[Net] Add generate_unique_id to MultiplayerPeer.

Used by ENetMultiplayerPeer and WebSocketServer to generate network IDs,
and exposed to the user for p2p networks (e.g. WebRTCMultiplayerPeer)
and custom MultiplayerPeer implementations.
This commit is contained in:
Fabio Alessandrelli 2021-07-16 00:43:49 +02:00
parent 4cfa9bc0f1
commit 1e8bf86379
8 changed files with 34 additions and 45 deletions

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@ -30,6 +30,29 @@
#include "multiplayer_peer.h"
#include "core/os/os.h"
uint32_t MultiplayerPeer::generate_unique_id() const {
uint32_t hash = 0;
while (hash == 0 || hash == 1) {
hash = hash_djb2_one_32(
(uint32_t)OS::get_singleton()->get_ticks_usec());
hash = hash_djb2_one_32(
(uint32_t)OS::get_singleton()->get_unix_time(), hash);
hash = hash_djb2_one_32(
(uint32_t)OS::get_singleton()->get_user_data_dir().hash64(), hash);
hash = hash_djb2_one_32(
(uint32_t)((uint64_t)this), hash); // Rely on ASLR heap
hash = hash_djb2_one_32(
(uint32_t)((uint64_t)&hash), hash); // Rely on ASLR stack
hash = hash & 0x7FFFFFFF; // Make it compatible with unsigned, since negative ID is used for exclusion
}
return hash;
}
void MultiplayerPeer::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_transfer_mode", "mode"), &MultiplayerPeer::set_transfer_mode);
ClassDB::bind_method(D_METHOD("get_transfer_mode"), &MultiplayerPeer::get_transfer_mode);
@ -41,6 +64,7 @@ void MultiplayerPeer::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_connection_status"), &MultiplayerPeer::get_connection_status);
ClassDB::bind_method(D_METHOD("get_unique_id"), &MultiplayerPeer::get_unique_id);
ClassDB::bind_method(D_METHOD("generate_unique_id"), &MultiplayerPeer::generate_unique_id);
ClassDB::bind_method(D_METHOD("set_refuse_new_connections", "enable"), &MultiplayerPeer::set_refuse_new_connections);
ClassDB::bind_method(D_METHOD("is_refusing_new_connections"), &MultiplayerPeer::is_refusing_new_connections);

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@ -72,6 +72,7 @@ public:
virtual bool is_refusing_new_connections() const = 0;
virtual ConnectionStatus get_connection_status() const = 0;
uint32_t generate_unique_id() const;
MultiplayerPeer() {}
};

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@ -12,6 +12,13 @@
<link title="WebRTC Signaling Demo">https://godotengine.org/asset-library/asset/537</link>
</tutorials>
<methods>
<method name="generate_unique_id" qualifiers="const">
<return type="int">
</return>
<description>
Returns a randomly generated integer that can be used as a network unique ID.
</description>
</method>
<method name="get_connection_status" qualifiers="const">
<return type="int" enum="MultiplayerPeer.ConnectionStatus">
</return>

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@ -179,7 +179,7 @@ Error ENetMultiplayerPeer::create_client(const String &p_address, int p_port, in
#endif
address.port = p_port;
unique_id = _gen_unique_id();
unique_id = generate_unique_id();
// Initiate connection, allocating enough channels
ENetPeer *peer = enet_host_connect(host, &address, channel_count, unique_id);
@ -608,27 +608,6 @@ MultiplayerPeer::ConnectionStatus ENetMultiplayerPeer::get_connection_status() c
return connection_status;
}
uint32_t ENetMultiplayerPeer::_gen_unique_id() const {
uint32_t hash = 0;
while (hash == 0 || hash == 1) {
hash = hash_djb2_one_32(
(uint32_t)OS::get_singleton()->get_ticks_usec());
hash = hash_djb2_one_32(
(uint32_t)OS::get_singleton()->get_unix_time(), hash);
hash = hash_djb2_one_32(
(uint32_t)OS::get_singleton()->get_user_data_dir().hash64(), hash);
hash = hash_djb2_one_32(
(uint32_t)((uint64_t)this), hash); // Rely on ASLR heap
hash = hash_djb2_one_32(
(uint32_t)((uint64_t)&hash), hash); // Rely on ASLR stack
hash = hash & 0x7FFFFFFF; // Make it compatible with unsigned, since negative ID is used for exclusion
}
return hash;
}
int ENetMultiplayerPeer::get_unique_id() const {
ERR_FAIL_COND_V_MSG(!active, 0, "The multiplayer instance isn't currently active.");
return unique_id;

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@ -96,7 +96,6 @@ private:
Packet current_packet;
uint32_t _gen_unique_id() const;
void _pop_current_packet();
Vector<uint8_t> src_compressor_mem;

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@ -39,26 +39,6 @@ WebSocketMultiplayerPeer::~WebSocketMultiplayerPeer() {
_clear();
}
int WebSocketMultiplayerPeer::_gen_unique_id() const {
uint32_t hash = 0;
while (hash == 0 || hash == 1) {
hash = hash_djb2_one_32(
(uint32_t)OS::get_singleton()->get_ticks_usec());
hash = hash_djb2_one_32(
(uint32_t)OS::get_singleton()->get_unix_time(), hash);
hash = hash_djb2_one_32(
(uint32_t)OS::get_singleton()->get_data_path().hash64(), hash);
hash = hash_djb2_one_32(
(uint32_t)((uint64_t)this), hash); //rely on aslr heap
hash = hash_djb2_one_32(
(uint32_t)((uint64_t)&hash), hash); //rely on aslr stack
hash = hash & 0x7FFFFFFF; // make it compatible with unsigned, since negative id is used for exclusion
}
return hash;
}
void WebSocketMultiplayerPeer::_clear() {
_peer_map.clear();
if (_current_packet.data != nullptr) {

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@ -75,7 +75,6 @@ protected:
void _send_add(int32_t p_peer_id);
void _send_sys(Ref<WebSocketPeer> p_peer, uint8_t p_type, int32_t p_peer_id);
void _send_del(int32_t p_peer_id);
int _gen_unique_id() const;
public:
/* MultiplayerPeer */

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@ -207,7 +207,7 @@ void WSLServer::poll() {
continue;
}
// Creating new peer
int32_t id = _gen_unique_id();
int32_t id = generate_unique_id();
WSLPeer::PeerData *data = memnew(struct WSLPeer::PeerData);
data->obj = this;