/**************************************************************************/ /* scene_rpc_interface.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "scene_rpc_interface.h" #include "scene_multiplayer.h" #include "core/debugger/engine_debugger.h" #include "core/io/marshalls.h" #include "scene/main/multiplayer_api.h" #include "scene/main/node.h" #include "scene/main/window.h" // The RPC meta is composed by a single byte that contains (starting from the least significant bit): // - `NetworkCommands` in the first four bits. // - `NetworkNodeIdCompression` in the next 2 bits. // - `NetworkNameIdCompression` in the next 1 bit. // - `byte_only_or_no_args` in the next 1 bit. #define NODE_ID_COMPRESSION_SHIFT SceneMultiplayer::CMD_FLAG_0_SHIFT #define NAME_ID_COMPRESSION_SHIFT SceneMultiplayer::CMD_FLAG_2_SHIFT #define BYTE_ONLY_OR_NO_ARGS_SHIFT SceneMultiplayer::CMD_FLAG_3_SHIFT #define NODE_ID_COMPRESSION_FLAG ((1 << NODE_ID_COMPRESSION_SHIFT) | (1 << (NODE_ID_COMPRESSION_SHIFT + 1))) #define NAME_ID_COMPRESSION_FLAG (1 << NAME_ID_COMPRESSION_SHIFT) #define BYTE_ONLY_OR_NO_ARGS_FLAG (1 << BYTE_ONLY_OR_NO_ARGS_SHIFT) #ifdef DEBUG_ENABLED _FORCE_INLINE_ void SceneRPCInterface::_profile_node_data(const String &p_what, ObjectID p_id, int p_size) { if (EngineDebugger::is_profiling("multiplayer:rpc")) { Array values; values.push_back(p_what); values.push_back(p_id); values.push_back(p_size); EngineDebugger::profiler_add_frame_data("multiplayer:rpc", values); } } #endif // Returns the packet size stripping the node path added when the node is not yet cached. int get_packet_len(uint32_t p_node_target, int p_packet_len) { if (p_node_target & 0x80000000) { int ofs = p_node_target & 0x7FFFFFFF; return p_packet_len - (p_packet_len - ofs); } else { return p_packet_len; } } void SceneRPCInterface::_parse_rpc_config(const Variant &p_config, bool p_for_node, RPCConfigCache &r_cache) { if (p_config.get_type() == Variant::NIL) { return; } ERR_FAIL_COND(p_config.get_type() != Variant::DICTIONARY); const Dictionary config = p_config; Array names = config.keys(); names.sort(); // Ensure ID order for (int i = 0; i < names.size(); i++) { ERR_CONTINUE(names[i].get_type() != Variant::STRING && names[i].get_type() != Variant::STRING_NAME); String name = names[i].operator String(); ERR_CONTINUE(config[name].get_type() != Variant::DICTIONARY); ERR_CONTINUE(!config[name].operator Dictionary().has("rpc_mode")); Dictionary dict = config[name]; RPCConfig cfg; cfg.name = name; cfg.rpc_mode = ((MultiplayerAPI::RPCMode)dict.get("rpc_mode", MultiplayerAPI::RPC_MODE_AUTHORITY).operator int()); cfg.transfer_mode = ((MultiplayerPeer::TransferMode)dict.get("transfer_mode", MultiplayerPeer::TRANSFER_MODE_RELIABLE).operator int()); cfg.call_local = dict.get("call_local", false).operator bool(); cfg.channel = dict.get("channel", 0).operator int(); uint16_t id = ((uint16_t)i); if (p_for_node) { id |= (1 << 15); } r_cache.configs[id] = cfg; r_cache.ids[name] = id; } } const SceneRPCInterface::RPCConfigCache &SceneRPCInterface::_get_node_config(const Node *p_node) { const ObjectID oid = p_node->get_instance_id(); if (rpc_cache.has(oid)) { return rpc_cache[oid]; } RPCConfigCache cache; _parse_rpc_config(p_node->get_node_rpc_config(), true, cache); if (p_node->get_script_instance()) { _parse_rpc_config(p_node->get_script_instance()->get_rpc_config(), false, cache); } rpc_cache[oid] = cache; return rpc_cache[oid]; } _FORCE_INLINE_ bool _can_call_mode(Node *p_node, MultiplayerAPI::RPCMode mode, int p_remote_id) { switch (mode) { case MultiplayerAPI::RPC_MODE_DISABLED: { return false; } break; case MultiplayerAPI::RPC_MODE_ANY_PEER: { return true; } break; case MultiplayerAPI::RPC_MODE_AUTHORITY: { return !p_node->is_multiplayer_authority() && p_remote_id == p_node->get_multiplayer_authority(); } break; } return false; } String SceneRPCInterface::get_rpc_md5(const Object *p_obj) { const Node *node = Object::cast_to(p_obj); ERR_FAIL_NULL_V(node, ""); const RPCConfigCache cache = _get_node_config(node); String rpc_list; for (const KeyValue &config : cache.configs) { rpc_list += String(config.value.name); } return rpc_list.md5_text(); } Node *SceneRPCInterface::_process_get_node(int p_from, const uint8_t *p_packet, uint32_t p_node_target, int p_packet_len) { Node *root_node = SceneTree::get_singleton()->get_root()->get_node(multiplayer->get_root_path()); ERR_FAIL_NULL_V(root_node, nullptr); Node *node = nullptr; if (p_node_target & 0x80000000) { // Use full path (not cached yet). int ofs = p_node_target & 0x7FFFFFFF; ERR_FAIL_COND_V_MSG(ofs >= p_packet_len, nullptr, "Invalid packet received. Size smaller than declared."); String paths; paths.parse_utf8((const char *)&p_packet[ofs], p_packet_len - ofs); NodePath np = paths; node = root_node->get_node(np); if (!node) { ERR_PRINT("Failed to get path from RPC: " + String(np) + "."); } return node; } else { // Use cached path. return Object::cast_to(multiplayer->get_path_cache()->get_cached_object(p_from, p_node_target)); } } void SceneRPCInterface::process_rpc(int p_from, const uint8_t *p_packet, int p_packet_len) { // Extract packet meta int packet_min_size = 1; int name_id_offset = 1; ERR_FAIL_COND_MSG(p_packet_len < packet_min_size, "Invalid packet received. Size too small."); // Compute the meta size, which depends on the compression level. int node_id_compression = (p_packet[0] & NODE_ID_COMPRESSION_FLAG) >> NODE_ID_COMPRESSION_SHIFT; int name_id_compression = (p_packet[0] & NAME_ID_COMPRESSION_FLAG) >> NAME_ID_COMPRESSION_SHIFT; switch (node_id_compression) { case NETWORK_NODE_ID_COMPRESSION_8: packet_min_size += 1; name_id_offset += 1; break; case NETWORK_NODE_ID_COMPRESSION_16: packet_min_size += 2; name_id_offset += 2; break; case NETWORK_NODE_ID_COMPRESSION_32: packet_min_size += 4; name_id_offset += 4; break; default: ERR_FAIL_MSG("Was not possible to extract the node id compression mode."); } switch (name_id_compression) { case NETWORK_NAME_ID_COMPRESSION_8: packet_min_size += 1; break; case NETWORK_NAME_ID_COMPRESSION_16: packet_min_size += 2; break; default: ERR_FAIL_MSG("Was not possible to extract the name id compression mode."); } ERR_FAIL_COND_MSG(p_packet_len < packet_min_size, "Invalid packet received. Size too small."); uint32_t node_target = 0; switch (node_id_compression) { case NETWORK_NODE_ID_COMPRESSION_8: node_target = p_packet[1]; break; case NETWORK_NODE_ID_COMPRESSION_16: node_target = decode_uint16(p_packet + 1); break; case NETWORK_NODE_ID_COMPRESSION_32: node_target = decode_uint32(p_packet + 1); break; default: // Unreachable, checked before. CRASH_NOW(); } Node *node = _process_get_node(p_from, p_packet, node_target, p_packet_len); ERR_FAIL_NULL_MSG(node, "Invalid packet received. Requested node was not found."); uint16_t name_id = 0; switch (name_id_compression) { case NETWORK_NAME_ID_COMPRESSION_8: name_id = p_packet[name_id_offset]; break; case NETWORK_NAME_ID_COMPRESSION_16: name_id = decode_uint16(p_packet + name_id_offset); break; default: // Unreachable, checked before. CRASH_NOW(); } const int packet_len = get_packet_len(node_target, p_packet_len); _process_rpc(node, name_id, p_from, p_packet, packet_len, packet_min_size); } void SceneRPCInterface::_process_rpc(Node *p_node, const uint16_t p_rpc_method_id, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset) { ERR_FAIL_COND_MSG(p_offset > p_packet_len, "Invalid packet received. Size too small."); // Check that remote can call the RPC on this node. const RPCConfigCache &cache_config = _get_node_config(p_node); ERR_FAIL_COND(!cache_config.configs.has(p_rpc_method_id)); const RPCConfig &config = cache_config.configs[p_rpc_method_id]; bool can_call = _can_call_mode(p_node, config.rpc_mode, p_from); ERR_FAIL_COND_MSG(!can_call, "RPC '" + String(config.name) + "' is not allowed on node " + p_node->get_path() + " from: " + itos(p_from) + ". Mode is " + itos((int)config.rpc_mode) + ", authority is " + itos(p_node->get_multiplayer_authority()) + "."); int argc = 0; const bool byte_only_or_no_args = p_packet[0] & BYTE_ONLY_OR_NO_ARGS_FLAG; if (byte_only_or_no_args) { if (p_offset < p_packet_len) { // This packet contains only bytes. argc = 1; } } else { // Normal variant, takes the argument count from the packet. ERR_FAIL_COND_MSG(p_offset >= p_packet_len, "Invalid packet received. Size too small."); argc = p_packet[p_offset]; p_offset += 1; } Vector args; Vector argp; args.resize(argc); argp.resize(argc); #ifdef DEBUG_ENABLED _profile_node_data("rpc_in", p_node->get_instance_id(), p_packet_len); #endif int out; MultiplayerAPI::decode_and_decompress_variants(args, &p_packet[p_offset], p_packet_len - p_offset, out, byte_only_or_no_args, multiplayer->is_object_decoding_allowed()); for (int i = 0; i < argc; i++) { argp.write[i] = &args[i]; } Callable::CallError ce; p_node->callp(config.name, (const Variant **)argp.ptr(), argc, ce); if (ce.error != Callable::CallError::CALL_OK) { String error = Variant::get_call_error_text(p_node, config.name, (const Variant **)argp.ptr(), argc, ce); error = "RPC - " + error; ERR_PRINT(error); } } void SceneRPCInterface::_send_rpc(Node *p_node, int p_to, uint16_t p_rpc_id, const RPCConfig &p_config, const StringName &p_name, const Variant **p_arg, int p_argcount) { Ref peer = multiplayer->get_multiplayer_peer(); ERR_FAIL_COND_MSG(peer.is_null(), "Attempt to call RPC without active multiplayer peer."); ERR_FAIL_COND_MSG(peer->get_connection_status() == MultiplayerPeer::CONNECTION_CONNECTING, "Attempt to call RPC while multiplayer peer is not connected yet."); ERR_FAIL_COND_MSG(peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED, "Attempt to call RPC while multiplayer peer is disconnected."); ERR_FAIL_COND_MSG(p_argcount > 255, "Too many arguments (>255)."); if (p_to != 0 && !multiplayer->get_connected_peers().has(ABS(p_to))) { ERR_FAIL_COND_MSG(p_to == multiplayer->get_unique_id(), "Attempt to call RPC on yourself! Peer unique ID: " + itos(multiplayer->get_unique_id()) + "."); ERR_FAIL_MSG("Attempt to call RPC with unknown peer ID: " + itos(p_to) + "."); } // See if all peers have cached path (if so, call can be fast) while building the RPC target list. HashSet targets; Ref cache = multiplayer->get_path_cache(); int psc_id = -1; bool has_all_peers = true; const ObjectID oid = p_node->get_instance_id(); if (p_to > 0) { ERR_FAIL_COND_MSG(!multiplayer->get_replicator()->is_rpc_visible(oid, p_to), "Attempt to call an RPC to a peer that cannot see this node. Peer ID: " + itos(p_to)); targets.insert(p_to); has_all_peers = cache->send_object_cache(p_node, p_to, psc_id); } else { bool restricted = !multiplayer->get_replicator()->is_rpc_visible(oid, 0); for (const int &P : multiplayer->get_connected_peers()) { if (p_to < 0 && P == -p_to) { continue; // Excluded peer. } if (restricted && !multiplayer->get_replicator()->is_rpc_visible(oid, P)) { continue; // Not visible to this peer. } targets.insert(P); bool has_peer = cache->send_object_cache(p_node, P, psc_id); has_all_peers = has_all_peers && has_peer; } } if (targets.is_empty()) { return; // No one in sight. } // Create base packet, lots of hardcode because it must be tight. int ofs = 0; #define MAKE_ROOM(m_amount) \ if (packet_cache.size() < m_amount) \ packet_cache.resize(m_amount); // Encode meta. uint8_t command_type = SceneMultiplayer::NETWORK_COMMAND_REMOTE_CALL; uint8_t node_id_compression = UINT8_MAX; uint8_t name_id_compression = UINT8_MAX; bool byte_only_or_no_args = false; MAKE_ROOM(1); // The meta is composed along the way, so just set 0 for now. packet_cache.write[0] = 0; ofs += 1; // Encode Node ID. if (has_all_peers) { // Compress the node ID only if all the target peers already know it. if (psc_id >= 0 && psc_id <= 255) { // We can encode the id in 1 byte node_id_compression = NETWORK_NODE_ID_COMPRESSION_8; MAKE_ROOM(ofs + 1); packet_cache.write[ofs] = static_cast(psc_id); ofs += 1; } else if (psc_id >= 0 && psc_id <= 65535) { // We can encode the id in 2 bytes node_id_compression = NETWORK_NODE_ID_COMPRESSION_16; MAKE_ROOM(ofs + 2); encode_uint16(static_cast(psc_id), &(packet_cache.write[ofs])); ofs += 2; } else { // Too big, let's use 4 bytes. node_id_compression = NETWORK_NODE_ID_COMPRESSION_32; MAKE_ROOM(ofs + 4); encode_uint32(psc_id, &(packet_cache.write[ofs])); ofs += 4; } } else { // The targets don't know the node yet, so we need to use 32 bits int. node_id_compression = NETWORK_NODE_ID_COMPRESSION_32; MAKE_ROOM(ofs + 4); encode_uint32(psc_id, &(packet_cache.write[ofs])); ofs += 4; } // Encode method ID if (p_rpc_id <= UINT8_MAX) { // The ID fits in 1 byte name_id_compression = NETWORK_NAME_ID_COMPRESSION_8; MAKE_ROOM(ofs + 1); packet_cache.write[ofs] = static_cast(p_rpc_id); ofs += 1; } else { // The ID is larger, let's use 2 bytes name_id_compression = NETWORK_NAME_ID_COMPRESSION_16; MAKE_ROOM(ofs + 2); encode_uint16(p_rpc_id, &(packet_cache.write[ofs])); ofs += 2; } int len; Error err = MultiplayerAPI::encode_and_compress_variants(p_arg, p_argcount, nullptr, len, &byte_only_or_no_args, multiplayer->is_object_decoding_allowed()); ERR_FAIL_COND_MSG(err != OK, "Unable to encode RPC arguments. THIS IS LIKELY A BUG IN THE ENGINE!"); if (byte_only_or_no_args) { MAKE_ROOM(ofs + len); } else { MAKE_ROOM(ofs + 1 + len); packet_cache.write[ofs] = p_argcount; ofs += 1; } if (len) { MultiplayerAPI::encode_and_compress_variants(p_arg, p_argcount, &packet_cache.write[ofs], len, &byte_only_or_no_args, multiplayer->is_object_decoding_allowed()); ofs += len; } ERR_FAIL_COND(command_type > 7); ERR_FAIL_COND(node_id_compression > 3); ERR_FAIL_COND(name_id_compression > 1); #ifdef DEBUG_ENABLED _profile_node_data("rpc_out", p_node->get_instance_id(), ofs); #endif // We can now set the meta packet_cache.write[0] = command_type + (node_id_compression << NODE_ID_COMPRESSION_SHIFT) + (name_id_compression << NAME_ID_COMPRESSION_SHIFT) + (byte_only_or_no_args ? BYTE_ONLY_OR_NO_ARGS_FLAG : 0); // Take chance and set transfer mode, since all send methods will use it. peer->set_transfer_channel(p_config.channel); peer->set_transfer_mode(p_config.transfer_mode); if (has_all_peers) { for (const int P : targets) { multiplayer->send_command(P, packet_cache.ptr(), ofs); } } else { // Unreachable because the node ID is never compressed if the peers doesn't know it. CRASH_COND(node_id_compression != NETWORK_NODE_ID_COMPRESSION_32); // Not all verified path, so send one by one. // Append path at the end, since we will need it for some packets. CharString pname = String(multiplayer->get_root_path().rel_path_to(p_node->get_path())).utf8(); int path_len = encode_cstring(pname.get_data(), nullptr); MAKE_ROOM(ofs + path_len); encode_cstring(pname.get_data(), &(packet_cache.write[ofs])); // Not all verified path, so check which needs the longer packet. for (const int P : targets) { bool confirmed = multiplayer->get_path_cache()->is_cache_confirmed(p_node, P); if (confirmed) { // This one confirmed path, so use id. encode_uint32(psc_id, &(packet_cache.write[1])); multiplayer->send_command(P, packet_cache.ptr(), ofs); } else { // This one did not confirm path yet, so use entire path (sorry!). encode_uint32(0x80000000 | ofs, &(packet_cache.write[1])); // Offset to path and flag. multiplayer->send_command(P, packet_cache.ptr(), ofs + path_len); } } } } Error SceneRPCInterface::rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) { Ref peer = multiplayer->get_multiplayer_peer(); ERR_FAIL_COND_V_MSG(!peer.is_valid(), ERR_UNCONFIGURED, "Trying to call an RPC while no multiplayer peer is active."); Node *node = Object::cast_to(p_obj); ERR_FAIL_COND_V_MSG(!node || !node->is_inside_tree(), ERR_INVALID_PARAMETER, "The object must be a valid Node inside the SceneTree"); ERR_FAIL_COND_V_MSG(peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_CONNECTION_ERROR, "Trying to call an RPC via a multiplayer peer which is not connected."); int caller_id = multiplayer->get_unique_id(); bool call_local_native = false; bool call_local_script = false; const RPCConfigCache &config_cache = _get_node_config(node); uint16_t rpc_id = config_cache.ids.has(p_method) ? config_cache.ids[p_method] : UINT16_MAX; ERR_FAIL_COND_V_MSG(rpc_id == UINT16_MAX, ERR_INVALID_PARAMETER, vformat("Unable to get the RPC configuration for the function \"%s\" at path: \"%s\". This happens when the method is missing or not marked for RPCs in the local script.", p_method, node->get_path())); const RPCConfig &config = config_cache.configs[rpc_id]; ERR_FAIL_COND_V_MSG(p_peer_id == caller_id && !config.call_local, ERR_INVALID_PARAMETER, "RPC '" + p_method + "' on yourself is not allowed by selected mode."); if (p_peer_id == 0 || p_peer_id == caller_id || (p_peer_id < 0 && p_peer_id != -caller_id)) { if (rpc_id & (1 << 15)) { call_local_native = config.call_local; } else { call_local_script = config.call_local; } } if (p_peer_id != caller_id) { _send_rpc(node, p_peer_id, rpc_id, config, p_method, p_arg, p_argcount); } if (call_local_native) { Callable::CallError ce; multiplayer->set_remote_sender_override(multiplayer->get_unique_id()); node->callp(p_method, p_arg, p_argcount, ce); multiplayer->set_remote_sender_override(0); if (ce.error != Callable::CallError::CALL_OK) { String error = Variant::get_call_error_text(node, p_method, p_arg, p_argcount, ce); error = "rpc() aborted in local call: - " + error + "."; ERR_PRINT(error); return FAILED; } } if (call_local_script) { Callable::CallError ce; ce.error = Callable::CallError::CALL_OK; multiplayer->set_remote_sender_override(multiplayer->get_unique_id()); node->get_script_instance()->callp(p_method, p_arg, p_argcount, ce); multiplayer->set_remote_sender_override(0); if (ce.error != Callable::CallError::CALL_OK) { String error = Variant::get_call_error_text(node, p_method, p_arg, p_argcount, ce); error = "rpc() aborted in script local call: - " + error + "."; ERR_PRINT(error); return FAILED; } } return OK; }