Merge pull request #22427 from Faless/multiplayer_errors
Better MultiplayerAPI error messages.
This commit is contained in:
commit
8fc92ae86f
1 changed files with 106 additions and 59 deletions
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@ -38,20 +38,23 @@ _FORCE_INLINE_ bool _should_call_local(MultiplayerAPI::RPCMode mode, bool is_mas
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switch (mode) {
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case MultiplayerAPI::RPC_MODE_DISABLED: {
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//do nothing
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// Do nothing.
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} break;
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case MultiplayerAPI::RPC_MODE_REMOTE: {
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//do nothing also, no need to call local
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// Do nothing also. Remote cannot produce a local call.
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} break;
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case MultiplayerAPI::RPC_MODE_MASTERSYNC: {
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if (is_master)
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r_skip_rpc = true; // I am the master, so skip remote call.
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} // Do not break, fall over to other sync.
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case MultiplayerAPI::RPC_MODE_REMOTESYNC:
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case MultiplayerAPI::RPC_MODE_MASTERSYNC:
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case MultiplayerAPI::RPC_MODE_PUPPETSYNC: {
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//call it, sync always results in call
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// Call it, sync always results in a local call.
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return true;
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} break;
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case MultiplayerAPI::RPC_MODE_MASTER: {
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if (is_master)
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r_skip_rpc = true; //no other master so..
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r_skip_rpc = true; // I am the master, so skip remote call.
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return is_master;
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} break;
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case MultiplayerAPI::RPC_MODE_PUPPET: {
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@ -91,7 +94,7 @@ void MultiplayerAPI::poll() {
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network_peer->poll();
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if (!network_peer.is_valid()) //it's possible that polling might have resulted in a disconnection, so check here
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if (!network_peer.is_valid()) // It's possible that polling might have resulted in a disconnection, so check here.
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return;
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while (network_peer->get_available_packet_count()) {
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@ -110,7 +113,7 @@ void MultiplayerAPI::poll() {
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rpc_sender_id = 0;
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if (!network_peer.is_valid()) {
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break; //it's also possible that a packet or RPC caused a disconnection, so also check here
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break; // It's also possible that a packet or RPC caused a disconnection, so also check here.
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}
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}
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}
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@ -157,7 +160,9 @@ Ref<NetworkedMultiplayerPeer> MultiplayerAPI::get_network_peer() const {
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void MultiplayerAPI::_process_packet(int p_from, const uint8_t *p_packet, int p_packet_len) {
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ERR_EXPLAIN("Multiplayer root node was not initialized. If you are using custom multiplayer, remember to set the root node via MultiplayerAPI.set_root_node before using it");
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ERR_FAIL_COND(root_node == NULL);
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ERR_EXPLAIN("Invalid packet received. Size too small.");
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ERR_FAIL_COND(p_packet_len < 1);
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uint8_t packet_type = p_packet[0];
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@ -177,13 +182,15 @@ void MultiplayerAPI::_process_packet(int p_from, const uint8_t *p_packet, int p_
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case NETWORK_COMMAND_REMOTE_CALL:
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case NETWORK_COMMAND_REMOTE_SET: {
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ERR_EXPLAIN("Invalid packet received. Size too small.");
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ERR_FAIL_COND(p_packet_len < 6);
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Node *node = _process_get_node(p_from, p_packet, p_packet_len);
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ERR_EXPLAIN("Invalid packet received. Requested node was not found.");
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ERR_FAIL_COND(node == NULL);
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//detect cstring end
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// Detect cstring end.
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int len_end = 5;
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for (; len_end < p_packet_len; len_end++) {
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if (p_packet[len_end] == 0) {
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@ -191,6 +198,7 @@ void MultiplayerAPI::_process_packet(int p_from, const uint8_t *p_packet, int p_
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}
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}
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ERR_EXPLAIN("Invalid packet received. Size too small.");
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ERR_FAIL_COND(len_end >= p_packet_len);
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StringName name = String::utf8((const char *)&p_packet[5]);
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@ -219,9 +227,11 @@ Node *MultiplayerAPI::_process_get_node(int p_from, const uint8_t *p_packet, int
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Node *node = NULL;
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if (target & 0x80000000) {
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//use full path (not cached yet)
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// Use full path (not cached yet).
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int ofs = target & 0x7FFFFFFF;
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ERR_EXPLAIN("Invalid packet received. Size smaller than declared.");
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ERR_FAIL_COND_V(ofs >= p_packet_len, NULL);
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String paths;
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@ -234,17 +244,19 @@ Node *MultiplayerAPI::_process_get_node(int p_from, const uint8_t *p_packet, int
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if (!node)
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ERR_PRINTS("Failed to get path from RPC: " + String(np));
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} else {
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//use cached path
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// Use cached path.
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int id = target;
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Map<int, PathGetCache>::Element *E = path_get_cache.find(p_from);
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ERR_EXPLAIN("Invalid packet received. Requests invalid peer cache.");
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ERR_FAIL_COND_V(!E, NULL);
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Map<int, PathGetCache::NodeInfo>::Element *F = E->get().nodes.find(id);
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ERR_EXPLAIN("Invalid packet received. Unabled to find requested cached node.");
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ERR_FAIL_COND_V(!F, NULL);
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PathGetCache::NodeInfo *ni = &F->get();
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//do proper caching later
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// Do proper caching later.
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node = root_node->get_node(ni->path);
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if (!node)
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@ -255,9 +267,10 @@ Node *MultiplayerAPI::_process_get_node(int p_from, const uint8_t *p_packet, int
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void MultiplayerAPI::_process_rpc(Node *p_node, const StringName &p_name, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset) {
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ERR_EXPLAIN("Invalid packet received. Size too small.");
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ERR_FAIL_COND(p_offset >= p_packet_len);
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// Check that remote can call the RPC on this node
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// Check that remote can call the RPC on this node.
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RPCMode rpc_mode = RPC_MODE_DISABLED;
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const Map<StringName, RPCMode>::Element *E = p_node->get_node_rpc_mode(p_name);
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if (E) {
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@ -265,6 +278,8 @@ void MultiplayerAPI::_process_rpc(Node *p_node, const StringName &p_name, int p_
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} else if (p_node->get_script_instance()) {
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rpc_mode = p_node->get_script_instance()->get_rpc_mode(p_name);
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}
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ERR_EXPLAIN("RPC '" + String(p_name) + "' is not allowed from: " + itos(p_from) + ". Mode is " + itos((int)rpc_mode) + ", master is " + itos(p_node->get_network_master()) + ".");
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ERR_FAIL_COND(!_can_call_mode(p_node, rpc_mode, p_from));
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int argc = p_packet[p_offset];
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@ -277,11 +292,14 @@ void MultiplayerAPI::_process_rpc(Node *p_node, const StringName &p_name, int p_
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for (int i = 0; i < argc; i++) {
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ERR_EXPLAIN("Invalid packet received. Size too small.");
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ERR_FAIL_COND(p_offset >= p_packet_len);
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int vlen;
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Error err = decode_variant(args.write[i], &p_packet[p_offset], p_packet_len - p_offset, &vlen);
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ERR_EXPLAIN("Invalid packet received. Unable to decode RPC argument.");
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ERR_FAIL_COND(err != OK);
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//args[i]=p_packet[3+i];
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argp.write[i] = &args[i];
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p_offset += vlen;
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}
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@ -298,9 +316,10 @@ void MultiplayerAPI::_process_rpc(Node *p_node, const StringName &p_name, int p_
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void MultiplayerAPI::_process_rset(Node *p_node, const StringName &p_name, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset) {
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ERR_EXPLAIN("Invalid packet received. Size too small.");
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ERR_FAIL_COND(p_offset >= p_packet_len);
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// Check that remote can call the RSET on this node
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// Check that remote can call the RSET on this node.
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RPCMode rset_mode = RPC_MODE_DISABLED;
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const Map<StringName, RPCMode>::Element *E = p_node->get_node_rset_mode(p_name);
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if (E) {
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@ -308,10 +327,15 @@ void MultiplayerAPI::_process_rset(Node *p_node, const StringName &p_name, int p
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} else if (p_node->get_script_instance()) {
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rset_mode = p_node->get_script_instance()->get_rset_mode(p_name);
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}
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ERR_EXPLAIN("RSET '" + String(p_name) + "' is not allowed from: " + itos(p_from) + ". Mode is " + itos((int)rset_mode) + ", master is " + itos(p_node->get_network_master()) + ".");
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ERR_FAIL_COND(!_can_call_mode(p_node, rset_mode, p_from));
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Variant value;
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decode_variant(value, &p_packet[p_offset], p_packet_len - p_offset);
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Error err = decode_variant(value, &p_packet[p_offset], p_packet_len - p_offset);
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ERR_EXPLAIN("Invalid packet received. Unable to decode RSET value.");
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ERR_FAIL_COND(err != OK);
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bool valid;
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@ -324,6 +348,7 @@ void MultiplayerAPI::_process_rset(Node *p_node, const StringName &p_name, int p
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void MultiplayerAPI::_process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len) {
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ERR_EXPLAIN("Invalid packet received. Size too small.");
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ERR_FAIL_COND(p_packet_len < 5);
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int id = decode_uint32(&p_packet[1]);
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@ -342,9 +367,7 @@ void MultiplayerAPI::_process_simplify_path(int p_from, const uint8_t *p_packet,
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path_get_cache[p_from].nodes[id] = ni;
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//send ack
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//encode path
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// Encode path to send ack.
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CharString pname = String(path).utf8();
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int len = encode_cstring(pname.get_data(), NULL);
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@ -361,6 +384,7 @@ void MultiplayerAPI::_process_simplify_path(int p_from, const uint8_t *p_packet,
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void MultiplayerAPI::_process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len) {
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ERR_EXPLAIN("Invalid packet received. Size too small.");
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ERR_FAIL_COND(p_packet_len < 2);
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String paths;
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@ -369,31 +393,33 @@ void MultiplayerAPI::_process_confirm_path(int p_from, const uint8_t *p_packet,
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NodePath path = paths;
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PathSentCache *psc = path_send_cache.getptr(path);
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ERR_EXPLAIN("Invalid packet received. Tries to confirm a path which was not found in cache.");
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ERR_FAIL_COND(!psc);
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Map<int, bool>::Element *E = psc->confirmed_peers.find(p_from);
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ERR_EXPLAIN("Invalid packet received. Source peer was not found in cache for the given path.");
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ERR_FAIL_COND(!E);
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E->get() = true;
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}
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bool MultiplayerAPI::_send_confirm_path(NodePath p_path, PathSentCache *psc, int p_target) {
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bool has_all_peers = true;
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List<int> peers_to_add; //if one is missing, take note to add it
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List<int> peers_to_add; // If one is missing, take note to add it.
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for (Set<int>::Element *E = connected_peers.front(); E; E = E->next()) {
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if (p_target < 0 && E->get() == -p_target)
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continue; //continue, excluded
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continue; // Continue, excluded.
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if (p_target > 0 && E->get() != p_target)
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continue; //continue, not for this peer
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continue; // Continue, not for this peer.
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Map<int, bool>::Element *F = psc->confirmed_peers.find(E->get());
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if (!F || F->get() == false) {
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//path was not cached, or was cached but is unconfirmed
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// Path was not cached, or was cached but is unconfirmed.
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if (!F) {
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//not cached at all, take note
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// Not cached at all, take note.
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peers_to_add.push_back(E->get());
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}
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@ -401,11 +427,11 @@ bool MultiplayerAPI::_send_confirm_path(NodePath p_path, PathSentCache *psc, int
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}
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}
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//those that need to be added, send a message for this
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// Those that need to be added, send a message for this.
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for (List<int>::Element *E = peers_to_add.front(); E; E = E->next()) {
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//encode function name
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// Encode function name.
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CharString pname = String(p_path).utf8();
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int len = encode_cstring(pname.get_data(), NULL);
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@ -416,11 +442,11 @@ bool MultiplayerAPI::_send_confirm_path(NodePath p_path, PathSentCache *psc, int
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encode_uint32(psc->id, &packet.write[1]);
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encode_cstring(pname.get_data(), &packet.write[5]);
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network_peer->set_target_peer(E->get()); //to all of you
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network_peer->set_target_peer(E->get()); // To all of you.
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network_peer->set_transfer_mode(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
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network_peer->put_packet(packet.ptr(), packet.size());
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psc->confirmed_peers.insert(E->get(), false); //insert into confirmed, but as false since it was not confirmed
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psc->confirmed_peers.insert(E->get(), false); // Insert into confirmed, but as false since it was not confirmed.
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}
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return has_all_peers;
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@ -459,35 +485,36 @@ void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p
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}
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NodePath from_path = (root_node->get_path()).rel_path_to(p_from->get_path());
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ERR_EXPLAIN("Unable to send RPC. Relative path is empty. THIS IS LIKELY A BUG IN THE ENGINE!");
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ERR_FAIL_COND(from_path.is_empty());
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//see if the path is cached
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// See if the path is cached.
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PathSentCache *psc = path_send_cache.getptr(from_path);
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if (!psc) {
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//path is not cached, create
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// Path is not cached, create.
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path_send_cache[from_path] = PathSentCache();
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psc = path_send_cache.getptr(from_path);
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psc->id = last_send_cache_id++;
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}
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//create base packet, lots of hardcode because it must be tight
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// Create base packet, lots of hardcode because it must be tight.
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int ofs = 0;
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#define MAKE_ROOM(m_amount) \
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if (packet_cache.size() < m_amount) packet_cache.resize(m_amount);
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//encode type
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// Encode type.
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MAKE_ROOM(1);
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packet_cache.write[0] = p_set ? NETWORK_COMMAND_REMOTE_SET : NETWORK_COMMAND_REMOTE_CALL;
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ofs += 1;
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//encode ID
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// Encode ID.
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MAKE_ROOM(ofs + 4);
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encode_uint32(psc->id, &(packet_cache.write[ofs]));
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ofs += 4;
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//encode function name
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// Encode function name.
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CharString name = String(p_name).utf8();
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int len = encode_cstring(name.get_data(), NULL);
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MAKE_ROOM(ofs + len);
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@ -495,20 +522,22 @@ void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p
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ofs += len;
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if (p_set) {
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//set argument
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// Set argument.
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Error err = encode_variant(*p_arg[0], NULL, len);
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ERR_EXPLAIN("Unable to encode RSET value. THIS IS LIKELY A BUG IN THE ENGINE!");
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ERR_FAIL_COND(err != OK);
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MAKE_ROOM(ofs + len);
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encode_variant(*p_arg[0], &(packet_cache.write[ofs]), len);
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ofs += len;
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} else {
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//call arguments
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// Call arguments.
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MAKE_ROOM(ofs + 1);
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packet_cache.write[ofs] = p_argcount;
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ofs += 1;
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for (int i = 0; i < p_argcount; i++) {
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Error err = encode_variant(*p_arg[i], NULL, len);
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ERR_EXPLAIN("Unable to encode RPC argument. THIS IS LIKELY A BUG IN THE ENGINE!");
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ERR_FAIL_COND(err != OK);
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MAKE_ROOM(ofs + len);
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encode_variant(*p_arg[i], &(packet_cache.write[ofs]), len);
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@ -516,21 +545,21 @@ void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p
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}
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}
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//see if all peers have cached path (is so, call can be fast)
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// See if all peers have cached path (is so, call can be fast).
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bool has_all_peers = _send_confirm_path(from_path, psc, p_to);
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//take chance and set transfer mode, since all send methods will use it
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// Take chance and set transfer mode, since all send methods will use it.
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network_peer->set_transfer_mode(p_unreliable ? NetworkedMultiplayerPeer::TRANSFER_MODE_UNRELIABLE : NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
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if (has_all_peers) {
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//they all have verified paths, so send fast
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network_peer->set_target_peer(p_to); //to all of you
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network_peer->put_packet(packet_cache.ptr(), ofs); //a message with love
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// They all have verified paths, so send fast.
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network_peer->set_target_peer(p_to); // To all of you.
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network_peer->put_packet(packet_cache.ptr(), ofs); // A message with love.
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} else {
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//not all verified path, so send one by one
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// Not all verified path, so send one by one.
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//apend path at the end, since we will need it for some packets
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// Append path at the end, since we will need it for some packets.
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CharString pname = String(from_path).utf8();
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int path_len = encode_cstring(pname.get_data(), NULL);
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MAKE_ROOM(ofs + path_len);
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@ -539,23 +568,23 @@ void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p
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for (Set<int>::Element *E = connected_peers.front(); E; E = E->next()) {
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if (p_to < 0 && E->get() == -p_to)
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continue; //continue, excluded
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continue; // Continue, excluded.
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if (p_to > 0 && E->get() != p_to)
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continue; //continue, not for this peer
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continue; // Continue, not for this peer.
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Map<int, bool>::Element *F = psc->confirmed_peers.find(E->get());
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ERR_CONTINUE(!F); //should never happen
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ERR_CONTINUE(!F); // Should never happen.
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||||
network_peer->set_target_peer(E->get()); //to this one specifically
|
||||
network_peer->set_target_peer(E->get()); // To this one specifically.
|
||||
|
||||
if (F->get() == true) {
|
||||
//this one confirmed path, so use id
|
||||
// This one confirmed path, so use id.
|
||||
encode_uint32(psc->id, &(packet_cache.write[1]));
|
||||
network_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
|
||||
// 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.
|
||||
network_peer->put_packet(packet_cache.ptr(), ofs + path_len);
|
||||
}
|
||||
}
|
||||
|
@ -570,7 +599,7 @@ void MultiplayerAPI::_add_peer(int p_id) {
|
|||
|
||||
void MultiplayerAPI::_del_peer(int p_id) {
|
||||
connected_peers.erase(p_id);
|
||||
path_get_cache.erase(p_id); //I no longer need your cache, sorry
|
||||
path_get_cache.erase(p_id); // I no longer need your cache, sorry.
|
||||
emit_signal("network_peer_disconnected", p_id);
|
||||
}
|
||||
|
||||
|
@ -591,8 +620,12 @@ void MultiplayerAPI::_server_disconnected() {
|
|||
|
||||
void MultiplayerAPI::rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount) {
|
||||
|
||||
ERR_FAIL_COND(!p_node->is_inside_tree());
|
||||
ERR_EXPLAIN("Trying to call an RPC while no network peer is active.");
|
||||
ERR_FAIL_COND(!network_peer.is_valid());
|
||||
ERR_EXPLAIN("Trying to call an RPC on a node which is not inside SceneTree.");
|
||||
ERR_FAIL_COND(!p_node->is_inside_tree());
|
||||
ERR_EXPLAIN("Trying to call an RPC via a network peer which is not connected.");
|
||||
ERR_FAIL_COND(network_peer->get_connection_status() != NetworkedMultiplayerPeer::CONNECTION_CONNECTED);
|
||||
|
||||
int node_id = network_peer->get_unique_id();
|
||||
bool skip_rpc = false;
|
||||
|
@ -601,7 +634,7 @@ void MultiplayerAPI::rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const
|
|||
bool is_master = p_node->is_network_master();
|
||||
|
||||
if (p_peer_id == 0 || p_peer_id == node_id || (p_peer_id < 0 && p_peer_id != -node_id)) {
|
||||
//check that send mode can use local call
|
||||
// Check that send mode can use local call.
|
||||
|
||||
const Map<StringName, RPCMode>::Element *E = p_node->get_node_rpc_mode(p_method);
|
||||
if (E) {
|
||||
|
@ -609,9 +642,9 @@ void MultiplayerAPI::rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const
|
|||
}
|
||||
|
||||
if (call_local_native) {
|
||||
// done below
|
||||
// Done below.
|
||||
} else if (p_node->get_script_instance()) {
|
||||
//attempt with script
|
||||
// Attempt with script.
|
||||
RPCMode rpc_mode = p_node->get_script_instance()->get_rpc_mode(p_method);
|
||||
call_local_script = _should_call_local(rpc_mode, is_master, skip_rpc);
|
||||
}
|
||||
|
@ -647,15 +680,19 @@ void MultiplayerAPI::rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const
|
|||
|
||||
void MultiplayerAPI::rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value) {
|
||||
|
||||
ERR_FAIL_COND(!p_node->is_inside_tree());
|
||||
ERR_EXPLAIN("Trying to RSET while no network peer is active.");
|
||||
ERR_FAIL_COND(!network_peer.is_valid());
|
||||
ERR_EXPLAIN("Trying to RSET on a node which is not inside SceneTree.");
|
||||
ERR_FAIL_COND(!p_node->is_inside_tree());
|
||||
ERR_EXPLAIN("Trying to send an RSET via a network peer which is not connected.");
|
||||
ERR_FAIL_COND(network_peer->get_connection_status() != NetworkedMultiplayerPeer::CONNECTION_CONNECTED);
|
||||
|
||||
int node_id = network_peer->get_unique_id();
|
||||
bool is_master = p_node->is_network_master();
|
||||
bool skip_rset = false;
|
||||
|
||||
if (p_peer_id == 0 || p_peer_id == node_id || (p_peer_id < 0 && p_peer_id != -node_id)) {
|
||||
//check that send mode can use local call
|
||||
// Check that send mode can use local call.
|
||||
|
||||
bool set_local = false;
|
||||
|
||||
|
@ -675,7 +712,7 @@ void MultiplayerAPI::rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const
|
|||
return;
|
||||
}
|
||||
} else if (p_node->get_script_instance()) {
|
||||
//attempt with script
|
||||
// Attempt with script.
|
||||
RPCMode rpc_mode = p_node->get_script_instance()->get_rset_mode(p_property);
|
||||
|
||||
set_local = _should_call_local(rpc_mode, is_master, skip_rset);
|
||||
|
@ -703,8 +740,11 @@ void MultiplayerAPI::rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const
|
|||
|
||||
Error MultiplayerAPI::send_bytes(PoolVector<uint8_t> p_data, int p_to, NetworkedMultiplayerPeer::TransferMode p_mode) {
|
||||
|
||||
ERR_EXPLAIN("Trying to send an empty raw packet.");
|
||||
ERR_FAIL_COND_V(p_data.size() < 1, ERR_INVALID_DATA);
|
||||
ERR_EXPLAIN("Trying to send a raw packet while no network peer is active.");
|
||||
ERR_FAIL_COND_V(!network_peer.is_valid(), ERR_UNCONFIGURED);
|
||||
ERR_EXPLAIN("Trying to send a raw packet via a network peer which is not connected.");
|
||||
ERR_FAIL_COND_V(network_peer->get_connection_status() != NetworkedMultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED);
|
||||
|
||||
MAKE_ROOM(p_data.size() + 1);
|
||||
|
@ -720,6 +760,7 @@ Error MultiplayerAPI::send_bytes(PoolVector<uint8_t> p_data, int p_to, Networked
|
|||
|
||||
void MultiplayerAPI::_process_raw(int p_from, const uint8_t *p_packet, int p_packet_len) {
|
||||
|
||||
ERR_EXPLAIN("Invalid packet received. Size too small.");
|
||||
ERR_FAIL_COND(p_packet_len < 2);
|
||||
|
||||
PoolVector<uint8_t> out;
|
||||
|
@ -734,30 +775,36 @@ void MultiplayerAPI::_process_raw(int p_from, const uint8_t *p_packet, int p_pac
|
|||
|
||||
int MultiplayerAPI::get_network_unique_id() const {
|
||||
|
||||
ERR_EXPLAIN("No network peer is assigned. Unable to get unique network ID.");
|
||||
ERR_FAIL_COND_V(!network_peer.is_valid(), 0);
|
||||
return network_peer->get_unique_id();
|
||||
}
|
||||
|
||||
bool MultiplayerAPI::is_network_server() const {
|
||||
|
||||
// XXX Maybe fail silently? Maybe should actually return true to make development of both local and online multiplayer easier?
|
||||
ERR_EXPLAIN("No network peer is assigned. I can't be a server.");
|
||||
ERR_FAIL_COND_V(!network_peer.is_valid(), false);
|
||||
return network_peer->is_server();
|
||||
}
|
||||
|
||||
void MultiplayerAPI::set_refuse_new_network_connections(bool p_refuse) {
|
||||
|
||||
ERR_EXPLAIN("No network peer is assigned. Unable to set 'refuse_new_connections'.");
|
||||
ERR_FAIL_COND(!network_peer.is_valid());
|
||||
network_peer->set_refuse_new_connections(p_refuse);
|
||||
}
|
||||
|
||||
bool MultiplayerAPI::is_refusing_new_network_connections() const {
|
||||
|
||||
ERR_EXPLAIN("No network peer is assigned. Unable to get 'refuse_new_connections'.");
|
||||
ERR_FAIL_COND_V(!network_peer.is_valid(), false);
|
||||
return network_peer->is_refusing_new_connections();
|
||||
}
|
||||
|
||||
Vector<int> MultiplayerAPI::get_network_connected_peers() const {
|
||||
|
||||
ERR_EXPLAIN("No network peer is assigned. Assume no peers are connected.");
|
||||
ERR_FAIL_COND_V(!network_peer.is_valid(), Vector<int>());
|
||||
|
||||
Vector<int> ret;
|
||||
|
@ -802,9 +849,9 @@ void MultiplayerAPI::_bind_methods() {
|
|||
BIND_ENUM_CONSTANT(RPC_MODE_REMOTE);
|
||||
BIND_ENUM_CONSTANT(RPC_MODE_MASTER);
|
||||
BIND_ENUM_CONSTANT(RPC_MODE_PUPPET);
|
||||
BIND_ENUM_CONSTANT(RPC_MODE_SLAVE); // deprecated
|
||||
BIND_ENUM_CONSTANT(RPC_MODE_SLAVE); // Deprecated.
|
||||
BIND_ENUM_CONSTANT(RPC_MODE_REMOTESYNC);
|
||||
BIND_ENUM_CONSTANT(RPC_MODE_SYNC); // deprecated
|
||||
BIND_ENUM_CONSTANT(RPC_MODE_SYNC); // Deprecated.
|
||||
BIND_ENUM_CONSTANT(RPC_MODE_MASTERSYNC);
|
||||
BIND_ENUM_CONSTANT(RPC_MODE_PUPPETSYNC);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue