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/*************************************************************************/
/* scene_replication_interface.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 */
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/* the following conditions: */
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/* 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, */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/*************************************************************************/
# include "scene_replication_interface.h"
# include "core/io/marshalls.h"
# include "scene/main/node.h"
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# include "multiplayer_spawner.h"
# include "multiplayer_synchronizer.h"
# include "scene_multiplayer.h"
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# define MAKE_ROOM(m_amount) \
if ( packet_cache . size ( ) < m_amount ) \
packet_cache . resize ( m_amount ) ;
void SceneReplicationInterface : : _free_remotes ( int p_id ) {
const HashMap < uint32_t , ObjectID > remotes = rep_state - > peer_get_remotes ( p_id ) ;
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for ( const KeyValue < uint32_t , ObjectID > & E : remotes ) {
Node * node = rep_state - > get_node ( E . value ) ;
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ERR_CONTINUE ( ! node ) ;
node - > queue_delete ( ) ;
}
}
void SceneReplicationInterface : : on_peer_change ( int p_id , bool p_connected ) {
if ( p_connected ) {
rep_state - > on_peer_change ( p_id , p_connected ) ;
for ( const ObjectID & oid : rep_state - > get_spawned_nodes ( ) ) {
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_update_spawn_visibility ( p_id , oid ) ;
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}
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for ( const ObjectID & oid : rep_state - > get_synced_nodes ( ) ) {
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MultiplayerSynchronizer * sync = rep_state - > get_synchronizer ( oid ) ;
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ERR_CONTINUE ( ! sync ) ; // ERR_BUG
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if ( sync - > is_multiplayer_authority ( ) ) {
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_update_sync_visibility ( p_id , oid ) ;
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}
}
} else {
_free_remotes ( p_id ) ;
rep_state - > on_peer_change ( p_id , p_connected ) ;
}
}
void SceneReplicationInterface : : on_reset ( ) {
for ( int pid : rep_state - > get_peers ( ) ) {
_free_remotes ( pid ) ;
}
rep_state - > reset ( ) ;
}
void SceneReplicationInterface : : on_network_process ( ) {
uint64_t msec = OS : : get_singleton ( ) - > get_ticks_msec ( ) ;
for ( int peer : rep_state - > get_peers ( ) ) {
_send_sync ( peer , msec ) ;
}
}
Error SceneReplicationInterface : : on_spawn ( Object * p_obj , Variant p_config ) {
Node * node = Object : : cast_to < Node > ( p_obj ) ;
ERR_FAIL_COND_V ( ! node | | p_config . get_type ( ) ! = Variant : : OBJECT , ERR_INVALID_PARAMETER ) ;
MultiplayerSpawner * spawner = Object : : cast_to < MultiplayerSpawner > ( p_config . get_validated_object ( ) ) ;
ERR_FAIL_COND_V ( ! spawner , ERR_INVALID_PARAMETER ) ;
Error err = rep_state - > config_add_spawn ( node , spawner ) ;
ERR_FAIL_COND_V ( err ! = OK , err ) ;
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const ObjectID oid = node - > get_instance_id ( ) ;
if ( multiplayer - > has_multiplayer_peer ( ) & & spawner - > is_multiplayer_authority ( ) ) {
rep_state - > ensure_net_id ( oid ) ;
_update_spawn_visibility ( 0 , oid ) ;
}
ERR_FAIL_COND_V ( err ! = OK , err ) ;
return OK ;
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}
Error SceneReplicationInterface : : on_despawn ( Object * p_obj , Variant p_config ) {
Node * node = Object : : cast_to < Node > ( p_obj ) ;
ERR_FAIL_COND_V ( ! node | | p_config . get_type ( ) ! = Variant : : OBJECT , ERR_INVALID_PARAMETER ) ;
MultiplayerSpawner * spawner = Object : : cast_to < MultiplayerSpawner > ( p_config . get_validated_object ( ) ) ;
ERR_FAIL_COND_V ( ! p_obj | | ! spawner , ERR_INVALID_PARAMETER ) ;
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// Forcibly despawn to all peers that knowns me.
int len = 0 ;
Error err = _make_despawn_packet ( node , len ) ;
ERR_FAIL_COND_V ( err ! = OK , ERR_BUG ) ;
const ObjectID oid = p_obj - > get_instance_id ( ) ;
for ( int pid : rep_state - > get_peers ( ) ) {
if ( ! rep_state - > is_peer_spawn ( pid , oid ) ) {
continue ;
}
_send_raw ( packet_cache . ptr ( ) , len , pid , true ) ;
}
// Also remove spawner tracking from the replication state.
return rep_state - > config_del_spawn ( node , spawner ) ;
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}
Error SceneReplicationInterface : : on_replication_start ( Object * p_obj , Variant p_config ) {
Node * node = Object : : cast_to < Node > ( p_obj ) ;
ERR_FAIL_COND_V ( ! node | | p_config . get_type ( ) ! = Variant : : OBJECT , ERR_INVALID_PARAMETER ) ;
MultiplayerSynchronizer * sync = Object : : cast_to < MultiplayerSynchronizer > ( p_config . get_validated_object ( ) ) ;
ERR_FAIL_COND_V ( ! sync , ERR_INVALID_PARAMETER ) ;
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// Add to synchronizer list and setup visibility.
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rep_state - > config_add_sync ( node , sync ) ;
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const ObjectID oid = node - > get_instance_id ( ) ;
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sync - > connect ( " visibility_changed " , callable_mp ( this , & SceneReplicationInterface : : _visibility_changed ) . bind ( oid ) ) ;
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if ( multiplayer - > has_multiplayer_peer ( ) & & sync - > is_multiplayer_authority ( ) ) {
_update_sync_visibility ( 0 , oid ) ;
}
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// Try to apply initial state if spawning (hack to apply if before ready).
if ( pending_spawn = = p_obj - > get_instance_id ( ) ) {
pending_spawn = ObjectID ( ) ; // Make sure this only happens once.
const List < NodePath > props = sync - > get_replication_config ( ) - > get_spawn_properties ( ) ;
Vector < Variant > vars ;
vars . resize ( props . size ( ) ) ;
int consumed ;
Error err = MultiplayerAPI : : decode_and_decompress_variants ( vars , pending_buffer , pending_buffer_size , consumed ) ;
ERR_FAIL_COND_V ( err , err ) ;
err = MultiplayerSynchronizer : : set_state ( props , node , vars ) ;
ERR_FAIL_COND_V ( err , err ) ;
}
return OK ;
}
Error SceneReplicationInterface : : on_replication_stop ( Object * p_obj , Variant p_config ) {
Node * node = Object : : cast_to < Node > ( p_obj ) ;
ERR_FAIL_COND_V ( ! node | | p_config . get_type ( ) ! = Variant : : OBJECT , ERR_INVALID_PARAMETER ) ;
MultiplayerSynchronizer * sync = Object : : cast_to < MultiplayerSynchronizer > ( p_config . get_validated_object ( ) ) ;
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ERR_FAIL_COND_V ( ! sync , ERR_INVALID_PARAMETER ) ;
sync - > disconnect ( " visibility_changed " , callable_mp ( this , & SceneReplicationInterface : : _visibility_changed ) ) ;
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return rep_state - > config_del_sync ( node , sync ) ;
}
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void SceneReplicationInterface : : _visibility_changed ( int p_peer , ObjectID p_oid ) {
if ( rep_state - > is_spawned_node ( p_oid ) ) {
_update_spawn_visibility ( p_peer , p_oid ) ;
}
if ( rep_state - > is_synced_node ( p_oid ) ) {
_update_sync_visibility ( p_peer , p_oid ) ;
}
}
Error SceneReplicationInterface : : _update_sync_visibility ( int p_peer , const ObjectID & p_oid ) {
MultiplayerSynchronizer * sync = rep_state - > get_synchronizer ( p_oid ) ;
ERR_FAIL_COND_V ( ! sync | | ! sync - > is_multiplayer_authority ( ) , ERR_BUG ) ;
bool is_visible = sync - > is_visible_to ( p_peer ) ;
if ( p_peer = = 0 ) {
for ( int pid : rep_state - > get_peers ( ) ) {
// Might be visible to this specific peer.
is_visible = is_visible | | sync - > is_visible_to ( pid ) ;
if ( rep_state - > is_peer_sync ( pid , p_oid ) = = is_visible ) {
continue ;
}
if ( is_visible ) {
rep_state - > peer_add_sync ( pid , p_oid ) ;
} else {
rep_state - > peer_del_sync ( pid , p_oid ) ;
}
}
return OK ;
} else {
if ( is_visible = = rep_state - > is_peer_sync ( p_peer , p_oid ) ) {
return OK ;
}
if ( is_visible ) {
return rep_state - > peer_add_sync ( p_peer , p_oid ) ;
} else {
return rep_state - > peer_del_sync ( p_peer , p_oid ) ;
}
}
}
Error SceneReplicationInterface : : _update_spawn_visibility ( int p_peer , const ObjectID & p_oid ) {
MultiplayerSpawner * spawner = rep_state - > get_spawner ( p_oid ) ;
MultiplayerSynchronizer * sync = rep_state - > get_synchronizer ( p_oid ) ;
Node * node = Object : : cast_to < Node > ( ObjectDB : : get_instance ( p_oid ) ) ;
ERR_FAIL_COND_V ( ! node | | ! spawner | | ! spawner - > is_multiplayer_authority ( ) , ERR_BUG ) ;
bool is_visible = ! sync | | sync - > is_visible_to ( p_peer ) ;
// Spawn (and despawn) when needed.
HashSet < int > to_spawn ;
HashSet < int > to_despawn ;
if ( p_peer ) {
if ( is_visible = = rep_state - > is_peer_spawn ( p_peer , p_oid ) ) {
return OK ;
}
if ( is_visible ) {
to_spawn . insert ( p_peer ) ;
} else {
to_despawn . insert ( p_peer ) ;
}
} else {
// Check visibility for each peers.
for ( int pid : rep_state - > get_peers ( ) ) {
bool peer_visible = is_visible | | sync - > is_visible_to ( pid ) ;
if ( peer_visible = = rep_state - > is_peer_spawn ( pid , p_oid ) ) {
continue ;
}
if ( peer_visible ) {
to_spawn . insert ( pid ) ;
} else {
to_despawn . insert ( pid ) ;
}
}
}
if ( to_spawn . size ( ) ) {
int len = 0 ;
_make_spawn_packet ( node , len ) ;
for ( int pid : to_spawn ) {
int path_id ;
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multiplayer - > get_path_cache ( ) - > send_object_cache ( spawner , pid , path_id ) ;
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_send_raw ( packet_cache . ptr ( ) , len , pid , true ) ;
rep_state - > peer_add_spawn ( pid , p_oid ) ;
}
}
if ( to_despawn . size ( ) ) {
int len = 0 ;
_make_despawn_packet ( node , len ) ;
for ( int pid : to_despawn ) {
rep_state - > peer_del_spawn ( pid , p_oid ) ;
_send_raw ( packet_cache . ptr ( ) , len , pid , true ) ;
}
}
return OK ;
}
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Error SceneReplicationInterface : : _send_raw ( const uint8_t * p_buffer , int p_size , int p_peer , bool p_reliable ) {
ERR_FAIL_COND_V ( ! p_buffer | | p_size < 1 , ERR_INVALID_PARAMETER ) ;
ERR_FAIL_COND_V ( ! multiplayer , ERR_UNCONFIGURED ) ;
ERR_FAIL_COND_V ( ! multiplayer - > has_multiplayer_peer ( ) , ERR_UNCONFIGURED ) ;
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# ifdef DEBUG_ENABLED
multiplayer - > profile_bandwidth ( " out " , p_size ) ;
# endif
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Ref < MultiplayerPeer > peer = multiplayer - > get_multiplayer_peer ( ) ;
peer - > set_target_peer ( p_peer ) ;
peer - > set_transfer_channel ( 0 ) ;
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peer - > set_transfer_mode ( p_reliable ? MultiplayerPeer : : TRANSFER_MODE_RELIABLE : MultiplayerPeer : : TRANSFER_MODE_UNRELIABLE ) ;
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return peer - > put_packet ( p_buffer , p_size ) ;
}
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Error SceneReplicationInterface : : _make_spawn_packet ( Node * p_node , int & r_len ) {
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ERR_FAIL_COND_V ( ! multiplayer , ERR_BUG ) ;
const ObjectID oid = p_node - > get_instance_id ( ) ;
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MultiplayerSpawner * spawner = rep_state - > get_spawner ( oid ) ;
ERR_FAIL_COND_V ( ! spawner | | ! p_node , ERR_BUG ) ;
uint32_t nid = rep_state - > get_net_id ( oid ) ;
ERR_FAIL_COND_V ( ! nid , ERR_UNCONFIGURED ) ;
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// Prepare custom arg and scene_id
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uint8_t scene_id = spawner - > find_spawnable_scene_index_from_object ( oid ) ;
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bool is_custom = scene_id = = MultiplayerSpawner : : INVALID_ID ;
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Variant spawn_arg = spawner - > get_spawn_argument ( oid ) ;
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int spawn_arg_size = 0 ;
if ( is_custom ) {
Error err = MultiplayerAPI : : encode_and_compress_variant ( spawn_arg , nullptr , spawn_arg_size , false ) ;
ERR_FAIL_COND_V ( err , err ) ;
}
// Prepare spawn state.
int state_size = 0 ;
Vector < Variant > state_vars ;
Vector < const Variant * > state_varp ;
MultiplayerSynchronizer * synchronizer = rep_state - > get_synchronizer ( oid ) ;
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if ( synchronizer ) {
ERR_FAIL_COND_V ( synchronizer - > get_replication_config ( ) . is_null ( ) , ERR_BUG ) ;
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const List < NodePath > props = synchronizer - > get_replication_config ( ) - > get_spawn_properties ( ) ;
Error err = MultiplayerSynchronizer : : get_state ( props , p_node , state_vars , state_varp ) ;
ERR_FAIL_COND_V_MSG ( err ! = OK , err , " Unable to retrieve spawn state. " ) ;
err = MultiplayerAPI : : encode_and_compress_variants ( state_varp . ptrw ( ) , state_varp . size ( ) , nullptr , state_size ) ;
ERR_FAIL_COND_V_MSG ( err ! = OK , err , " Unable to encode spawn state. " ) ;
}
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// Encode scene ID, path ID, net ID, node name.
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int path_id = multiplayer - > get_path_cache ( ) - > make_object_cache ( spawner ) ;
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CharString cname = p_node - > get_name ( ) . operator String ( ) . utf8 ( ) ;
int nlen = encode_cstring ( cname . get_data ( ) , nullptr ) ;
MAKE_ROOM ( 1 + 1 + 4 + 4 + 4 + nlen + ( is_custom ? 4 + spawn_arg_size : 0 ) + state_size ) ;
uint8_t * ptr = packet_cache . ptrw ( ) ;
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ptr [ 0 ] = ( uint8_t ) SceneMultiplayer : : NETWORK_COMMAND_SPAWN ;
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ptr [ 1 ] = scene_id ;
int ofs = 2 ;
ofs + = encode_uint32 ( path_id , & ptr [ ofs ] ) ;
ofs + = encode_uint32 ( nid , & ptr [ ofs ] ) ;
ofs + = encode_uint32 ( nlen , & ptr [ ofs ] ) ;
ofs + = encode_cstring ( cname . get_data ( ) , & ptr [ ofs ] ) ;
// Write args
if ( is_custom ) {
ofs + = encode_uint32 ( spawn_arg_size , & ptr [ ofs ] ) ;
Error err = MultiplayerAPI : : encode_and_compress_variant ( spawn_arg , & ptr [ ofs ] , spawn_arg_size , false ) ;
ERR_FAIL_COND_V ( err , err ) ;
ofs + = spawn_arg_size ;
}
// Write state.
if ( state_size ) {
Error err = MultiplayerAPI : : encode_and_compress_variants ( state_varp . ptrw ( ) , state_varp . size ( ) , & ptr [ ofs ] , state_size ) ;
ERR_FAIL_COND_V ( err , err ) ;
ofs + = state_size ;
}
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r_len = ofs ;
return OK ;
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}
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Error SceneReplicationInterface : : _make_despawn_packet ( Node * p_node , int & r_len ) {
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const ObjectID oid = p_node - > get_instance_id ( ) ;
MAKE_ROOM ( 5 ) ;
uint8_t * ptr = packet_cache . ptrw ( ) ;
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ptr [ 0 ] = ( uint8_t ) SceneMultiplayer : : NETWORK_COMMAND_DESPAWN ;
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int ofs = 1 ;
uint32_t nid = rep_state - > get_net_id ( oid ) ;
ofs + = encode_uint32 ( nid , & ptr [ ofs ] ) ;
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r_len = ofs ;
return OK ;
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}
Error SceneReplicationInterface : : on_spawn_receive ( int p_from , const uint8_t * p_buffer , int p_buffer_len ) {
ERR_FAIL_COND_V_MSG ( p_buffer_len < 14 , ERR_INVALID_DATA , " Invalid spawn packet received " ) ;
int ofs = 1 ; // The spawn/despawn command.
uint8_t scene_id = p_buffer [ ofs ] ;
ofs + = 1 ;
uint32_t node_target = decode_uint32 ( & p_buffer [ ofs ] ) ;
ofs + = 4 ;
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MultiplayerSpawner * spawner = Object : : cast_to < MultiplayerSpawner > ( multiplayer - > get_path_cache ( ) - > get_cached_object ( p_from , node_target ) ) ;
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ERR_FAIL_COND_V ( ! spawner , ERR_DOES_NOT_EXIST ) ;
ERR_FAIL_COND_V ( p_from ! = spawner - > get_multiplayer_authority ( ) , ERR_UNAUTHORIZED ) ;
uint32_t net_id = decode_uint32 ( & p_buffer [ ofs ] ) ;
ofs + = 4 ;
uint32_t name_len = decode_uint32 ( & p_buffer [ ofs ] ) ;
ofs + = 4 ;
ERR_FAIL_COND_V_MSG ( name_len > uint32_t ( p_buffer_len - ofs ) , ERR_INVALID_DATA , vformat ( " Invalid spawn packet size: %d, wants: %d " , p_buffer_len , ofs + name_len ) ) ;
ERR_FAIL_COND_V_MSG ( name_len < 1 , ERR_INVALID_DATA , " Zero spawn name size. " ) ;
// We need to make sure no trickery happens here, but we want to allow autogenerated ("@") node names.
const String name = String : : utf8 ( ( const char * ) & p_buffer [ ofs ] , name_len ) ;
ERR_FAIL_COND_V_MSG ( name . validate_node_name ( ) ! = name , ERR_INVALID_DATA , vformat ( " Invalid node name received: '%s'. Make sure to add nodes via 'add_child(node, true)' remotely. " , name ) ) ;
ofs + = name_len ;
// Check that we can spawn.
Node * parent = spawner - > get_node_or_null ( spawner - > get_spawn_path ( ) ) ;
ERR_FAIL_COND_V ( ! parent , ERR_UNCONFIGURED ) ;
ERR_FAIL_COND_V ( parent - > has_node ( name ) , ERR_INVALID_DATA ) ;
Node * node = nullptr ;
if ( scene_id = = MultiplayerSpawner : : INVALID_ID ) {
// Custom spawn.
ERR_FAIL_COND_V ( p_buffer_len - ofs < 4 , ERR_INVALID_DATA ) ;
uint32_t arg_size = decode_uint32 ( & p_buffer [ ofs ] ) ;
ofs + = 4 ;
ERR_FAIL_COND_V ( arg_size > uint32_t ( p_buffer_len - ofs ) , ERR_INVALID_DATA ) ;
Variant v ;
Error err = MultiplayerAPI : : decode_and_decompress_variant ( v , & p_buffer [ ofs ] , arg_size , nullptr , false ) ;
ERR_FAIL_COND_V ( err ! = OK , err ) ;
ofs + = arg_size ;
node = spawner - > instantiate_custom ( v ) ;
} else {
// Scene based spawn.
node = spawner - > instantiate_scene ( scene_id ) ;
}
ERR_FAIL_COND_V ( ! node , ERR_UNAUTHORIZED ) ;
node - > set_name ( name ) ;
rep_state - > peer_add_remote ( p_from , net_id , node , spawner ) ;
// The initial state will be applied during the sync config (i.e. before _ready).
int state_len = p_buffer_len - ofs ;
if ( state_len ) {
pending_spawn = node - > get_instance_id ( ) ;
pending_buffer = & p_buffer [ ofs ] ;
pending_buffer_size = state_len ;
}
parent - > add_child ( node ) ;
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spawner - > emit_signal ( SNAME ( " spawned " ) , node ) ;
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pending_spawn = ObjectID ( ) ;
pending_buffer = nullptr ;
pending_buffer_size = 0 ;
return OK ;
}
Error SceneReplicationInterface : : on_despawn_receive ( int p_from , const uint8_t * p_buffer , int p_buffer_len ) {
ERR_FAIL_COND_V_MSG ( p_buffer_len < 5 , ERR_INVALID_DATA , " Invalid spawn packet received " ) ;
int ofs = 1 ; // The spawn/despawn command.
uint32_t net_id = decode_uint32 ( & p_buffer [ ofs ] ) ;
ofs + = 4 ;
Node * node = nullptr ;
Error err = rep_state - > peer_del_remote ( p_from , net_id , & node ) ;
ERR_FAIL_COND_V ( err ! = OK , err ) ;
ERR_FAIL_COND_V ( ! node , ERR_BUG ) ;
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MultiplayerSpawner * spawner = rep_state - > get_spawner ( node - > get_instance_id ( ) ) ;
ERR_FAIL_COND_V ( ! spawner , ERR_DOES_NOT_EXIST ) ;
ERR_FAIL_COND_V ( p_from ! = spawner - > get_multiplayer_authority ( ) , ERR_UNAUTHORIZED ) ;
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if ( node - > get_parent ( ) ! = nullptr ) {
node - > get_parent ( ) - > remove_child ( node ) ;
}
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node - > queue_delete ( ) ;
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spawner - > emit_signal ( SNAME ( " despawned " ) , node ) ;
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return OK ;
}
void SceneReplicationInterface : : _send_sync ( int p_peer , uint64_t p_msec ) {
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const HashSet < ObjectID > & to_sync = rep_state - > get_peer_sync_nodes ( p_peer ) ;
if ( to_sync . is_empty ( ) ) {
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return ;
}
MAKE_ROOM ( sync_mtu ) ;
uint8_t * ptr = packet_cache . ptrw ( ) ;
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ptr [ 0 ] = SceneMultiplayer : : NETWORK_COMMAND_SYNC ;
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int ofs = 1 ;
ofs + = encode_uint16 ( rep_state - > peer_sync_next ( p_peer ) , & ptr [ 1 ] ) ;
// Can only send updates for already notified nodes.
// This is a lazy implementation, we could optimize much more here with by grouping by replication config.
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for ( const ObjectID & oid : to_sync ) {
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if ( ! rep_state - > update_sync_time ( oid , p_msec ) ) {
continue ; // nothing to sync.
}
MultiplayerSynchronizer * sync = rep_state - > get_synchronizer ( oid ) ;
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ERR_CONTINUE ( ! sync | | ! sync - > get_replication_config ( ) . is_valid ( ) ) ;
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Node * node = rep_state - > get_node ( oid ) ;
ERR_CONTINUE ( ! node ) ;
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uint32_t net_id = rep_state - > get_net_id ( oid ) ;
if ( net_id = = 0 | | ( net_id & 0x80000000 ) ) {
int path_id = 0 ;
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bool verified = multiplayer - > get_path_cache ( ) - > send_object_cache ( sync , p_peer , path_id ) ;
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ERR_CONTINUE_MSG ( path_id < 0 , " This should never happen! " ) ;
if ( net_id = = 0 ) {
// First time path based ID.
net_id = path_id | 0x80000000 ;
rep_state - > set_net_id ( oid , net_id | 0x80000000 ) ;
}
if ( ! verified ) {
// The path based sync is not yet confirmed, skipping.
continue ;
}
}
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int size ;
Vector < Variant > vars ;
Vector < const Variant * > varp ;
const List < NodePath > props = sync - > get_replication_config ( ) - > get_sync_properties ( ) ;
Error err = MultiplayerSynchronizer : : get_state ( props , node , vars , varp ) ;
ERR_CONTINUE_MSG ( err ! = OK , " Unable to retrieve sync state. " ) ;
err = MultiplayerAPI : : encode_and_compress_variants ( varp . ptrw ( ) , varp . size ( ) , nullptr , size ) ;
ERR_CONTINUE_MSG ( err ! = OK , " Unable to encode sync state. " ) ;
// TODO Handle single state above MTU.
ERR_CONTINUE_MSG ( size > 3 + 4 + 4 + sync_mtu , vformat ( " Node states bigger then MTU will not be sent (%d > %d): %s " , size , sync_mtu , node - > get_path ( ) ) ) ;
if ( ofs + 4 + 4 + size > sync_mtu ) {
// Send what we got, and reset write.
_send_raw ( packet_cache . ptr ( ) , ofs , p_peer , false ) ;
ofs = 3 ;
}
if ( size ) {
ofs + = encode_uint32 ( rep_state - > get_net_id ( oid ) , & ptr [ ofs ] ) ;
ofs + = encode_uint32 ( size , & ptr [ ofs ] ) ;
MultiplayerAPI : : encode_and_compress_variants ( varp . ptrw ( ) , varp . size ( ) , & ptr [ ofs ] , size ) ;
ofs + = size ;
}
}
if ( ofs > 3 ) {
// Got some left over to send.
_send_raw ( packet_cache . ptr ( ) , ofs , p_peer , false ) ;
}
}
Error SceneReplicationInterface : : on_sync_receive ( int p_from , const uint8_t * p_buffer , int p_buffer_len ) {
ERR_FAIL_COND_V_MSG ( p_buffer_len < 11 , ERR_INVALID_DATA , " Invalid sync packet received " ) ;
uint16_t time = decode_uint16 ( & p_buffer [ 1 ] ) ;
int ofs = 3 ;
rep_state - > peer_sync_recv ( p_from , time ) ;
while ( ofs + 8 < p_buffer_len ) {
uint32_t net_id = decode_uint32 ( & p_buffer [ ofs ] ) ;
ofs + = 4 ;
uint32_t size = decode_uint32 ( & p_buffer [ ofs ] ) ;
ofs + = 4 ;
Node * node = nullptr ;
if ( net_id & 0x80000000 ) {
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MultiplayerSynchronizer * sync = Object : : cast_to < MultiplayerSynchronizer > ( multiplayer - > get_path_cache ( ) - > get_cached_object ( p_from , net_id & 0x7FFFFFFF ) ) ;
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ERR_FAIL_COND_V ( ! sync | | sync - > get_multiplayer_authority ( ) ! = p_from , ERR_UNAUTHORIZED ) ;
node = sync - > get_node ( sync - > get_root_path ( ) ) ;
} else {
node = rep_state - > peer_get_remote ( p_from , net_id ) ;
}
if ( ! node ) {
// Not received yet.
ofs + = size ;
continue ;
}
const ObjectID oid = node - > get_instance_id ( ) ;
if ( ! rep_state - > update_last_node_sync ( oid , time ) ) {
// State is too old.
ofs + = size ;
continue ;
}
MultiplayerSynchronizer * sync = rep_state - > get_synchronizer ( oid ) ;
ERR_FAIL_COND_V ( ! sync , ERR_BUG ) ;
ERR_FAIL_COND_V ( size > uint32_t ( p_buffer_len - ofs ) , ERR_BUG ) ;
const List < NodePath > props = sync - > get_replication_config ( ) - > get_sync_properties ( ) ;
Vector < Variant > vars ;
vars . resize ( props . size ( ) ) ;
int consumed ;
Error err = MultiplayerAPI : : decode_and_decompress_variants ( vars , & p_buffer [ ofs ] , size , consumed ) ;
ERR_FAIL_COND_V ( err , err ) ;
err = MultiplayerSynchronizer : : set_state ( props , node , vars ) ;
ERR_FAIL_COND_V ( err , err ) ;
ofs + = size ;
}
return OK ;
}