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/*************************************************************************/
/* scene_multiplayer.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 */
/* 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_multiplayer.h"
# include "core/debugger/engine_debugger.h"
# include "core/io/marshalls.h"
# include <stdint.h>
# ifdef DEBUG_ENABLED
# include "core/os/os.h"
# endif
# ifdef DEBUG_ENABLED
void SceneMultiplayer : : profile_bandwidth ( const String & p_inout , int p_size ) {
if ( EngineDebugger : : is_profiling ( " multiplayer " ) ) {
Array values ;
values . push_back ( p_inout ) ;
values . push_back ( OS : : get_singleton ( ) - > get_ticks_msec ( ) ) ;
values . push_back ( p_size ) ;
EngineDebugger : : profiler_add_frame_data ( " multiplayer " , values ) ;
}
}
# endif
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void SceneMultiplayer : : _update_status ( ) {
MultiplayerPeer : : ConnectionStatus status = multiplayer_peer . is_valid ( ) ? multiplayer_peer - > get_connection_status ( ) : MultiplayerPeer : : CONNECTION_DISCONNECTED ;
if ( last_connection_status ! = status ) {
if ( status = = MultiplayerPeer : : CONNECTION_DISCONNECTED ) {
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if ( last_connection_status = = MultiplayerPeer : : CONNECTION_CONNECTING ) {
emit_signal ( SNAME ( " connection_failed " ) ) ;
} else {
emit_signal ( SNAME ( " server_disconnected " ) ) ;
}
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clear ( ) ;
}
last_connection_status = status ;
}
}
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Error SceneMultiplayer : : poll ( ) {
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_update_status ( ) ;
if ( last_connection_status = = MultiplayerPeer : : CONNECTION_DISCONNECTED ) {
return OK ;
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}
multiplayer_peer - > poll ( ) ;
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_update_status ( ) ;
if ( last_connection_status ! = MultiplayerPeer : : CONNECTION_CONNECTED ) {
// We might be still connecting, or polling might have resulted in a disconnection.
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return OK ;
}
while ( multiplayer_peer - > get_available_packet_count ( ) ) {
int sender = multiplayer_peer - > get_packet_peer ( ) ;
const uint8_t * packet ;
int len ;
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int channel = multiplayer_peer - > get_packet_channel ( ) ;
MultiplayerPeer : : TransferMode mode = multiplayer_peer - > get_packet_mode ( ) ;
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Error err = multiplayer_peer - > get_packet ( & packet , len ) ;
ERR_FAIL_COND_V_MSG ( err ! = OK , err , vformat ( " Error getting packet! %d " , err ) ) ;
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if ( pending_peers . has ( sender ) ) {
if ( pending_peers [ sender ] . local ) {
// If the auth is over, admit the peer at the first packet.
pending_peers . erase ( sender ) ;
_admit_peer ( sender ) ;
} else {
ERR_CONTINUE ( len < 2 | | ( packet [ 0 ] & CMD_MASK ) ! = NETWORK_COMMAND_SYS | | packet [ 1 ] ! = SYS_COMMAND_AUTH ) ;
// Auth message.
PackedByteArray pba ;
pba . resize ( len - 2 ) ;
if ( pba . size ( ) ) {
memcpy ( pba . ptrw ( ) , & packet [ 2 ] , len - 2 ) ;
// User callback
const Variant sv = sender ;
const Variant pbav = pba ;
const Variant * argv [ 2 ] = { & sv , & pbav } ;
Variant ret ;
Callable : : CallError ce ;
auth_callback . callp ( argv , 2 , ret , ce ) ;
ERR_CONTINUE_MSG ( ce . error ! = Callable : : CallError : : CALL_OK , " Failed to call authentication callback " ) ;
} else {
// Remote complete notification.
pending_peers [ sender ] . remote = true ;
if ( pending_peers [ sender ] . local ) {
pending_peers . erase ( sender ) ;
_admit_peer ( sender ) ;
}
}
continue ; // Auth in progress.
}
}
ERR_CONTINUE ( ! connected_peers . has ( sender ) ) ;
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if ( len & & ( packet [ 0 ] & CMD_MASK ) = = NETWORK_COMMAND_SYS ) {
// Sys messages are processed separately since they might call _process_packet themselves.
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if ( len > 1 & & packet [ 1 ] = = SYS_COMMAND_AUTH ) {
ERR_CONTINUE ( len ! = 2 ) ;
// If we are here, we already admitted the peer locally, and this is just a confirmation packet.
continue ;
}
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_process_sys ( sender , packet , len , mode , channel ) ;
} else {
remote_sender_id = sender ;
_process_packet ( sender , packet , len ) ;
remote_sender_id = 0 ;
}
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_update_status ( ) ;
if ( last_connection_status ! = MultiplayerPeer : : CONNECTION_CONNECTED ) { // It's possible that processing a packet might have resulted in a disconnection, so check here.
return OK ;
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}
}
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if ( pending_peers . size ( ) & & auth_timeout ) {
HashSet < int > to_drop ;
uint64_t time = OS : : get_singleton ( ) - > get_ticks_msec ( ) ;
for ( const KeyValue < int , PendingPeer > & pending : pending_peers ) {
if ( pending . value . time + auth_timeout < = time ) {
multiplayer_peer - > disconnect_peer ( pending . key ) ;
to_drop . insert ( pending . key ) ;
}
}
for ( const int & P : to_drop ) {
// Each signal might trigger a disconnection.
pending_peers . erase ( P ) ;
emit_signal ( SNAME ( " peer_authentication_failed " ) , P ) ;
}
}
_update_status ( ) ;
if ( last_connection_status ! = MultiplayerPeer : : CONNECTION_CONNECTED ) { // Signals might have triggered disconnection.
return OK ;
}
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replicator - > on_network_process ( ) ;
return OK ;
}
void SceneMultiplayer : : clear ( ) {
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last_connection_status = MultiplayerPeer : : CONNECTION_DISCONNECTED ;
pending_peers . clear ( ) ;
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connected_peers . clear ( ) ;
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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}
void SceneMultiplayer : : set_root_path ( const NodePath & p_path ) {
ERR_FAIL_COND_MSG ( ! p_path . is_absolute ( ) & & ! p_path . is_empty ( ) , " SceneMultiplayer root path must be absolute. " ) ;
root_path = p_path ;
}
NodePath SceneMultiplayer : : get_root_path ( ) const {
return root_path ;
}
void SceneMultiplayer : : set_multiplayer_peer ( const Ref < MultiplayerPeer > & p_peer ) {
if ( p_peer = = multiplayer_peer ) {
return ; // Nothing to do
}
ERR_FAIL_COND_MSG ( p_peer . is_valid ( ) & & p_peer - > get_connection_status ( ) = = MultiplayerPeer : : CONNECTION_DISCONNECTED ,
" Supplied MultiplayerPeer must be connecting or connected. " ) ;
if ( multiplayer_peer . is_valid ( ) ) {
multiplayer_peer - > disconnect ( " peer_connected " , callable_mp ( this , & SceneMultiplayer : : _add_peer ) ) ;
multiplayer_peer - > disconnect ( " peer_disconnected " , callable_mp ( this , & SceneMultiplayer : : _del_peer ) ) ;
clear ( ) ;
}
multiplayer_peer = p_peer ;
if ( multiplayer_peer . is_valid ( ) ) {
multiplayer_peer - > connect ( " peer_connected " , callable_mp ( this , & SceneMultiplayer : : _add_peer ) ) ;
multiplayer_peer - > connect ( " peer_disconnected " , callable_mp ( this , & SceneMultiplayer : : _del_peer ) ) ;
}
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_update_status ( ) ;
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}
Ref < MultiplayerPeer > SceneMultiplayer : : get_multiplayer_peer ( ) {
return multiplayer_peer ;
}
void SceneMultiplayer : : _process_packet ( int p_from , const uint8_t * p_packet , int p_packet_len ) {
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. " ) ;
ERR_FAIL_COND_MSG ( p_packet_len < 1 , " Invalid packet received. Size too small. " ) ;
# ifdef DEBUG_ENABLED
profile_bandwidth ( " in " , p_packet_len ) ;
# endif
// Extract the `packet_type` from the LSB three bits:
uint8_t packet_type = p_packet [ 0 ] & CMD_MASK ;
switch ( packet_type ) {
case NETWORK_COMMAND_SIMPLIFY_PATH : {
cache - > process_simplify_path ( p_from , p_packet , p_packet_len ) ;
} break ;
case NETWORK_COMMAND_CONFIRM_PATH : {
cache - > process_confirm_path ( p_from , p_packet , p_packet_len ) ;
} break ;
case NETWORK_COMMAND_REMOTE_CALL : {
rpc - > process_rpc ( p_from , p_packet , p_packet_len ) ;
} break ;
case NETWORK_COMMAND_RAW : {
_process_raw ( p_from , p_packet , p_packet_len ) ;
} break ;
case NETWORK_COMMAND_SPAWN : {
replicator - > on_spawn_receive ( p_from , p_packet , p_packet_len ) ;
} break ;
case NETWORK_COMMAND_DESPAWN : {
replicator - > on_despawn_receive ( p_from , p_packet , p_packet_len ) ;
} break ;
case NETWORK_COMMAND_SYNC : {
replicator - > on_sync_receive ( p_from , p_packet , p_packet_len ) ;
} break ;
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default : {
ERR_FAIL_MSG ( " Invalid network command from " + itos ( p_from ) ) ;
} break ;
}
}
Error SceneMultiplayer : : send_command ( int p_to , const uint8_t * p_packet , int p_packet_len ) {
if ( server_relay & & get_unique_id ( ) ! = 1 & & p_to ! = 1 & & multiplayer_peer - > is_server_relay_supported ( ) ) {
// Send relay packet.
relay_buffer - > seek ( 0 ) ;
relay_buffer - > put_u8 ( NETWORK_COMMAND_SYS ) ;
relay_buffer - > put_u8 ( SYS_COMMAND_RELAY ) ;
relay_buffer - > put_32 ( p_to ) ; // Set the destination.
relay_buffer - > put_data ( p_packet , p_packet_len ) ;
multiplayer_peer - > set_target_peer ( 1 ) ;
const Vector < uint8_t > data = relay_buffer - > get_data_array ( ) ;
return multiplayer_peer - > put_packet ( data . ptr ( ) , relay_buffer - > get_position ( ) ) ;
}
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if ( p_to > 0 ) {
ERR_FAIL_COND_V ( ! connected_peers . has ( p_to ) , ERR_BUG ) ;
multiplayer_peer - > set_target_peer ( p_to ) ;
return multiplayer_peer - > put_packet ( p_packet , p_packet_len ) ;
} 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 ;
}
multiplayer_peer - > set_target_peer ( pid ) ;
multiplayer_peer - > put_packet ( p_packet , p_packet_len ) ;
}
return OK ;
}
}
void SceneMultiplayer : : _process_sys ( int p_from , const uint8_t * p_packet , int p_packet_len , MultiplayerPeer : : TransferMode p_mode , int p_channel ) {
ERR_FAIL_COND_MSG ( p_packet_len < SYS_CMD_SIZE , " Invalid packet received. Size too small. " ) ;
uint8_t sys_cmd_type = p_packet [ 1 ] ;
int32_t peer = int32_t ( decode_uint32 ( & p_packet [ 2 ] ) ) ;
switch ( sys_cmd_type ) {
case SYS_COMMAND_ADD_PEER : {
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 ;
case SYS_COMMAND_DEL_PEER : {
ERR_FAIL_COND ( ! server_relay | | ! multiplayer_peer - > is_server_relay_supported ( ) | | get_unique_id ( ) = = 1 | | p_from ! = 1 ) ;
_del_peer ( peer ) ;
} break ;
case SYS_COMMAND_RELAY : {
ERR_FAIL_COND ( ! server_relay | | ! multiplayer_peer - > is_server_relay_supported ( ) ) ;
ERR_FAIL_COND ( p_packet_len < SYS_CMD_SIZE + 1 ) ;
const uint8_t * packet = p_packet + SYS_CMD_SIZE ;
int len = p_packet_len - SYS_CMD_SIZE ;
bool should_process = false ;
if ( get_unique_id ( ) = = 1 ) { // I am the server.
// Direct messages to server should not go through relay.
ERR_FAIL_COND ( peer > 0 & & ! connected_peers . has ( peer ) ) ;
// Send relay packet.
relay_buffer - > seek ( 0 ) ;
relay_buffer - > put_u8 ( NETWORK_COMMAND_SYS ) ;
relay_buffer - > put_u8 ( SYS_COMMAND_RELAY ) ;
relay_buffer - > put_32 ( p_from ) ; // Set the source.
relay_buffer - > put_data ( packet , len ) ;
const Vector < uint8_t > data = relay_buffer - > get_data_array ( ) ;
multiplayer_peer - > set_transfer_mode ( p_mode ) ;
multiplayer_peer - > set_transfer_channel ( p_channel ) ;
if ( peer > 0 ) {
multiplayer_peer - > set_target_peer ( peer ) ;
multiplayer_peer - > put_packet ( data . ptr ( ) , relay_buffer - > get_position ( ) ) ;
} else {
for ( const int & P : connected_peers ) {
// Not to sender, nor excluded.
if ( P = = p_from | | ( peer < 0 & & P ! = - peer ) ) {
continue ;
}
multiplayer_peer - > set_target_peer ( P ) ;
multiplayer_peer - > put_packet ( data . ptr ( ) , relay_buffer - > get_position ( ) ) ;
}
}
if ( peer = = 0 | | peer = = - 1 ) {
should_process = true ;
peer = p_from ; // Process as the source.
}
} else {
ERR_FAIL_COND ( p_from ! = 1 ) ; // Bug.
should_process = true ;
}
if ( should_process ) {
remote_sender_id = peer ;
_process_packet ( peer , packet , len ) ;
remote_sender_id = 0 ;
}
} break ;
default : {
ERR_FAIL ( ) ;
}
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}
}
void SceneMultiplayer : : _add_peer ( int p_id ) {
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if ( auth_callback . is_valid ( ) ) {
pending_peers [ p_id ] = PendingPeer ( ) ;
pending_peers [ p_id ] . time = OS : : get_singleton ( ) - > get_ticks_msec ( ) ;
emit_signal ( SNAME ( " peer_authenticating " ) , p_id ) ;
return ;
} else {
_admit_peer ( p_id ) ;
}
}
void SceneMultiplayer : : _admit_peer ( int p_id ) {
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if ( server_relay & & get_unique_id ( ) = = 1 & & multiplayer_peer - > is_server_relay_supported ( ) ) {
// Notify others of connection, and send connected peers to newly connected one.
uint8_t buf [ SYS_CMD_SIZE ] ;
buf [ 0 ] = NETWORK_COMMAND_SYS ;
buf [ 1 ] = SYS_COMMAND_ADD_PEER ;
multiplayer_peer - > set_transfer_channel ( 0 ) ;
multiplayer_peer - > set_transfer_mode ( MultiplayerPeer : : TRANSFER_MODE_RELIABLE ) ;
for ( const int & P : connected_peers ) {
// Send new peer to already connected.
encode_uint32 ( p_id , & buf [ 2 ] ) ;
multiplayer_peer - > set_target_peer ( P ) ;
multiplayer_peer - > put_packet ( buf , sizeof ( buf ) ) ;
// Send already connected to new peer.
encode_uint32 ( P , & buf [ 2 ] ) ;
multiplayer_peer - > set_target_peer ( p_id ) ;
multiplayer_peer - > put_packet ( buf , sizeof ( buf ) ) ;
}
}
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connected_peers . insert ( p_id ) ;
cache - > on_peer_change ( p_id , true ) ;
replicator - > on_peer_change ( p_id , true ) ;
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if ( p_id = = 1 ) {
emit_signal ( SNAME ( " connected_to_server " ) ) ;
}
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emit_signal ( SNAME ( " peer_connected " ) , p_id ) ;
}
void SceneMultiplayer : : _del_peer ( int p_id ) {
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if ( pending_peers . has ( p_id ) ) {
pending_peers . erase ( p_id ) ;
emit_signal ( SNAME ( " peer_authentication_failed " ) , p_id ) ;
return ;
} else if ( ! connected_peers . has ( p_id ) ) {
return ;
}
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if ( server_relay & & get_unique_id ( ) = = 1 & & multiplayer_peer - > is_server_relay_supported ( ) ) {
// Notify others of disconnection.
uint8_t buf [ SYS_CMD_SIZE ] ;
buf [ 0 ] = NETWORK_COMMAND_SYS ;
buf [ 1 ] = SYS_COMMAND_DEL_PEER ;
multiplayer_peer - > set_transfer_channel ( 0 ) ;
multiplayer_peer - > set_transfer_mode ( MultiplayerPeer : : TRANSFER_MODE_RELIABLE ) ;
encode_uint32 ( p_id , & buf [ 2 ] ) ;
for ( const int & P : connected_peers ) {
if ( P = = p_id ) {
continue ;
}
multiplayer_peer - > set_target_peer ( P ) ;
multiplayer_peer - > put_packet ( buf , sizeof ( buf ) ) ;
}
}
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replicator - > on_peer_change ( p_id , false ) ;
cache - > on_peer_change ( p_id , false ) ;
connected_peers . erase ( p_id ) ;
emit_signal ( SNAME ( " peer_disconnected " ) , p_id ) ;
}
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void SceneMultiplayer : : disconnect_peer ( int p_id ) {
ERR_FAIL_COND ( multiplayer_peer . is_null ( ) | | multiplayer_peer - > get_connection_status ( ) ! = MultiplayerPeer : : CONNECTION_CONNECTED ) ;
if ( pending_peers . has ( p_id ) ) {
pending_peers . erase ( p_id ) ;
} else if ( connected_peers . has ( p_id ) ) {
connected_peers . has ( p_id ) ;
}
multiplayer_peer - > disconnect_peer ( p_id ) ;
}
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Error SceneMultiplayer : : send_bytes ( Vector < uint8_t > p_data , int p_to , MultiplayerPeer : : TransferMode p_mode , int p_channel ) {
ERR_FAIL_COND_V_MSG ( p_data . size ( ) < 1 , ERR_INVALID_DATA , " Trying to send an empty raw packet. " ) ;
ERR_FAIL_COND_V_MSG ( ! multiplayer_peer . is_valid ( ) , ERR_UNCONFIGURED , " Trying to send a raw packet while no multiplayer peer is active. " ) ;
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 ) ;
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return send_command ( p_to , packet_cache . ptr ( ) , p_data . size ( ) + 1 ) ;
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}
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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 multiplayer_peer - > put_packet ( 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 = multiplayer_peer - > put_packet ( 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 ;
}
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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 ;
}
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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 ;
}
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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 ;
}
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void SceneMultiplayer : : set_server_relay_enabled ( bool p_enabled ) {
ERR_FAIL_COND_MSG ( multiplayer_peer . is_valid ( ) & & multiplayer_peer - > get_connection_status ( ) ! = MultiplayerPeer : : CONNECTION_DISCONNECTED , " Cannot change the server relay option while the multiplayer peer is active. " ) ;
server_relay = p_enabled ;
}
bool SceneMultiplayer : : is_server_relay_enabled ( ) const {
return server_relay ;
}
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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 ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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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 " ) ;
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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 " ) ;
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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 " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " server_relay " ) , " set_server_relay_enabled " , " is_server_relay_enabled " ) ;
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ADD_PROPERTY_DEFAULT ( " refuse_new_connections " , false ) ;
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ADD_SIGNAL ( MethodInfo ( " peer_authenticating " , PropertyInfo ( Variant : : INT , " id " ) ) ) ;
ADD_SIGNAL ( MethodInfo ( " peer_authentication_failed " , PropertyInfo ( Variant : : INT , " id " ) ) ) ;
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ADD_SIGNAL ( MethodInfo ( " peer_packet " , PropertyInfo ( Variant : : INT , " id " ) , PropertyInfo ( Variant : : PACKED_BYTE_ARRAY , " packet " ) ) ) ;
}
SceneMultiplayer : : SceneMultiplayer ( ) {
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relay_buffer . instantiate ( ) ;
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replicator = Ref < SceneReplicationInterface > ( memnew ( SceneReplicationInterface ( this ) ) ) ;
rpc = Ref < SceneRPCInterface > ( memnew ( SceneRPCInterface ( this ) ) ) ;
cache = Ref < SceneCacheInterface > ( memnew ( SceneCacheInterface ( this ) ) ) ;
}
SceneMultiplayer : : ~ SceneMultiplayer ( ) {
clear ( ) ;
}