mirror of
https://github.com/godotengine/godot.git
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4d4fcd0a6f
[MP] Fix server_relay being unsettable.
669 lines
26 KiB
C++
669 lines
26 KiB
C++
/**************************************************************************/
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/* scene_multiplayer.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_multiplayer.h"
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#include "core/debugger/engine_debugger.h"
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#include "core/io/marshalls.h"
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#include <stdint.h>
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#ifdef DEBUG_ENABLED
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#include "core/os/os.h"
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#endif
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#ifdef DEBUG_ENABLED
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_FORCE_INLINE_ void SceneMultiplayer::_profile_bandwidth(const String &p_what, int p_value) {
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if (EngineDebugger::is_profiling("multiplayer:bandwidth")) {
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Array values;
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values.push_back(p_what);
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values.push_back(OS::get_singleton()->get_ticks_msec());
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values.push_back(p_value);
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EngineDebugger::profiler_add_frame_data("multiplayer:bandwidth", values);
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}
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}
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#endif
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void SceneMultiplayer::_update_status() {
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MultiplayerPeer::ConnectionStatus status = multiplayer_peer.is_valid() ? multiplayer_peer->get_connection_status() : MultiplayerPeer::CONNECTION_DISCONNECTED;
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if (last_connection_status != status) {
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if (status == MultiplayerPeer::CONNECTION_DISCONNECTED) {
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if (last_connection_status == MultiplayerPeer::CONNECTION_CONNECTING) {
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emit_signal(SNAME("connection_failed"));
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} else {
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emit_signal(SNAME("server_disconnected"));
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}
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clear();
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}
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last_connection_status = status;
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}
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}
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Error SceneMultiplayer::poll() {
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_update_status();
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if (last_connection_status == MultiplayerPeer::CONNECTION_DISCONNECTED) {
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return OK;
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}
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multiplayer_peer->poll();
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_update_status();
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if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) {
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// We might be still connecting, or polling might have resulted in a disconnection.
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return OK;
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}
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while (multiplayer_peer->get_available_packet_count()) {
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int sender = multiplayer_peer->get_packet_peer();
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const uint8_t *packet;
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int len;
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int channel = multiplayer_peer->get_packet_channel();
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MultiplayerPeer::TransferMode mode = multiplayer_peer->get_packet_mode();
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Error err = multiplayer_peer->get_packet(&packet, len);
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ERR_FAIL_COND_V_MSG(err != OK, err, vformat("Error getting packet! %d", err));
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#ifdef DEBUG_ENABLED
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_profile_bandwidth("in", len);
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#endif
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if (pending_peers.has(sender)) {
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if (pending_peers[sender].local) {
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// If the auth is over, admit the peer at the first packet.
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pending_peers.erase(sender);
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_admit_peer(sender);
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} else {
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ERR_CONTINUE(len < 2 || (packet[0] & CMD_MASK) != NETWORK_COMMAND_SYS || packet[1] != SYS_COMMAND_AUTH);
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// Auth message.
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PackedByteArray pba;
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pba.resize(len - 2);
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if (pba.size()) {
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memcpy(pba.ptrw(), &packet[2], len - 2);
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// User callback
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const Variant sv = sender;
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const Variant pbav = pba;
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const Variant *argv[2] = { &sv, &pbav };
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Variant ret;
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Callable::CallError ce;
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auth_callback.callp(argv, 2, ret, ce);
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ERR_CONTINUE_MSG(ce.error != Callable::CallError::CALL_OK, "Failed to call authentication callback");
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} else {
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// Remote complete notification.
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pending_peers[sender].remote = true;
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if (pending_peers[sender].local) {
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pending_peers.erase(sender);
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_admit_peer(sender);
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}
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}
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continue; // Auth in progress.
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}
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}
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ERR_CONTINUE(!connected_peers.has(sender));
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if (len && (packet[0] & CMD_MASK) == NETWORK_COMMAND_SYS) {
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// Sys messages are processed separately since they might call _process_packet themselves.
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if (len > 1 && packet[1] == SYS_COMMAND_AUTH) {
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ERR_CONTINUE(len != 2);
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// If we are here, we already admitted the peer locally, and this is just a confirmation packet.
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continue;
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}
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_process_sys(sender, packet, len, mode, channel);
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} else {
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remote_sender_id = sender;
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_process_packet(sender, packet, len);
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remote_sender_id = 0;
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}
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_update_status();
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if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) { // It's possible that processing a packet might have resulted in a disconnection, so check here.
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return OK;
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}
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}
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if (pending_peers.size() && auth_timeout) {
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HashSet<int> to_drop;
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uint64_t time = OS::get_singleton()->get_ticks_msec();
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for (const KeyValue<int, PendingPeer> &pending : pending_peers) {
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if (pending.value.time + auth_timeout <= time) {
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multiplayer_peer->disconnect_peer(pending.key);
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to_drop.insert(pending.key);
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}
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}
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for (const int &P : to_drop) {
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// Each signal might trigger a disconnection.
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pending_peers.erase(P);
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emit_signal(SNAME("peer_authentication_failed"), P);
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}
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}
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_update_status();
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if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) { // Signals might have triggered disconnection.
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return OK;
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}
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replicator->on_network_process();
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return OK;
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}
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void SceneMultiplayer::clear() {
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last_connection_status = MultiplayerPeer::CONNECTION_DISCONNECTED;
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pending_peers.clear();
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connected_peers.clear();
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packet_cache.clear();
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replicator->on_reset();
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cache->clear();
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relay_buffer->clear();
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}
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void SceneMultiplayer::set_root_path(const NodePath &p_path) {
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ERR_FAIL_COND_MSG(!p_path.is_absolute() && !p_path.is_empty(), "SceneMultiplayer root path must be absolute.");
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root_path = p_path;
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}
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NodePath SceneMultiplayer::get_root_path() const {
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return root_path;
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}
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void SceneMultiplayer::set_multiplayer_peer(const Ref<MultiplayerPeer> &p_peer) {
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if (p_peer == multiplayer_peer) {
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return; // Nothing to do
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}
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ERR_FAIL_COND_MSG(p_peer.is_valid() && p_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED,
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"Supplied MultiplayerPeer must be connecting or connected.");
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if (multiplayer_peer.is_valid()) {
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multiplayer_peer->disconnect("peer_connected", callable_mp(this, &SceneMultiplayer::_add_peer));
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multiplayer_peer->disconnect("peer_disconnected", callable_mp(this, &SceneMultiplayer::_del_peer));
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clear();
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}
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multiplayer_peer = p_peer;
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if (multiplayer_peer.is_valid()) {
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multiplayer_peer->connect("peer_connected", callable_mp(this, &SceneMultiplayer::_add_peer));
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multiplayer_peer->connect("peer_disconnected", callable_mp(this, &SceneMultiplayer::_del_peer));
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}
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_update_status();
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}
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Ref<MultiplayerPeer> SceneMultiplayer::get_multiplayer_peer() {
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return multiplayer_peer;
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}
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void SceneMultiplayer::_process_packet(int p_from, const uint8_t *p_packet, int p_packet_len) {
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ERR_FAIL_COND_MSG(root_path.is_empty(), "Multiplayer root was not initialized. If you are using custom multiplayer, remember to set the root path via SceneMultiplayer.set_root_path before using it.");
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ERR_FAIL_COND_MSG(p_packet_len < 1, "Invalid packet received. Size too small.");
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// Extract the `packet_type` from the LSB three bits:
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uint8_t packet_type = p_packet[0] & CMD_MASK;
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switch (packet_type) {
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case NETWORK_COMMAND_SIMPLIFY_PATH: {
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cache->process_simplify_path(p_from, p_packet, p_packet_len);
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} break;
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case NETWORK_COMMAND_CONFIRM_PATH: {
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cache->process_confirm_path(p_from, p_packet, p_packet_len);
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} break;
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case NETWORK_COMMAND_REMOTE_CALL: {
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rpc->process_rpc(p_from, p_packet, p_packet_len);
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} break;
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case NETWORK_COMMAND_RAW: {
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_process_raw(p_from, p_packet, p_packet_len);
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} break;
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case NETWORK_COMMAND_SPAWN: {
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replicator->on_spawn_receive(p_from, p_packet, p_packet_len);
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} break;
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case NETWORK_COMMAND_DESPAWN: {
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replicator->on_despawn_receive(p_from, p_packet, p_packet_len);
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} break;
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case NETWORK_COMMAND_SYNC: {
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replicator->on_sync_receive(p_from, p_packet, p_packet_len);
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} break;
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default: {
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ERR_FAIL_MSG("Invalid network command from " + itos(p_from));
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} break;
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}
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}
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#ifdef DEBUG_ENABLED
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_FORCE_INLINE_ Error SceneMultiplayer::_send(const uint8_t *p_packet, int p_packet_len) {
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_profile_bandwidth("out", p_packet_len);
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return multiplayer_peer->put_packet(p_packet, p_packet_len);
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}
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#endif
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Error SceneMultiplayer::send_command(int p_to, const uint8_t *p_packet, int p_packet_len) {
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if (server_relay && get_unique_id() != 1 && p_to != 1 && multiplayer_peer->is_server_relay_supported()) {
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// Send relay packet.
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relay_buffer->seek(0);
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relay_buffer->put_u8(NETWORK_COMMAND_SYS);
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relay_buffer->put_u8(SYS_COMMAND_RELAY);
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relay_buffer->put_32(p_to); // Set the destination.
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relay_buffer->put_data(p_packet, p_packet_len);
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multiplayer_peer->set_target_peer(1);
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const Vector<uint8_t> data = relay_buffer->get_data_array();
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return _send(data.ptr(), relay_buffer->get_position());
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}
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if (p_to > 0) {
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ERR_FAIL_COND_V(!connected_peers.has(p_to), ERR_BUG);
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multiplayer_peer->set_target_peer(p_to);
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return _send(p_packet, p_packet_len);
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} else {
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for (const int &pid : connected_peers) {
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if (p_to && pid == -p_to) {
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continue;
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}
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multiplayer_peer->set_target_peer(pid);
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_send(p_packet, p_packet_len);
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}
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return OK;
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}
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}
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void SceneMultiplayer::_process_sys(int p_from, const uint8_t *p_packet, int p_packet_len, MultiplayerPeer::TransferMode p_mode, int p_channel) {
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ERR_FAIL_COND_MSG(p_packet_len < SYS_CMD_SIZE, "Invalid packet received. Size too small.");
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uint8_t sys_cmd_type = p_packet[1];
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int32_t peer = int32_t(decode_uint32(&p_packet[2]));
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switch (sys_cmd_type) {
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case SYS_COMMAND_ADD_PEER: {
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ERR_FAIL_COND(!server_relay || !multiplayer_peer->is_server_relay_supported() || get_unique_id() == 1 || p_from != 1);
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_admit_peer(peer); // Relayed peers are automatically accepted.
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} break;
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case SYS_COMMAND_DEL_PEER: {
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ERR_FAIL_COND(!server_relay || !multiplayer_peer->is_server_relay_supported() || get_unique_id() == 1 || p_from != 1);
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_del_peer(peer);
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} break;
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case SYS_COMMAND_RELAY: {
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ERR_FAIL_COND(!server_relay || !multiplayer_peer->is_server_relay_supported());
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ERR_FAIL_COND(p_packet_len < SYS_CMD_SIZE + 1);
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const uint8_t *packet = p_packet + SYS_CMD_SIZE;
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int len = p_packet_len - SYS_CMD_SIZE;
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bool should_process = false;
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if (get_unique_id() == 1) { // I am the server.
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// Direct messages to server should not go through relay.
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ERR_FAIL_COND(peer > 0 && !connected_peers.has(peer));
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// Send relay packet.
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relay_buffer->seek(0);
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relay_buffer->put_u8(NETWORK_COMMAND_SYS);
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relay_buffer->put_u8(SYS_COMMAND_RELAY);
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relay_buffer->put_32(p_from); // Set the source.
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relay_buffer->put_data(packet, len);
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const Vector<uint8_t> data = relay_buffer->get_data_array();
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multiplayer_peer->set_transfer_mode(p_mode);
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multiplayer_peer->set_transfer_channel(p_channel);
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if (peer > 0) {
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multiplayer_peer->set_target_peer(peer);
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_send(data.ptr(), relay_buffer->get_position());
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} else {
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for (const int &P : connected_peers) {
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// Not to sender, nor excluded.
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if (P == p_from || (peer < 0 && P != -peer)) {
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continue;
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}
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multiplayer_peer->set_target_peer(P);
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_send(data.ptr(), relay_buffer->get_position());
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}
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}
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if (peer == 0 || peer == -1) {
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should_process = true;
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peer = p_from; // Process as the source.
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}
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} else {
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ERR_FAIL_COND(p_from != 1); // Bug.
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should_process = true;
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}
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if (should_process) {
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remote_sender_id = peer;
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_process_packet(peer, packet, len);
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remote_sender_id = 0;
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}
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} break;
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default: {
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ERR_FAIL();
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}
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}
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}
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void SceneMultiplayer::_add_peer(int p_id) {
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if (auth_callback.is_valid()) {
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pending_peers[p_id] = PendingPeer();
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pending_peers[p_id].time = OS::get_singleton()->get_ticks_msec();
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emit_signal(SNAME("peer_authenticating"), p_id);
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return;
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} else {
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_admit_peer(p_id);
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}
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}
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void SceneMultiplayer::_admit_peer(int p_id) {
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if (server_relay && get_unique_id() == 1 && multiplayer_peer->is_server_relay_supported()) {
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// Notify others of connection, and send connected peers to newly connected one.
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uint8_t buf[SYS_CMD_SIZE];
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buf[0] = NETWORK_COMMAND_SYS;
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buf[1] = SYS_COMMAND_ADD_PEER;
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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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for (const int &P : connected_peers) {
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// Send new peer to already connected.
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encode_uint32(p_id, &buf[2]);
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multiplayer_peer->set_target_peer(P);
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_send(buf, sizeof(buf));
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// Send already connected to new peer.
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encode_uint32(P, &buf[2]);
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multiplayer_peer->set_target_peer(p_id);
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_send(buf, sizeof(buf));
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}
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}
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connected_peers.insert(p_id);
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cache->on_peer_change(p_id, true);
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replicator->on_peer_change(p_id, true);
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if (p_id == 1) {
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emit_signal(SNAME("connected_to_server"));
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}
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emit_signal(SNAME("peer_connected"), p_id);
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}
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void SceneMultiplayer::_del_peer(int p_id) {
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if (pending_peers.has(p_id)) {
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pending_peers.erase(p_id);
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emit_signal(SNAME("peer_authentication_failed"), p_id);
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return;
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} else if (!connected_peers.has(p_id)) {
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return;
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}
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if (server_relay && get_unique_id() == 1 && multiplayer_peer->is_server_relay_supported()) {
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// Notify others of disconnection.
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uint8_t buf[SYS_CMD_SIZE];
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buf[0] = NETWORK_COMMAND_SYS;
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buf[1] = SYS_COMMAND_DEL_PEER;
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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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encode_uint32(p_id, &buf[2]);
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for (const int &P : connected_peers) {
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if (P == p_id) {
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continue;
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}
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multiplayer_peer->set_target_peer(P);
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_send(buf, sizeof(buf));
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}
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}
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replicator->on_peer_change(p_id, false);
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cache->on_peer_change(p_id, false);
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connected_peers.erase(p_id);
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emit_signal(SNAME("peer_disconnected"), p_id);
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}
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void SceneMultiplayer::disconnect_peer(int p_id) {
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ERR_FAIL_COND(multiplayer_peer.is_null() || multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED);
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if (pending_peers.has(p_id)) {
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pending_peers.erase(p_id);
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} else if (connected_peers.has(p_id)) {
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connected_peers.has(p_id);
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}
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multiplayer_peer->disconnect_peer(p_id);
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}
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Error SceneMultiplayer::send_bytes(Vector<uint8_t> p_data, int p_to, MultiplayerPeer::TransferMode p_mode, int p_channel) {
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ERR_FAIL_COND_V_MSG(p_data.size() < 1, ERR_INVALID_DATA, "Trying to send an empty raw packet.");
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ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), ERR_UNCONFIGURED, "Trying to send a raw packet while no multiplayer peer is active.");
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ERR_FAIL_COND_V_MSG(multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED, "Trying to send a raw packet via a multiplayer peer which is not connected.");
|
|
|
|
if (packet_cache.size() < p_data.size() + 1) {
|
|
packet_cache.resize(p_data.size() + 1);
|
|
}
|
|
|
|
const uint8_t *r = p_data.ptr();
|
|
packet_cache.write[0] = NETWORK_COMMAND_RAW;
|
|
memcpy(&packet_cache.write[1], &r[0], p_data.size());
|
|
|
|
multiplayer_peer->set_transfer_channel(p_channel);
|
|
multiplayer_peer->set_transfer_mode(p_mode);
|
|
return send_command(p_to, packet_cache.ptr(), p_data.size() + 1);
|
|
}
|
|
|
|
Error SceneMultiplayer::send_auth(int p_to, Vector<uint8_t> p_data) {
|
|
ERR_FAIL_COND_V(multiplayer_peer.is_null() || multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED);
|
|
ERR_FAIL_COND_V(!pending_peers.has(p_to), ERR_INVALID_PARAMETER);
|
|
ERR_FAIL_COND_V(p_data.size() < 1, ERR_INVALID_PARAMETER);
|
|
ERR_FAIL_COND_V_MSG(pending_peers[p_to].local, ERR_FILE_CANT_WRITE, "The authentication session was previously marked as completed, no more authentication data can be sent.");
|
|
ERR_FAIL_COND_V_MSG(pending_peers[p_to].remote, ERR_FILE_CANT_WRITE, "The remote peer notified that the authentication session was completed, no more authentication data can be sent.");
|
|
|
|
if (packet_cache.size() < p_data.size() + 2) {
|
|
packet_cache.resize(p_data.size() + 2);
|
|
}
|
|
|
|
packet_cache.write[0] = NETWORK_COMMAND_SYS;
|
|
packet_cache.write[1] = SYS_COMMAND_AUTH;
|
|
memcpy(&packet_cache.write[2], p_data.ptr(), p_data.size());
|
|
|
|
multiplayer_peer->set_target_peer(p_to);
|
|
multiplayer_peer->set_transfer_channel(0);
|
|
multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
|
|
return _send(packet_cache.ptr(), p_data.size() + 2);
|
|
}
|
|
|
|
Error SceneMultiplayer::complete_auth(int p_peer) {
|
|
ERR_FAIL_COND_V(multiplayer_peer.is_null() || multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED);
|
|
ERR_FAIL_COND_V(!pending_peers.has(p_peer), ERR_INVALID_PARAMETER);
|
|
ERR_FAIL_COND_V_MSG(pending_peers[p_peer].local, ERR_FILE_CANT_WRITE, "The authentication session was already marked as completed.");
|
|
pending_peers[p_peer].local = true;
|
|
// Notify the remote peer that the authentication has completed.
|
|
uint8_t buf[2] = { NETWORK_COMMAND_SYS, SYS_COMMAND_AUTH };
|
|
Error err = _send(buf, 2);
|
|
// The remote peer already reported the authentication as completed, so admit the peer.
|
|
// May generate new packets, so it must happen after sending confirmation.
|
|
if (pending_peers[p_peer].remote) {
|
|
pending_peers.erase(p_peer);
|
|
_admit_peer(p_peer);
|
|
}
|
|
return err;
|
|
}
|
|
|
|
void SceneMultiplayer::set_auth_callback(Callable p_callback) {
|
|
auth_callback = p_callback;
|
|
}
|
|
|
|
Callable SceneMultiplayer::get_auth_callback() const {
|
|
return auth_callback;
|
|
}
|
|
|
|
void SceneMultiplayer::set_auth_timeout(double p_timeout) {
|
|
ERR_FAIL_COND_MSG(p_timeout < 0, "Timeout must be greater or equal to 0 (where 0 means no timeout)");
|
|
auth_timeout = uint64_t(p_timeout * 1000);
|
|
}
|
|
|
|
double SceneMultiplayer::get_auth_timeout() const {
|
|
return double(auth_timeout) / 1000.0;
|
|
}
|
|
|
|
void SceneMultiplayer::_process_raw(int p_from, const uint8_t *p_packet, int p_packet_len) {
|
|
ERR_FAIL_COND_MSG(p_packet_len < 2, "Invalid packet received. Size too small.");
|
|
|
|
Vector<uint8_t> out;
|
|
int len = p_packet_len - 1;
|
|
out.resize(len);
|
|
{
|
|
uint8_t *w = out.ptrw();
|
|
memcpy(&w[0], &p_packet[1], len);
|
|
}
|
|
emit_signal(SNAME("peer_packet"), p_from, out);
|
|
}
|
|
|
|
int SceneMultiplayer::get_unique_id() {
|
|
ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), 0, "No multiplayer peer is assigned. Unable to get unique ID.");
|
|
return multiplayer_peer->get_unique_id();
|
|
}
|
|
|
|
void SceneMultiplayer::set_refuse_new_connections(bool p_refuse) {
|
|
ERR_FAIL_COND_MSG(!multiplayer_peer.is_valid(), "No multiplayer peer is assigned. Unable to set 'refuse_new_connections'.");
|
|
multiplayer_peer->set_refuse_new_connections(p_refuse);
|
|
}
|
|
|
|
bool SceneMultiplayer::is_refusing_new_connections() const {
|
|
ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), false, "No multiplayer peer is assigned. Unable to get 'refuse_new_connections'.");
|
|
return multiplayer_peer->is_refusing_new_connections();
|
|
}
|
|
|
|
Vector<int> SceneMultiplayer::get_peer_ids() {
|
|
ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), Vector<int>(), "No multiplayer peer is assigned. Assume no peers are connected.");
|
|
|
|
Vector<int> ret;
|
|
for (const int &E : connected_peers) {
|
|
ret.push_back(E);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
Vector<int> SceneMultiplayer::get_authenticating_peer_ids() {
|
|
Vector<int> out;
|
|
out.resize(pending_peers.size());
|
|
int idx = 0;
|
|
for (const KeyValue<int, PendingPeer> &E : pending_peers) {
|
|
out.write[idx++] = E.key;
|
|
}
|
|
return out;
|
|
}
|
|
|
|
void SceneMultiplayer::set_allow_object_decoding(bool p_enable) {
|
|
allow_object_decoding = p_enable;
|
|
}
|
|
|
|
bool SceneMultiplayer::is_object_decoding_allowed() const {
|
|
return allow_object_decoding;
|
|
}
|
|
|
|
String SceneMultiplayer::get_rpc_md5(const Object *p_obj) {
|
|
return rpc->get_rpc_md5(p_obj);
|
|
}
|
|
|
|
Error SceneMultiplayer::rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) {
|
|
return rpc->rpcp(p_obj, p_peer_id, p_method, p_arg, p_argcount);
|
|
}
|
|
|
|
Error SceneMultiplayer::object_configuration_add(Object *p_obj, Variant p_config) {
|
|
if (p_obj == nullptr && p_config.get_type() == Variant::NODE_PATH) {
|
|
set_root_path(p_config);
|
|
return OK;
|
|
}
|
|
MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object());
|
|
MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object());
|
|
if (spawner) {
|
|
return replicator->on_spawn(p_obj, p_config);
|
|
} else if (sync) {
|
|
return replicator->on_replication_start(p_obj, p_config);
|
|
}
|
|
return ERR_INVALID_PARAMETER;
|
|
}
|
|
|
|
Error SceneMultiplayer::object_configuration_remove(Object *p_obj, Variant p_config) {
|
|
if (p_obj == nullptr && p_config.get_type() == Variant::NODE_PATH) {
|
|
ERR_FAIL_COND_V(root_path != p_config.operator NodePath(), ERR_INVALID_PARAMETER);
|
|
set_root_path(NodePath());
|
|
return OK;
|
|
}
|
|
MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object());
|
|
MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object());
|
|
if (spawner) {
|
|
return replicator->on_despawn(p_obj, p_config);
|
|
}
|
|
if (sync) {
|
|
return replicator->on_replication_stop(p_obj, p_config);
|
|
}
|
|
return ERR_INVALID_PARAMETER;
|
|
}
|
|
|
|
void SceneMultiplayer::set_server_relay_enabled(bool p_enabled) {
|
|
server_relay = p_enabled;
|
|
}
|
|
|
|
bool SceneMultiplayer::is_server_relay_enabled() const {
|
|
return server_relay;
|
|
}
|
|
|
|
void SceneMultiplayer::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_root_path", "path"), &SceneMultiplayer::set_root_path);
|
|
ClassDB::bind_method(D_METHOD("get_root_path"), &SceneMultiplayer::get_root_path);
|
|
ClassDB::bind_method(D_METHOD("clear"), &SceneMultiplayer::clear);
|
|
|
|
ClassDB::bind_method(D_METHOD("disconnect_peer", "id"), &SceneMultiplayer::disconnect_peer);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_authenticating_peers"), &SceneMultiplayer::get_authenticating_peer_ids);
|
|
ClassDB::bind_method(D_METHOD("send_auth", "id", "data"), &SceneMultiplayer::send_auth);
|
|
ClassDB::bind_method(D_METHOD("complete_auth", "id"), &SceneMultiplayer::complete_auth);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_auth_callback", "callback"), &SceneMultiplayer::set_auth_callback);
|
|
ClassDB::bind_method(D_METHOD("get_auth_callback"), &SceneMultiplayer::get_auth_callback);
|
|
ClassDB::bind_method(D_METHOD("set_auth_timeout", "timeout"), &SceneMultiplayer::set_auth_timeout);
|
|
ClassDB::bind_method(D_METHOD("get_auth_timeout"), &SceneMultiplayer::get_auth_timeout);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_refuse_new_connections", "refuse"), &SceneMultiplayer::set_refuse_new_connections);
|
|
ClassDB::bind_method(D_METHOD("is_refusing_new_connections"), &SceneMultiplayer::is_refusing_new_connections);
|
|
ClassDB::bind_method(D_METHOD("set_allow_object_decoding", "enable"), &SceneMultiplayer::set_allow_object_decoding);
|
|
ClassDB::bind_method(D_METHOD("is_object_decoding_allowed"), &SceneMultiplayer::is_object_decoding_allowed);
|
|
ClassDB::bind_method(D_METHOD("set_server_relay_enabled", "enabled"), &SceneMultiplayer::set_server_relay_enabled);
|
|
ClassDB::bind_method(D_METHOD("is_server_relay_enabled"), &SceneMultiplayer::is_server_relay_enabled);
|
|
ClassDB::bind_method(D_METHOD("send_bytes", "bytes", "id", "mode", "channel"), &SceneMultiplayer::send_bytes, DEFVAL(MultiplayerPeer::TARGET_PEER_BROADCAST), DEFVAL(MultiplayerPeer::TRANSFER_MODE_RELIABLE), DEFVAL(0));
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_path"), "set_root_path", "get_root_path");
|
|
ADD_PROPERTY(PropertyInfo(Variant::CALLABLE, "auth_callback"), "set_auth_callback", "get_auth_callback");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "auth_timeout", PROPERTY_HINT_RANGE, "0,30,0.1,or_greater,suffix:s"), "set_auth_timeout", "get_auth_timeout");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "allow_object_decoding"), "set_allow_object_decoding", "is_object_decoding_allowed");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_connections"), "set_refuse_new_connections", "is_refusing_new_connections");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "server_relay"), "set_server_relay_enabled", "is_server_relay_enabled");
|
|
|
|
ADD_PROPERTY_DEFAULT("refuse_new_connections", false);
|
|
|
|
ADD_SIGNAL(MethodInfo("peer_authenticating", PropertyInfo(Variant::INT, "id")));
|
|
ADD_SIGNAL(MethodInfo("peer_authentication_failed", PropertyInfo(Variant::INT, "id")));
|
|
ADD_SIGNAL(MethodInfo("peer_packet", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::PACKED_BYTE_ARRAY, "packet")));
|
|
}
|
|
|
|
SceneMultiplayer::SceneMultiplayer() {
|
|
relay_buffer.instantiate();
|
|
replicator = Ref<SceneReplicationInterface>(memnew(SceneReplicationInterface(this)));
|
|
rpc = Ref<SceneRPCInterface>(memnew(SceneRPCInterface(this)));
|
|
cache = Ref<SceneCacheInterface>(memnew(SceneCacheInterface(this)));
|
|
set_multiplayer_peer(Ref<OfflineMultiplayerPeer>(memnew(OfflineMultiplayerPeer)));
|
|
}
|
|
|
|
SceneMultiplayer::~SceneMultiplayer() {
|
|
clear();
|
|
}
|