godot/modules/enet/networked_multiplayer_enet.cpp

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/*************************************************************************/
/* networked_multiplayer_enet.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 */
/* 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 "networked_multiplayer_enet.h"
#include "core/io/ip.h"
#include "core/io/marshalls.h"
#include "core/os/os.h"
void NetworkedMultiplayerENet::set_transfer_mode(TransferMode p_mode) {
transfer_mode = p_mode;
}
NetworkedMultiplayerPeer::TransferMode NetworkedMultiplayerENet::get_transfer_mode() const {
return transfer_mode;
}
void NetworkedMultiplayerENet::set_target_peer(int p_peer) {
target_peer = p_peer;
}
int NetworkedMultiplayerENet::get_packet_peer() const {
ERR_FAIL_COND_V_MSG(!active, 1, "The multiplayer instance isn't currently active.");
ERR_FAIL_COND_V(incoming_packets.size() == 0, 1);
return incoming_packets.front()->get().from;
}
int NetworkedMultiplayerENet::get_packet_channel() const {
ERR_FAIL_COND_V_MSG(!active, -1, "The multiplayer instance isn't currently active.");
ERR_FAIL_COND_V(incoming_packets.size() == 0, -1);
return incoming_packets.front()->get().channel;
}
int NetworkedMultiplayerENet::get_last_packet_channel() const {
ERR_FAIL_COND_V_MSG(!active, -1, "The multiplayer instance isn't currently active.");
ERR_FAIL_COND_V(!current_packet.packet, -1);
return current_packet.channel;
}
Error NetworkedMultiplayerENet::create_server(int p_port, int p_max_clients, int p_in_bandwidth, int p_out_bandwidth) {
ERR_FAIL_COND_V_MSG(active, ERR_ALREADY_IN_USE, "The multiplayer instance is already active.");
ERR_FAIL_COND_V_MSG(p_port < 0 || p_port > 65535, ERR_INVALID_PARAMETER, "The port number must be set between 0 and 65535 (inclusive).");
ERR_FAIL_COND_V_MSG(p_max_clients < 1 || p_max_clients > 4095, ERR_INVALID_PARAMETER, "The number of clients must be set between 1 and 4095 (inclusive).");
ERR_FAIL_COND_V_MSG(p_in_bandwidth < 0, ERR_INVALID_PARAMETER, "The incoming bandwidth limit must be greater than or equal to 0 (0 disables the limit).");
ERR_FAIL_COND_V_MSG(p_out_bandwidth < 0, ERR_INVALID_PARAMETER, "The outgoing bandwidth limit must be greater than or equal to 0 (0 disables the limit).");
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ERR_FAIL_COND_V(dtls_enabled && (dtls_key.is_null() || dtls_cert.is_null()), ERR_INVALID_PARAMETER);
ENetAddress address;
memset(&address, 0, sizeof(address));
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#ifdef GODOT_ENET
if (bind_ip.is_wildcard()) {
address.wildcard = 1;
} else {
enet_address_set_ip(&address, bind_ip.get_ipv6(), 16);
}
#else
if (bind_ip.is_wildcard()) {
address.host = 0;
} else {
ERR_FAIL_COND_V(!bind_ip.is_ipv4(), ERR_INVALID_PARAMETER);
address.host = *(uint32_t *)bind_ip.get_ipv4();
}
#endif
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address.port = p_port;
host = enet_host_create(&address /* the address to bind the server host to */,
p_max_clients /* allow up to 32 clients and/or outgoing connections */,
channel_count /* allow up to channel_count to be used */,
p_in_bandwidth /* limit incoming bandwidth if > 0 */,
p_out_bandwidth /* limit outgoing bandwidth if > 0 */);
ERR_FAIL_COND_V_MSG(!host, ERR_CANT_CREATE, "Couldn't create an ENet multiplayer server.");
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#ifdef GODOT_ENET
if (dtls_enabled) {
enet_host_dtls_server_setup(host, dtls_key.ptr(), dtls_cert.ptr());
}
#endif
_setup_compressor();
active = true;
server = true;
refuse_connections = false;
unique_id = 1;
connection_status = CONNECTION_CONNECTED;
return OK;
}
Error NetworkedMultiplayerENet::create_client(const String &p_address, int p_port, int p_in_bandwidth, int p_out_bandwidth, int p_client_port) {
ERR_FAIL_COND_V_MSG(active, ERR_ALREADY_IN_USE, "The multiplayer instance is already active.");
ERR_FAIL_COND_V_MSG(p_port < 0 || p_port > 65535, ERR_INVALID_PARAMETER, "The server port number must be set between 0 and 65535 (inclusive).");
ERR_FAIL_COND_V_MSG(p_client_port < 0 || p_client_port > 65535, ERR_INVALID_PARAMETER, "The client port number must be set between 0 and 65535 (inclusive).");
ERR_FAIL_COND_V_MSG(p_in_bandwidth < 0, ERR_INVALID_PARAMETER, "The incoming bandwidth limit must be greater than or equal to 0 (0 disables the limit).");
ERR_FAIL_COND_V_MSG(p_out_bandwidth < 0, ERR_INVALID_PARAMETER, "The outgoing bandwidth limit must be greater than or equal to 0 (0 disables the limit).");
if (p_client_port != 0) {
ENetAddress c_client;
#ifdef GODOT_ENET
if (bind_ip.is_wildcard()) {
c_client.wildcard = 1;
} else {
enet_address_set_ip(&c_client, bind_ip.get_ipv6(), 16);
}
#else
if (bind_ip.is_wildcard()) {
c_client.host = 0;
} else {
ERR_FAIL_COND_V_MSG(!bind_ip.is_ipv4(), ERR_INVALID_PARAMETER, "Wildcard IP addresses are only permitted in IPv4, not IPv6.");
c_client.host = *(uint32_t *)bind_ip.get_ipv4();
}
#endif
c_client.port = p_client_port;
host = enet_host_create(&c_client /* create a client host */,
1 /* only allow 1 outgoing connection */,
channel_count /* allow up to channel_count to be used */,
p_in_bandwidth /* limit incoming bandwidth if > 0 */,
p_out_bandwidth /* limit outgoing bandwidth if > 0 */);
} else {
host = enet_host_create(NULL /* create a client host */,
1 /* only allow 1 outgoing connection */,
channel_count /* allow up to channel_count to be used */,
p_in_bandwidth /* limit incoming bandwidth if > 0 */,
p_out_bandwidth /* limit outgoing bandwidth if > 0 */);
}
ERR_FAIL_COND_V_MSG(!host, ERR_CANT_CREATE, "Couldn't create the ENet client host.");
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#ifdef GODOT_ENET
if (dtls_enabled) {
enet_host_dtls_client_setup(host, dtls_cert.ptr(), dtls_verify, p_address.utf8().get_data());
}
#endif
_setup_compressor();
IP_Address ip;
if (p_address.is_valid_ip_address()) {
ip = p_address;
} else {
#ifdef GODOT_ENET
ip = IP::get_singleton()->resolve_hostname(p_address);
#else
ip = IP::get_singleton()->resolve_hostname(p_address, IP::TYPE_IPV4);
#endif
ERR_FAIL_COND_V_MSG(!ip.is_valid(), ERR_CANT_RESOLVE, "Couldn't resolve the server IP address or domain name.");
}
ENetAddress address;
#ifdef GODOT_ENET
enet_address_set_ip(&address, ip.get_ipv6(), 16);
#else
ERR_FAIL_COND_V_MSG(!ip.is_ipv4(), ERR_INVALID_PARAMETER, "Connecting to an IPv6 server isn't supported when using vanilla ENet. Recompile Godot with the bundled ENet library.");
address.host = *(uint32_t *)ip.get_ipv4();
#endif
address.port = p_port;
unique_id = _gen_unique_id();
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// Initiate connection, allocating enough channels
ENetPeer *peer = enet_host_connect(host, &address, channel_count, unique_id);
if (peer == NULL) {
enet_host_destroy(host);
ERR_FAIL_COND_V_MSG(!peer, ERR_CANT_CREATE, "Couldn't connect to the ENet multiplayer server.");
}
// Technically safe to ignore the peer or anything else.
connection_status = CONNECTION_CONNECTING;
active = true;
server = false;
refuse_connections = false;
return OK;
}
void NetworkedMultiplayerENet::poll() {
ERR_FAIL_COND_MSG(!active, "The multiplayer instance isn't currently active.");
_pop_current_packet();
ENetEvent event;
/* Keep servicing until there are no available events left in queue. */
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while (true) {
if (!host || !active) // Might have been disconnected while emitting a notification
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return;
int ret = enet_host_service(host, &event, 0);
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if (ret < 0) {
// Error, do something?
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break;
} else if (ret == 0) {
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break;
}
switch (event.type) {
case ENET_EVENT_TYPE_CONNECT: {
// Store any relevant client information here.
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if (server && refuse_connections) {
enet_peer_reset(event.peer);
break;
}
// A client joined with an invalid ID (negative values, 0, and 1 are reserved).
// Probably trying to exploit us.
if (server && ((int)event.data < 2 || peer_map.has((int)event.data))) {
enet_peer_reset(event.peer);
ERR_CONTINUE(true);
}
int *new_id = memnew(int);
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*new_id = event.data;
if (*new_id == 0) { // Data zero is sent by server (enet won't let you configure this). Server is always 1.
*new_id = 1;
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}
event.peer->data = new_id;
peer_map[*new_id] = event.peer;
connection_status = CONNECTION_CONNECTED; // If connecting, this means it connected to something!
emit_signal("peer_connected", *new_id);
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if (server) {
// Do not notify other peers when server_relay is disabled.
if (!server_relay)
break;
// Someone connected, notify all the peers available
for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
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if (E->key() == *new_id)
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continue;
// Send existing peers to new peer
ENetPacket *packet = enet_packet_create(NULL, 8, ENET_PACKET_FLAG_RELIABLE);
encode_uint32(SYSMSG_ADD_PEER, &packet->data[0]);
encode_uint32(E->key(), &packet->data[4]);
enet_peer_send(event.peer, SYSCH_CONFIG, packet);
// Send the new peer to existing peers
packet = enet_packet_create(NULL, 8, ENET_PACKET_FLAG_RELIABLE);
encode_uint32(SYSMSG_ADD_PEER, &packet->data[0]);
encode_uint32(*new_id, &packet->data[4]);
enet_peer_send(E->get(), SYSCH_CONFIG, packet);
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}
} else {
emit_signal("connection_succeeded");
}
} break;
case ENET_EVENT_TYPE_DISCONNECT: {
// Reset the peer's client information.
int *id = (int *)event.peer->data;
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if (!id) {
if (!server) {
emit_signal("connection_failed");
}
// Never fully connected.
break;
}
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if (!server) {
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// Client just disconnected from server.
emit_signal("server_disconnected");
close_connection();
return;
} else if (server_relay) {
// Server just received a client disconnect and is in relay mode, notify everyone else.
for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
if (E->key() == *id)
continue;
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ENetPacket *packet = enet_packet_create(NULL, 8, ENET_PACKET_FLAG_RELIABLE);
encode_uint32(SYSMSG_REMOVE_PEER, &packet->data[0]);
encode_uint32(*id, &packet->data[4]);
enet_peer_send(E->get(), SYSCH_CONFIG, packet);
}
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}
emit_signal("peer_disconnected", *id);
peer_map.erase(*id);
memdelete(id);
} break;
case ENET_EVENT_TYPE_RECEIVE: {
if (event.channelID == SYSCH_CONFIG) {
// Some config message
ERR_CONTINUE(event.packet->dataLength < 8);
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// Only server can send config messages
ERR_CONTINUE(server);
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int msg = decode_uint32(&event.packet->data[0]);
int id = decode_uint32(&event.packet->data[4]);
switch (msg) {
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case SYSMSG_ADD_PEER: {
peer_map[id] = NULL;
emit_signal("peer_connected", id);
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} break;
case SYSMSG_REMOVE_PEER: {
peer_map.erase(id);
emit_signal("peer_disconnected", id);
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} break;
}
enet_packet_destroy(event.packet);
} else if (event.channelID < channel_count) {
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Packet packet;
packet.packet = event.packet;
uint32_t *id = (uint32_t *)event.peer->data;
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ERR_CONTINUE(event.packet->dataLength < 8);
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uint32_t source = decode_uint32(&event.packet->data[0]);
int target = decode_uint32(&event.packet->data[4]);
packet.from = source;
packet.channel = event.channelID;
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if (server) {
// Someone is cheating and trying to fake the source!
ERR_CONTINUE(source != *id);
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packet.from = *id;
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if (target == 1) {
// To myself and only myself
incoming_packets.push_back(packet);
} else if (!server_relay) {
// No other destination is allowed when server is not relaying
continue;
} else if (target == 0) {
// Re-send to everyone but sender :|
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incoming_packets.push_back(packet);
// And make copies for sending
for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
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if (uint32_t(E->key()) == source) // Do not resend to self
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continue;
ENetPacket *packet2 = enet_packet_create(packet.packet->data, packet.packet->dataLength, packet.packet->flags);
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enet_peer_send(E->get(), event.channelID, packet2);
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}
} else if (target < 0) {
// To all but one
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// And make copies for sending
for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
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if (uint32_t(E->key()) == source || E->key() == -target) // Do not resend to self, also do not send to excluded
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continue;
ENetPacket *packet2 = enet_packet_create(packet.packet->data, packet.packet->dataLength, packet.packet->flags);
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enet_peer_send(E->get(), event.channelID, packet2);
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}
if (-target != 1) {
// Server is not excluded
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incoming_packets.push_back(packet);
} else {
// Server is excluded, erase packet
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enet_packet_destroy(packet.packet);
}
} else {
// To someone else, specifically
ERR_CONTINUE(!peer_map.has(target));
enet_peer_send(peer_map[target], event.channelID, packet.packet);
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}
} else {
incoming_packets.push_back(packet);
}
// Destroy packet later
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} else {
ERR_CONTINUE(true);
}
} break;
case ENET_EVENT_TYPE_NONE: {
// Do nothing
} break;
}
}
}
bool NetworkedMultiplayerENet::is_server() const {
ERR_FAIL_COND_V_MSG(!active, false, "The multiplayer instance isn't currently active.");
return server;
}
void NetworkedMultiplayerENet::close_connection(uint32_t wait_usec) {
ERR_FAIL_COND_MSG(!active, "The multiplayer instance isn't currently active.");
_pop_current_packet();
bool peers_disconnected = false;
for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
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if (E->get()) {
enet_peer_disconnect_now(E->get(), unique_id);
int *id = (int *)(E->get()->data);
memdelete(id);
peers_disconnected = true;
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}
}
if (peers_disconnected) {
enet_host_flush(host);
if (wait_usec > 0) {
OS::get_singleton()->delay_usec(wait_usec); // Wait for disconnection packets to send
}
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}
enet_host_destroy(host);
active = false;
incoming_packets.clear();
peer_map.clear();
unique_id = 1; // Server is 1
connection_status = CONNECTION_DISCONNECTED;
}
void NetworkedMultiplayerENet::disconnect_peer(int p_peer, bool now) {
ERR_FAIL_COND_MSG(!active, "The multiplayer instance isn't currently active.");
ERR_FAIL_COND_MSG(!is_server(), "Can't disconnect a peer when not acting as a server.");
ERR_FAIL_COND_MSG(!peer_map.has(p_peer), vformat("Peer ID %d not found in the list of peers.", p_peer));
if (now) {
int *id = (int *)peer_map[p_peer]->data;
enet_peer_disconnect_now(peer_map[p_peer], 0);
// enet_peer_disconnect_now doesn't generate ENET_EVENT_TYPE_DISCONNECT,
// notify everyone else, send disconnect signal & remove from peer_map like in poll()
if (server_relay) {
for (Map<int, ENetPeer *>::Element *E = peer_map.front(); E; E = E->next()) {
if (E->key() == p_peer) {
continue;
}
ENetPacket *packet = enet_packet_create(NULL, 8, ENET_PACKET_FLAG_RELIABLE);
encode_uint32(SYSMSG_REMOVE_PEER, &packet->data[0]);
encode_uint32(p_peer, &packet->data[4]);
enet_peer_send(E->get(), SYSCH_CONFIG, packet);
}
}
if (id)
memdelete(id);
emit_signal("peer_disconnected", p_peer);
peer_map.erase(p_peer);
} else {
enet_peer_disconnect_later(peer_map[p_peer], 0);
}
}
int NetworkedMultiplayerENet::get_available_packet_count() const {
return incoming_packets.size();
}
Error NetworkedMultiplayerENet::get_packet(const uint8_t **r_buffer, int &r_buffer_size) {
ERR_FAIL_COND_V_MSG(incoming_packets.size() == 0, ERR_UNAVAILABLE, "No incoming packets available.");
_pop_current_packet();
current_packet = incoming_packets.front()->get();
incoming_packets.pop_front();
*r_buffer = (const uint8_t *)(&current_packet.packet->data[8]);
r_buffer_size = current_packet.packet->dataLength - 8;
return OK;
}
Error NetworkedMultiplayerENet::put_packet(const uint8_t *p_buffer, int p_buffer_size) {
ERR_FAIL_COND_V_MSG(!active, ERR_UNCONFIGURED, "The multiplayer instance isn't currently active.");
ERR_FAIL_COND_V_MSG(connection_status != CONNECTION_CONNECTED, ERR_UNCONFIGURED, "The multiplayer instance isn't currently connected to any server or client.");
int packet_flags = 0;
int channel = SYSCH_RELIABLE;
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switch (transfer_mode) {
case TRANSFER_MODE_UNRELIABLE: {
if (always_ordered)
packet_flags = 0;
else
packet_flags = ENET_PACKET_FLAG_UNSEQUENCED;
channel = SYSCH_UNRELIABLE;
} break;
case TRANSFER_MODE_UNRELIABLE_ORDERED: {
packet_flags = 0;
channel = SYSCH_UNRELIABLE;
} break;
case TRANSFER_MODE_RELIABLE: {
packet_flags = ENET_PACKET_FLAG_RELIABLE;
channel = SYSCH_RELIABLE;
} break;
}
if (transfer_channel > SYSCH_CONFIG)
channel = transfer_channel;
Map<int, ENetPeer *>::Element *E = NULL;
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if (target_peer != 0) {
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E = peer_map.find(ABS(target_peer));
ERR_FAIL_COND_V_MSG(!E, ERR_INVALID_PARAMETER, vformat("Invalid target peer: %d", target_peer));
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}
ENetPacket *packet = enet_packet_create(NULL, p_buffer_size + 8, packet_flags);
encode_uint32(unique_id, &packet->data[0]); // Source ID
encode_uint32(target_peer, &packet->data[4]); // Dest ID
copymem(&packet->data[8], p_buffer, p_buffer_size);
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if (server) {
if (target_peer == 0) {
enet_host_broadcast(host, channel, packet);
} else if (target_peer < 0) {
// Send to all but one
// and make copies for sending
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int exclude = -target_peer;
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for (Map<int, ENetPeer *>::Element *F = peer_map.front(); F; F = F->next()) {
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if (F->key() == exclude) // Exclude packet
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continue;
ENetPacket *packet2 = enet_packet_create(packet->data, packet->dataLength, packet_flags);
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enet_peer_send(F->get(), channel, packet2);
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}
enet_packet_destroy(packet); // Original packet no longer needed
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} else {
enet_peer_send(E->get(), channel, packet);
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}
} else {
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ERR_FAIL_COND_V(!peer_map.has(1), ERR_BUG);
enet_peer_send(peer_map[1], channel, packet); // Send to server for broadcast
}
enet_host_flush(host);
return OK;
}
int NetworkedMultiplayerENet::get_max_packet_size() const {
return 1 << 24; // Anything is good
}
void NetworkedMultiplayerENet::_pop_current_packet() {
if (current_packet.packet) {
enet_packet_destroy(current_packet.packet);
current_packet.packet = NULL;
current_packet.from = 0;
current_packet.channel = -1;
}
}
NetworkedMultiplayerPeer::ConnectionStatus NetworkedMultiplayerENet::get_connection_status() const {
return connection_status;
}
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uint32_t NetworkedMultiplayerENet::_gen_unique_id() const {
uint32_t hash = 0;
while (hash == 0 || hash == 1) {
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hash = hash_djb2_one_32(
(uint32_t)OS::get_singleton()->get_ticks_usec());
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hash = hash_djb2_one_32(
(uint32_t)OS::get_singleton()->get_unix_time(), hash);
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hash = hash_djb2_one_32(
(uint32_t)OS::get_singleton()->get_user_data_dir().hash64(), hash);
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hash = hash_djb2_one_32(
(uint32_t)((uint64_t)this), hash); // Rely on ASLR heap
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hash = hash_djb2_one_32(
(uint32_t)((uint64_t)&hash), hash); // Rely on ASLR stack
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hash = hash & 0x7FFFFFFF; // Make it compatible with unsigned, since negative ID is used for exclusion
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}
return hash;
}
int NetworkedMultiplayerENet::get_unique_id() const {
ERR_FAIL_COND_V_MSG(!active, 0, "The multiplayer instance isn't currently active.");
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return unique_id;
}
void NetworkedMultiplayerENet::set_refuse_new_connections(bool p_enable) {
refuse_connections = p_enable;
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}
bool NetworkedMultiplayerENet::is_refusing_new_connections() const {
return refuse_connections;
}
void NetworkedMultiplayerENet::set_compression_mode(CompressionMode p_mode) {
compression_mode = p_mode;
}
NetworkedMultiplayerENet::CompressionMode NetworkedMultiplayerENet::get_compression_mode() const {
return compression_mode;
}
size_t NetworkedMultiplayerENet::enet_compress(void *context, const ENetBuffer *inBuffers, size_t inBufferCount, size_t inLimit, enet_uint8 *outData, size_t outLimit) {
NetworkedMultiplayerENet *enet = (NetworkedMultiplayerENet *)(context);
if (size_t(enet->src_compressor_mem.size()) < inLimit) {
enet->src_compressor_mem.resize(inLimit);
}
int total = inLimit;
int ofs = 0;
while (total) {
for (size_t i = 0; i < inBufferCount; i++) {
int to_copy = MIN(total, int(inBuffers[i].dataLength));
copymem(&enet->src_compressor_mem.write[ofs], inBuffers[i].data, to_copy);
ofs += to_copy;
total -= to_copy;
}
}
Compression::Mode mode;
switch (enet->compression_mode) {
case COMPRESS_FASTLZ: {
mode = Compression::MODE_FASTLZ;
} break;
case COMPRESS_ZLIB: {
mode = Compression::MODE_DEFLATE;
} break;
case COMPRESS_ZSTD: {
mode = Compression::MODE_ZSTD;
} break;
default: {
ERR_FAIL_V_MSG(0, vformat("Invalid ENet compression mode: %d", enet->compression_mode));
}
}
int req_size = Compression::get_max_compressed_buffer_size(ofs, mode);
if (enet->dst_compressor_mem.size() < req_size) {
enet->dst_compressor_mem.resize(req_size);
}
int ret = Compression::compress(enet->dst_compressor_mem.ptrw(), enet->src_compressor_mem.ptr(), ofs, mode);
if (ret < 0)
return 0;
if (ret > int(outLimit))
return 0; // Do not bother
copymem(outData, enet->dst_compressor_mem.ptr(), ret);
return ret;
}
size_t NetworkedMultiplayerENet::enet_decompress(void *context, const enet_uint8 *inData, size_t inLimit, enet_uint8 *outData, size_t outLimit) {
NetworkedMultiplayerENet *enet = (NetworkedMultiplayerENet *)(context);
int ret = -1;
switch (enet->compression_mode) {
case COMPRESS_FASTLZ: {
ret = Compression::decompress(outData, outLimit, inData, inLimit, Compression::MODE_FASTLZ);
} break;
case COMPRESS_ZLIB: {
ret = Compression::decompress(outData, outLimit, inData, inLimit, Compression::MODE_DEFLATE);
} break;
case COMPRESS_ZSTD: {
ret = Compression::decompress(outData, outLimit, inData, inLimit, Compression::MODE_ZSTD);
} break;
default: {
}
}
if (ret < 0) {
return 0;
} else {
return ret;
}
}
void NetworkedMultiplayerENet::_setup_compressor() {
switch (compression_mode) {
case COMPRESS_NONE: {
enet_host_compress(host, NULL);
} break;
case COMPRESS_RANGE_CODER: {
enet_host_compress_with_range_coder(host);
} break;
case COMPRESS_FASTLZ:
case COMPRESS_ZLIB:
case COMPRESS_ZSTD: {
enet_host_compress(host, &enet_compressor);
} break;
}
}
void NetworkedMultiplayerENet::enet_compressor_destroy(void *context) {
// Nothing to do
}
IP_Address NetworkedMultiplayerENet::get_peer_address(int p_peer_id) const {
ERR_FAIL_COND_V_MSG(!peer_map.has(p_peer_id), IP_Address(), vformat("Peer ID %d not found in the list of peers.", p_peer_id));
ERR_FAIL_COND_V_MSG(!is_server() && p_peer_id != 1, IP_Address(), "Can't get the address of peers other than the server (ID -1) when acting as a client.");
ERR_FAIL_COND_V_MSG(peer_map[p_peer_id] == NULL, IP_Address(), vformat("Peer ID %d found in the list of peers, but is null.", p_peer_id));
IP_Address out;
#ifdef GODOT_ENET
out.set_ipv6((uint8_t *)&(peer_map[p_peer_id]->address.host));
#else
out.set_ipv4((uint8_t *)&(peer_map[p_peer_id]->address.host));
#endif
return out;
}
int NetworkedMultiplayerENet::get_peer_port(int p_peer_id) const {
ERR_FAIL_COND_V_MSG(!peer_map.has(p_peer_id), 0, vformat("Peer ID %d not found in the list of peers.", p_peer_id));
ERR_FAIL_COND_V_MSG(!is_server() && p_peer_id != 1, 0, "Can't get the address of peers other than the server (ID -1) when acting as a client.");
ERR_FAIL_COND_V_MSG(peer_map[p_peer_id] == NULL, 0, vformat("Peer ID %d found in the list of peers, but is null.", p_peer_id));
#ifdef GODOT_ENET
return peer_map[p_peer_id]->address.port;
#else
return peer_map[p_peer_id]->address.port;
#endif
}
void NetworkedMultiplayerENet::set_transfer_channel(int p_channel) {
ERR_FAIL_COND_MSG(p_channel < -1 || p_channel >= channel_count, vformat("The transfer channel must be set between 0 and %d, inclusive (got %d).", channel_count - 1, p_channel));
ERR_FAIL_COND_MSG(p_channel == SYSCH_CONFIG, vformat("The channel %d is reserved.", SYSCH_CONFIG));
transfer_channel = p_channel;
}
int NetworkedMultiplayerENet::get_transfer_channel() const {
return transfer_channel;
}
void NetworkedMultiplayerENet::set_channel_count(int p_channel) {
ERR_FAIL_COND_MSG(active, "The channel count can't be set while the multiplayer instance is active.");
ERR_FAIL_COND_MSG(p_channel < SYSCH_MAX, vformat("The channel count must be greater than or equal to %d to account for reserved channels (got %d).", SYSCH_MAX, p_channel));
channel_count = p_channel;
}
int NetworkedMultiplayerENet::get_channel_count() const {
return channel_count;
}
void NetworkedMultiplayerENet::set_always_ordered(bool p_ordered) {
always_ordered = p_ordered;
}
bool NetworkedMultiplayerENet::is_always_ordered() const {
return always_ordered;
}
void NetworkedMultiplayerENet::set_server_relay_enabled(bool p_enabled) {
ERR_FAIL_COND_MSG(active, "Server relaying can't be toggled while the multiplayer instance is active.");
server_relay = p_enabled;
}
bool NetworkedMultiplayerENet::is_server_relay_enabled() const {
return server_relay;
}
void NetworkedMultiplayerENet::_bind_methods() {
ClassDB::bind_method(D_METHOD("create_server", "port", "max_clients", "in_bandwidth", "out_bandwidth"), &NetworkedMultiplayerENet::create_server, DEFVAL(32), DEFVAL(0), DEFVAL(0));
ClassDB::bind_method(D_METHOD("create_client", "address", "port", "in_bandwidth", "out_bandwidth", "client_port"), &NetworkedMultiplayerENet::create_client, DEFVAL(0), DEFVAL(0), DEFVAL(0));
ClassDB::bind_method(D_METHOD("close_connection", "wait_usec"), &NetworkedMultiplayerENet::close_connection, DEFVAL(100));
ClassDB::bind_method(D_METHOD("disconnect_peer", "id", "now"), &NetworkedMultiplayerENet::disconnect_peer, DEFVAL(false));
ClassDB::bind_method(D_METHOD("set_compression_mode", "mode"), &NetworkedMultiplayerENet::set_compression_mode);
ClassDB::bind_method(D_METHOD("get_compression_mode"), &NetworkedMultiplayerENet::get_compression_mode);
ClassDB::bind_method(D_METHOD("set_bind_ip", "ip"), &NetworkedMultiplayerENet::set_bind_ip);
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ClassDB::bind_method(D_METHOD("set_dtls_enabled", "enabled"), &NetworkedMultiplayerENet::set_dtls_enabled);
ClassDB::bind_method(D_METHOD("is_dtls_enabled"), &NetworkedMultiplayerENet::is_dtls_enabled);
ClassDB::bind_method(D_METHOD("set_dtls_key", "key"), &NetworkedMultiplayerENet::set_dtls_key);
ClassDB::bind_method(D_METHOD("set_dtls_certificate", "certificate"), &NetworkedMultiplayerENet::set_dtls_certificate);
ClassDB::bind_method(D_METHOD("set_dtls_verify_enabled", "enabled"), &NetworkedMultiplayerENet::set_dtls_verify_enabled);
ClassDB::bind_method(D_METHOD("is_dtls_verify_enabled"), &NetworkedMultiplayerENet::is_dtls_verify_enabled);
ClassDB::bind_method(D_METHOD("get_peer_address", "id"), &NetworkedMultiplayerENet::get_peer_address);
ClassDB::bind_method(D_METHOD("get_peer_port", "id"), &NetworkedMultiplayerENet::get_peer_port);
ClassDB::bind_method(D_METHOD("get_packet_channel"), &NetworkedMultiplayerENet::get_packet_channel);
ClassDB::bind_method(D_METHOD("get_last_packet_channel"), &NetworkedMultiplayerENet::get_last_packet_channel);
ClassDB::bind_method(D_METHOD("set_transfer_channel", "channel"), &NetworkedMultiplayerENet::set_transfer_channel);
ClassDB::bind_method(D_METHOD("get_transfer_channel"), &NetworkedMultiplayerENet::get_transfer_channel);
ClassDB::bind_method(D_METHOD("set_channel_count", "channels"), &NetworkedMultiplayerENet::set_channel_count);
ClassDB::bind_method(D_METHOD("get_channel_count"), &NetworkedMultiplayerENet::get_channel_count);
ClassDB::bind_method(D_METHOD("set_always_ordered", "ordered"), &NetworkedMultiplayerENet::set_always_ordered);
ClassDB::bind_method(D_METHOD("is_always_ordered"), &NetworkedMultiplayerENet::is_always_ordered);
ClassDB::bind_method(D_METHOD("set_server_relay_enabled", "enabled"), &NetworkedMultiplayerENet::set_server_relay_enabled);
ClassDB::bind_method(D_METHOD("is_server_relay_enabled"), &NetworkedMultiplayerENet::is_server_relay_enabled);
ADD_PROPERTY(PropertyInfo(Variant::INT, "compression_mode", PROPERTY_HINT_ENUM, "None,Range Coder,FastLZ,ZLib,ZStd"), "set_compression_mode", "get_compression_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "transfer_channel"), "set_transfer_channel", "get_transfer_channel");
ADD_PROPERTY(PropertyInfo(Variant::INT, "channel_count"), "set_channel_count", "get_channel_count");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "always_ordered"), "set_always_ordered", "is_always_ordered");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "server_relay"), "set_server_relay_enabled", "is_server_relay_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dtls_verify"), "set_dtls_verify_enabled", "is_dtls_verify_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_dtls"), "set_dtls_enabled", "is_dtls_enabled");
BIND_ENUM_CONSTANT(COMPRESS_NONE);
BIND_ENUM_CONSTANT(COMPRESS_RANGE_CODER);
BIND_ENUM_CONSTANT(COMPRESS_FASTLZ);
BIND_ENUM_CONSTANT(COMPRESS_ZLIB);
BIND_ENUM_CONSTANT(COMPRESS_ZSTD);
}
NetworkedMultiplayerENet::NetworkedMultiplayerENet() {
active = false;
server = false;
refuse_connections = false;
server_relay = true;
unique_id = 0;
target_peer = 0;
current_packet.packet = NULL;
transfer_mode = TRANSFER_MODE_RELIABLE;
channel_count = SYSCH_MAX;
transfer_channel = -1;
always_ordered = false;
connection_status = CONNECTION_DISCONNECTED;
compression_mode = COMPRESS_NONE;
enet_compressor.context = this;
enet_compressor.compress = enet_compress;
enet_compressor.decompress = enet_decompress;
enet_compressor.destroy = enet_compressor_destroy;
bind_ip = IP_Address("*");
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dtls_enabled = false;
dtls_verify = true;
}
NetworkedMultiplayerENet::~NetworkedMultiplayerENet() {
if (active) {
close_connection();
}
}
// Sets IP for ENet to bind when using create_server or create_client
// if no IP is set, then ENet bind to ENET_HOST_ANY
void NetworkedMultiplayerENet::set_bind_ip(const IP_Address &p_ip) {
ERR_FAIL_COND_MSG(!p_ip.is_valid() && !p_ip.is_wildcard(), vformat("Invalid bind IP address: %s", String(p_ip)));
bind_ip = p_ip;
}
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void NetworkedMultiplayerENet::set_dtls_enabled(bool p_enabled) {
ERR_FAIL_COND(active);
dtls_enabled = p_enabled;
}
bool NetworkedMultiplayerENet::is_dtls_enabled() const {
return dtls_enabled;
}
void NetworkedMultiplayerENet::set_dtls_verify_enabled(bool p_enabled) {
ERR_FAIL_COND(active);
dtls_verify = p_enabled;
}
bool NetworkedMultiplayerENet::is_dtls_verify_enabled() const {
return dtls_verify;
}
void NetworkedMultiplayerENet::set_dtls_key(Ref<CryptoKey> p_key) {
ERR_FAIL_COND(active);
dtls_key = p_key;
}
void NetworkedMultiplayerENet::set_dtls_certificate(Ref<X509Certificate> p_cert) {
ERR_FAIL_COND(active);
dtls_cert = p_cert;
}