allow_object_decoding = p_enable;
569
}
570
571
bool SceneMultiplayer::is_object_decoding_allowed() const {
572
return allow_object_decoding;
573
}
574
575
String SceneMultiplayer::get_rpc_md5(const Object *p_obj) {
576
return rpc->get_rpc_md5(p_obj);
577
}
578
579
Error SceneMultiplayer::rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) {
580
return rpc->rpcp(p_obj, p_peer_id, p_method, p_arg, p_argcount);
581
}
582
583
Error SceneMultiplayer::object_configuration_add(Object *p_obj, Variant p_config) {
584
if (p_obj == nullptr && p_config.get_type() == Variant::NODE_PATH) {
585
set_root_path(p_config);
586
return OK;
587
}
588
MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object());
589
MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object());
590
if (spawner) {
591
return replicator->on_spawn(p_obj, p_config);
592
} else if (sync) {
593
return replicator->on_replication_start(p_obj, p_config);
594
}
595
return ERR_INVALID_PARAMETER;
596
}
597
598
Error SceneMultiplayer::object_configuration_remove(Object *p_obj, Variant p_config) {
599
if (p_obj == nullptr && p_config.get_type() == Variant::NODE_PATH) {
600
ERR_FAIL_COND_V(root_path != p_config.operator NodePath(), ERR_INVALID_PARAMETER);
601
set_root_path(NodePath());
602
return OK;
603
}
604
MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object());
605
MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object());
606
if (spawner) {
607
return replicator->on_despawn(p_obj, p_config);
608
}
609
if (sync) {
610
return replicator->on_replication_stop(p_obj, p_config);
611
}
612
return ERR_INVALID_PARAMETER;
613
}
614
615
void SceneMultiplayer::set_server_relay_enabled(bool p_enabled) {
616
server_relay = p_enabled;
617
}
618
619
bool SceneMultiplayer::is_server_relay_enabled() const {
620
return server_relay;
621
}
622
623
void SceneMultiplayer::set_max_sync_packet_size(int p_size) {
624
replicator->set_max_sync_packet_size(p_size);
625
}
626
627
int SceneMultiplayer::get_max_sync_packet_size() const {
628
return replicator->get_max_sync_packet_size();
629
}
630
631
void SceneMultiplayer::set_max_delta_packet_size(int p_size) {
632
replicator->set_max_delta_packet_size(p_size);
633
}
634
635
int SceneMultiplayer::get_max_delta_packet_size() const {
636
return replicator->get_max_delta_packet_size();
637
}
638
639
void SceneMultiplayer::_bind_methods() {
640
ClassDB::bind_method(D_METHOD("set_root_path", "path"), &SceneMultiplayer::set_root_path);
641
ClassDB::bind_method(D_METHOD("get_root_path"), &SceneMultiplayer::get_root_path);
642
ClassDB::bind_method(D_METHOD("clear"), &SceneMultiplayer::clear);
643
644
ClassDB::bind_method(D_METHOD("disconnect_peer", "id"), &SceneMultiplayer::disconnect_peer);
645
646
ClassDB::bind_method(D_METHOD("get_authenticating_peers"), &SceneMultiplayer::get_authenticating_peer_ids);
647
ClassDB::bind_method(D_METHOD("send_auth", "id", "data"), &SceneMultiplayer::send_auth);
648
ClassDB::bind_method(D_METHOD("complete_auth", "id"), &SceneMultiplayer::complete_auth);
649
650
ClassDB::bind_method(D_METHOD("set_auth_callback", "callback"), &SceneMultiplayer::set_auth_callback);
651
ClassDB::bind_method(D_METHOD("get_auth_callback"), &SceneMultiplayer::get_auth_callback);
652
ClassDB::bind_method(D_METHOD("set_auth_timeout", "timeout"), &SceneMultiplayer::set_auth_timeout);
653
ClassDB::bind_method(D_METHOD("get_auth_timeout"), &SceneMultiplayer::get_auth_timeout);
654
655
ClassDB::bind_method(D_METHOD("set_refuse_new_connections", "refuse"), &SceneMultiplayer::set_refuse_new_connections);
656
ClassDB::bind_method(D_METHOD("is_refusing_new_connections"), &SceneMultiplayer::is_refusing_new_connections);
657
ClassDB::bind_method(D_METHOD("set_allow_object_decoding", "enable"), &SceneMultiplayer::set_allow_object_decoding);
658
ClassDB::bind_method(D_METHOD("is_object_decoding_allowed"), &SceneMultiplayer::is_object_decoding_allowed);
659
ClassDB::bind_method(D_METHOD("set_server_relay_enabled", "enabled"), &SceneMultiplayer::set_server_relay_enabled);
660
ClassDB::bind_method(D_METHOD("is_server_relay_enabled"), &SceneMultiplayer::is_server_relay_enabled);
661
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));
662
663
ClassDB::bind_method(D_METHOD("get_max_sync_packet_size"), &SceneMultiplayer::get_max_sync_packet_size);
664
ClassDB::bind_method(D_METHOD("set_max_sync_packet_size", "size"), &SceneMultiplayer::set_max_sync_packet_size);
665
ClassDB::bind_method(D_METHOD("get_max_delta_packet_size"), &SceneMultiplayer::get_max_delta_packet_size);
666
ClassDB::bind_method(D_METHOD("set_max_delta_packet_size", "size"), &SceneMultiplayer::set_max_delta_packet_size);
667
668
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_path"), "set_root_path", "get_root_path");
669
ADD_PROPERTY(PropertyInfo(Variant::CALLABLE, "auth_callback"), "set_auth_callback", "get_auth_callback");
670
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "auth_timeout", PROPERTY_HINT_RANGE, "0,30,0.1,or_greater,suffix:s"), "set_auth_timeout", "get_auth_timeout");
671
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "allow_object_decoding"), "set_allow_object_decoding", "is_object_decoding_allowed");
672
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_connections"), "set_refuse_new_connections", "is_refusing_new_connections");
673
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "server_relay"), "set_server_relay_enabled", "is_server_relay_enabled");
674
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_sync_packet_size"), "set_max_sync_packet_size", "get_max_sync_packet_size");
675
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_delta_packet_size"), "set_max_delta_packet_size", "get_max_delta_packet_size");
676
677
ADD_PROPERTY_DEFAULT("refuse_new_connections", false);
678
679
ADD_SIGNAL(MethodInfo("peer_authenticating", PropertyInfo(Variant::INT, "id")));
680
ADD_SIGNAL(MethodInfo("peer_authentication_failed", PropertyInfo(Variant::INT, "id")));
681
ADD_SIGNAL(MethodInfo("peer_packet", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::PACKED_BYTE_ARRAY, "packet")));
682
}
683
684
SceneMultiplayer::SceneMultiplayer() {
685
relay_buffer.instantiate();
686
cache.instantiate(this);
687
replicator.instantiate(this, cache.ptr());
688
rpc.instantiate(this, cache.ptr(), replicator.ptr());
689
set_multiplayer_peer(Ref<OfflineMultiplayerPeer>(memnew(OfflineMultiplayerPeer)));
690
}
691
692
SceneMultiplayer::~SceneMultiplayer() {
693
clear();
694
// Ensure unref in reverse order for safety (we shouldn't use those pointers in the deconstructors anyway).
695
rpc.unref();
696
replicator.unref();
697
cache.unref();
698
}
699
700