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61cf7d180c
Only use paths during network transfer. Use ObjectID instead of NodePaths for storing the Node <-> NetID relations locally.
266 lines
9.8 KiB
C++
266 lines
9.8 KiB
C++
/**************************************************************************/
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/* scene_cache_interface.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "scene_cache_interface.h"
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#include "scene_multiplayer.h"
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#include "core/io/marshalls.h"
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#include "scene/main/node.h"
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#include "scene/main/window.h"
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void SceneCacheInterface::on_peer_change(int p_id, bool p_connected) {
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if (p_connected) {
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path_get_cache.insert(p_id, PathGetCache());
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} else {
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// Cleanup get cache.
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path_get_cache.erase(p_id);
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// Cleanup sent cache.
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// Some refactoring is needed to make this faster and do paths GC.
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for (KeyValue<ObjectID, PathSentCache> &E : path_send_cache) {
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E.value.confirmed_peers.erase(p_id);
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}
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}
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}
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void SceneCacheInterface::process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len) {
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Node *root_node = SceneTree::get_singleton()->get_root()->get_node(multiplayer->get_root_path());
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ERR_FAIL_NULL(root_node);
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ERR_FAIL_COND_MSG(p_packet_len < 38, "Invalid packet received. Size too small.");
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int ofs = 1;
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String methods_md5;
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methods_md5.parse_utf8((const char *)(p_packet + ofs), 32);
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ofs += 33;
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int id = decode_uint32(&p_packet[ofs]);
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ofs += 4;
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String paths;
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paths.parse_utf8((const char *)(p_packet + ofs), p_packet_len - ofs);
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const NodePath path = paths;
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if (!path_get_cache.has(p_from)) {
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path_get_cache[p_from] = PathGetCache();
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}
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Node *node = root_node->get_node(path);
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ERR_FAIL_NULL(node);
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const bool valid_rpc_checksum = multiplayer->get_rpc_md5(node) == methods_md5;
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if (valid_rpc_checksum == false) {
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ERR_PRINT("The rpc node checksum failed. Make sure to have the same methods on both nodes. Node path: " + path);
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}
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PathGetCache::NodeInfo ni;
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ni.path = node->get_path();
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path_get_cache[p_from].nodes[id] = ni;
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// Encode path to send ack.
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CharString pname = String(path).utf8();
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int len = encode_cstring(pname.get_data(), nullptr);
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Vector<uint8_t> packet;
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packet.resize(1 + 1 + len);
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packet.write[0] = SceneMultiplayer::NETWORK_COMMAND_CONFIRM_PATH;
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packet.write[1] = valid_rpc_checksum;
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encode_cstring(pname.get_data(), &packet.write[2]);
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Ref<MultiplayerPeer> multiplayer_peer = multiplayer->get_multiplayer_peer();
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ERR_FAIL_COND(multiplayer_peer.is_null());
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multiplayer_peer->set_transfer_channel(0);
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multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
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multiplayer->send_command(p_from, packet.ptr(), packet.size());
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}
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void SceneCacheInterface::process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len) {
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ERR_FAIL_COND_MSG(p_packet_len < 3, "Invalid packet received. Size too small.");
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Node *root_node = SceneTree::get_singleton()->get_root()->get_node(multiplayer->get_root_path());
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ERR_FAIL_NULL(root_node);
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const bool valid_rpc_checksum = p_packet[1];
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String paths;
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paths.parse_utf8((const char *)&p_packet[2], p_packet_len - 2);
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const NodePath path = paths;
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if (valid_rpc_checksum == false) {
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ERR_PRINT("The rpc node checksum failed. Make sure to have the same methods on both nodes. Node path: " + path);
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}
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Node *node = root_node->get_node(path);
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ERR_FAIL_NULL(node);
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PathSentCache *psc = path_send_cache.getptr(node->get_instance_id());
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ERR_FAIL_NULL_MSG(psc, "Invalid packet received. Tries to confirm a path which was not found in cache.");
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HashMap<int, bool>::Iterator E = psc->confirmed_peers.find(p_from);
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ERR_FAIL_COND_MSG(!E, "Invalid packet received. Source peer was not found in cache for the given path.");
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E->value = true;
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}
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Error SceneCacheInterface::_send_confirm_path(Node *p_node, PathSentCache *psc, const List<int> &p_peers) {
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// Encode function name.
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const CharString path = String(multiplayer->get_root_path().rel_path_to(p_node->get_path())).utf8();
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const int path_len = encode_cstring(path.get_data(), nullptr);
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// Extract MD5 from rpc methods list.
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const String methods_md5 = multiplayer->get_rpc_md5(p_node);
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const int methods_md5_len = 33; // 32 + 1 for the `0` that is added by the encoder.
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Vector<uint8_t> packet;
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packet.resize(1 + 4 + path_len + methods_md5_len);
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int ofs = 0;
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packet.write[ofs] = SceneMultiplayer::NETWORK_COMMAND_SIMPLIFY_PATH;
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ofs += 1;
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ofs += encode_cstring(methods_md5.utf8().get_data(), &packet.write[ofs]);
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ofs += encode_uint32(psc->id, &packet.write[ofs]);
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ofs += encode_cstring(path.get_data(), &packet.write[ofs]);
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Ref<MultiplayerPeer> multiplayer_peer = multiplayer->get_multiplayer_peer();
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ERR_FAIL_COND_V(multiplayer_peer.is_null(), ERR_BUG);
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Error err = OK;
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for (int peer_id : p_peers) {
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multiplayer_peer->set_transfer_channel(0);
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multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
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err = multiplayer->send_command(peer_id, packet.ptr(), packet.size());
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ERR_FAIL_COND_V(err != OK, err);
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// Insert into confirmed, but as false since it was not confirmed.
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psc->confirmed_peers.insert(peer_id, false);
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}
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return err;
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}
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bool SceneCacheInterface::is_cache_confirmed(Node *p_node, int p_peer) {
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ERR_FAIL_NULL_V(p_node, false);
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const PathSentCache *psc = path_send_cache.getptr(p_node->get_instance_id());
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ERR_FAIL_NULL_V(psc, false);
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HashMap<int, bool>::ConstIterator F = psc->confirmed_peers.find(p_peer);
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ERR_FAIL_COND_V(!F, false); // Should never happen.
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return F->value;
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}
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int SceneCacheInterface::make_object_cache(Object *p_obj) {
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Node *node = Object::cast_to<Node>(p_obj);
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ERR_FAIL_NULL_V(node, -1);
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const ObjectID oid = node->get_instance_id();
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// See if the path is cached.
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PathSentCache *psc = path_send_cache.getptr(oid);
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if (!psc) {
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// Path is not cached, create.
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path_send_cache[oid] = PathSentCache();
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psc = path_send_cache.getptr(oid);
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psc->id = last_send_cache_id++;
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}
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return psc->id;
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}
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bool SceneCacheInterface::send_object_cache(Object *p_obj, int p_peer_id, int &r_id) {
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Node *node = Object::cast_to<Node>(p_obj);
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ERR_FAIL_NULL_V(node, false);
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const ObjectID oid = node->get_instance_id();
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// See if the path is cached.
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PathSentCache *psc = path_send_cache.getptr(oid);
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if (!psc) {
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// Path is not cached, create.
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path_send_cache[oid] = PathSentCache();
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psc = path_send_cache.getptr(oid);
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psc->id = last_send_cache_id++;
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}
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r_id = psc->id;
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bool has_all_peers = true;
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List<int> peers_to_add; // If one is missing, take note to add it.
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if (p_peer_id > 0) {
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// Fast single peer check.
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HashMap<int, bool>::Iterator F = psc->confirmed_peers.find(p_peer_id);
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if (!F) {
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peers_to_add.push_back(p_peer_id); // Need to also be notified.
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has_all_peers = false;
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} else if (!F->value) {
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has_all_peers = false;
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}
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} else {
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// Long and painful.
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for (const int &E : multiplayer->get_connected_peers()) {
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if (p_peer_id < 0 && E == -p_peer_id) {
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continue; // Continue, excluded.
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}
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HashMap<int, bool>::Iterator F = psc->confirmed_peers.find(E);
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if (!F) {
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peers_to_add.push_back(E); // Need to also be notified.
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has_all_peers = false;
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} else if (!F->value) {
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has_all_peers = false;
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}
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}
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}
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if (peers_to_add.size()) {
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_send_confirm_path(node, psc, peers_to_add);
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}
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return has_all_peers;
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}
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Object *SceneCacheInterface::get_cached_object(int p_from, uint32_t p_cache_id) {
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Node *root_node = SceneTree::get_singleton()->get_root()->get_node(multiplayer->get_root_path());
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ERR_FAIL_NULL_V(root_node, nullptr);
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HashMap<int, PathGetCache>::Iterator E = path_get_cache.find(p_from);
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ERR_FAIL_COND_V_MSG(!E, nullptr, vformat("No cache found for peer %d.", p_from));
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HashMap<int, PathGetCache::NodeInfo>::Iterator F = E->value.nodes.find(p_cache_id);
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ERR_FAIL_COND_V_MSG(!F, nullptr, vformat("ID %d not found in cache of peer %d.", p_cache_id, p_from));
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PathGetCache::NodeInfo *ni = &F->value;
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Node *node = root_node->get_node(ni->path);
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if (!node) {
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ERR_PRINT("Failed to get cached path: " + String(ni->path) + ".");
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}
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return node;
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}
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void SceneCacheInterface::clear() {
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path_get_cache.clear();
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path_send_cache.clear();
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last_send_cache_id = 1;
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}
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