godot/scene/multiplayer/scene_rpc_interface.cpp
Fabio Alessandrelli 347d2dfc42 [Net] Move RPC, Node cache out of MultiplayerAPI.
Now uses two interfaces so it can be overridden in the future, and
core no longer depends on Node.

The interfaces are implements in scene/multiplayer.
Replaces root_node with root_path.
Remove all Node references from MultiplayerAPI.
2022-02-05 02:00:23 +01:00

513 lines
19 KiB
C++

/*************************************************************************/
/* scene_rpc_interface.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "scene/multiplayer/scene_rpc_interface.h"
#include "core/debugger/engine_debugger.h"
#include "core/io/marshalls.h"
#include "core/multiplayer/multiplayer_api.h"
#include "scene/main/node.h"
#include "scene/main/window.h"
MultiplayerRPCInterface *SceneRPCInterface::_create(MultiplayerAPI *p_multiplayer) {
return memnew(SceneRPCInterface(p_multiplayer));
}
void SceneRPCInterface::make_default() {
MultiplayerAPI::create_default_rpc_interface = _create;
}
#ifdef DEBUG_ENABLED
_FORCE_INLINE_ void SceneRPCInterface::_profile_node_data(const String &p_what, ObjectID p_id) {
if (EngineDebugger::is_profiling("multiplayer")) {
Array values;
values.push_back("node");
values.push_back(p_id);
values.push_back(p_what);
EngineDebugger::profiler_add_frame_data("multiplayer", values);
}
}
#else
_FORCE_INLINE_ void SceneRPCInterface::_profile_node_data(const String &p_what, ObjectID p_id) {}
#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;
}
}
const Multiplayer::RPCConfig _get_rpc_config(const Node *p_node, const StringName &p_method, uint16_t &r_id) {
const Vector<Multiplayer::RPCConfig> node_config = p_node->get_node_rpc_methods();
for (int i = 0; i < node_config.size(); i++) {
if (node_config[i].name == p_method) {
r_id = ((uint16_t)i) | (1 << 15);
return node_config[i];
}
}
if (p_node->get_script_instance()) {
const Vector<Multiplayer::RPCConfig> script_config = p_node->get_script_instance()->get_rpc_methods();
for (int i = 0; i < script_config.size(); i++) {
if (script_config[i].name == p_method) {
r_id = (uint16_t)i;
return script_config[i];
}
}
}
return Multiplayer::RPCConfig();
}
const Multiplayer::RPCConfig _get_rpc_config_by_id(Node *p_node, uint16_t p_id) {
Vector<Multiplayer::RPCConfig> config;
uint16_t id = p_id;
if (id & (1 << 15)) {
id = id & ~(1 << 15);
config = p_node->get_node_rpc_methods();
} else if (p_node->get_script_instance()) {
config = p_node->get_script_instance()->get_rpc_methods();
}
if (id < config.size()) {
return config[id];
}
return Multiplayer::RPCConfig();
}
_FORCE_INLINE_ bool _can_call_mode(Node *p_node, Multiplayer::RPCMode mode, int p_remote_id) {
switch (mode) {
case Multiplayer::RPC_MODE_DISABLED: {
return false;
} break;
case Multiplayer::RPC_MODE_ANY_PEER: {
return true;
} break;
case Multiplayer::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 {
const Node *node = Object::cast_to<Node>(p_obj);
ERR_FAIL_COND_V(!node, "");
String rpc_list;
const Vector<Multiplayer::RPCConfig> node_config = node->get_node_rpc_methods();
for (int i = 0; i < node_config.size(); i++) {
rpc_list += String(node_config[i].name);
}
if (node->get_script_instance()) {
const Vector<Multiplayer::RPCConfig> script_config = node->get_script_instance()->get_rpc_methods();
for (int i = 0; i < script_config.size(); i++) {
rpc_list += String(script_config[i].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_COND_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<Node>(multiplayer->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_COND_MSG(node == nullptr, "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 Multiplayer::RPCConfig config = _get_rpc_config_by_id(p_node, p_rpc_method_id);
ERR_FAIL_COND(config.name == StringName());
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<Variant> args;
Vector<const Variant *> argp;
args.resize(argc);
argp.resize(argc);
#ifdef DEBUG_ENABLED
_profile_node_data("in_rpc", p_node->get_instance_id());
#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->call(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_from, int p_to, uint16_t p_rpc_id, const Multiplayer::RPCConfig &p_config, const StringName &p_name, const Variant **p_arg, int p_argcount) {
Ref<MultiplayerPeer> 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 == peer->get_unique_id(), "Attempt to call RPC on yourself! Peer unique ID: " + itos(peer->get_unique_id()) + ".");
ERR_FAIL_MSG("Attempt to call RPC with unknown peer ID: " + itos(p_to) + ".");
}
NodePath from_path = multiplayer->get_root_path().rel_path_to(p_from->get_path());
ERR_FAIL_COND_MSG(from_path.is_empty(), "Unable to send RPC. Relative path is empty. THIS IS LIKELY A BUG IN THE ENGINE!");
// See if all peers have cached path (if so, call can be fast).
int psc_id;
const bool has_all_peers = multiplayer->send_object_cache(p_from, from_path, p_to, psc_id);
// 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 = MultiplayerAPI::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<uint8_t>(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<uint16_t>(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<uint8_t>(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);
// 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);
#ifdef DEBUG_ENABLED
multiplayer->profile_bandwidth("out", ofs);
#endif
// 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) {
// They all have verified paths, so send fast.
peer->set_target_peer(p_to); // To all of you.
peer->put_packet(packet_cache.ptr(), ofs); // A message with love.
} 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(from_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]));
for (const int &P : multiplayer->get_connected_peers()) {
if (p_to < 0 && P == -p_to) {
continue; // Continue, excluded.
}
if (p_to > 0 && P != p_to) {
continue; // Continue, not for this peer.
}
bool confirmed = multiplayer->is_cache_confirmed(from_path, P);
peer->set_target_peer(P); // To this one specifically.
if (confirmed) {
// This one confirmed path, so use id.
encode_uint32(psc_id, &(packet_cache.write[1]));
peer->put_packet(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.
peer->put_packet(packet_cache.ptr(), ofs + path_len);
}
}
}
}
void SceneRPCInterface::rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) {
Ref<MultiplayerPeer> peer = multiplayer->get_multiplayer_peer();
ERR_FAIL_COND_MSG(!peer.is_valid(), "Trying to call an RPC while no multiplayer peer is active.");
Node *node = Object::cast_to<Node>(p_obj);
ERR_FAIL_COND(!node);
ERR_FAIL_COND_MSG(!node->is_inside_tree(), "Trying to call an RPC on a node which is not inside SceneTree.");
ERR_FAIL_COND_MSG(peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, "Trying to call an RPC via a multiplayer peer which is not connected.");
int node_id = peer->get_unique_id();
bool call_local_native = false;
bool call_local_script = false;
uint16_t rpc_id = UINT16_MAX;
const Multiplayer::RPCConfig config = _get_rpc_config(node, p_method, rpc_id);
ERR_FAIL_COND_MSG(config.name == StringName(),
vformat("Unable to get the RPC configuration for the function \"%s\" at path: \"%s\". This happens when the method is not marked for RPCs.", p_method, node->get_path()));
if (p_peer_id == 0 || p_peer_id == node_id || (p_peer_id < 0 && p_peer_id != -node_id)) {
if (rpc_id & (1 << 15)) {
call_local_native = config.call_local;
} else {
call_local_script = config.call_local;
}
}
if (p_peer_id != node_id) {
#ifdef DEBUG_ENABLED
_profile_node_data("out_rpc", node->get_instance_id());
#endif
_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(peer->get_unique_id());
node->call(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;
}
}
if (call_local_script) {
Callable::CallError ce;
ce.error = Callable::CallError::CALL_OK;
multiplayer->set_remote_sender_override(peer->get_unique_id());
node->get_script_instance()->call(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;
}
}
ERR_FAIL_COND_MSG(p_peer_id == node_id && !config.call_local, "RPC '" + p_method + "' on yourself is not allowed by selected mode.");
}