a7f49ac9a1
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354 lines
11 KiB
C++
354 lines
11 KiB
C++
/*************************************************************************/
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/* websocket_multiplayer_peer.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 "websocket_multiplayer_peer.h"
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#include "core/os/os.h"
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WebSocketMultiplayerPeer::WebSocketMultiplayerPeer() {
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_is_multiplayer = false;
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_peer_id = 0;
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_target_peer = 0;
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_refusing = false;
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_current_packet.source = 0;
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_current_packet.destination = 0;
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_current_packet.size = 0;
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_current_packet.data = NULL;
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}
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WebSocketMultiplayerPeer::~WebSocketMultiplayerPeer() {
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_clear();
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}
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int WebSocketMultiplayerPeer::_gen_unique_id() const {
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uint32_t hash = 0;
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while (hash == 0 || hash == 1) {
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hash = hash_djb2_one_32(
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(uint32_t)OS::get_singleton()->get_ticks_usec());
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hash = hash_djb2_one_32(
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(uint32_t)OS::get_singleton()->get_unix_time(), hash);
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hash = hash_djb2_one_32(
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(uint32_t)OS::get_singleton()->get_data_path().hash64(), hash);
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hash = hash_djb2_one_32(
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(uint32_t)((uint64_t)this), hash); //rely on aslr heap
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hash = hash_djb2_one_32(
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(uint32_t)((uint64_t)&hash), hash); //rely on aslr stack
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hash = hash & 0x7FFFFFFF; // make it compatible with unsigned, since negatie id is used for exclusion
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}
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return hash;
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}
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void WebSocketMultiplayerPeer::_clear() {
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_peer_map.clear();
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if (_current_packet.data != NULL)
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memfree(_current_packet.data);
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for (List<Packet>::Element *E = _incoming_packets.front(); E; E = E->next()) {
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memfree(E->get().data);
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E->get().data = NULL;
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}
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_incoming_packets.clear();
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}
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void WebSocketMultiplayerPeer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_buffers", "input_buffer_size_kb", "input_max_packets", "output_buffer_size_kb", "output_max_packets"), &WebSocketMultiplayerPeer::set_buffers);
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ClassDB::bind_method(D_METHOD("get_peer", "peer_id"), &WebSocketMultiplayerPeer::get_peer);
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ADD_SIGNAL(MethodInfo("peer_packet", PropertyInfo(Variant::INT, "peer_source")));
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}
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//
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// PacketPeer
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//
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int WebSocketMultiplayerPeer::get_available_packet_count() const {
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ERR_FAIL_COND_V_MSG(!_is_multiplayer, ERR_UNCONFIGURED, "Please use get_peer(ID).get_available_packet_count to get available packet count from peers when not using the MultiplayerAPI.");
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return _incoming_packets.size();
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}
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Error WebSocketMultiplayerPeer::get_packet(const uint8_t **r_buffer, int &r_buffer_size) {
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ERR_FAIL_COND_V_MSG(!_is_multiplayer, ERR_UNCONFIGURED, "Please use get_peer(ID).get_packet/var to communicate with peers when not using the MultiplayerAPI.");
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r_buffer_size = 0;
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if (_current_packet.data != NULL) {
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memfree(_current_packet.data);
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_current_packet.data = NULL;
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}
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_current_packet = _incoming_packets.front()->get();
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_incoming_packets.pop_front();
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*r_buffer = _current_packet.data;
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r_buffer_size = _current_packet.size;
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return OK;
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}
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Error WebSocketMultiplayerPeer::put_packet(const uint8_t *p_buffer, int p_buffer_size) {
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ERR_FAIL_COND_V_MSG(!_is_multiplayer, ERR_UNCONFIGURED, "Please use get_peer(ID).put_packet/var to communicate with peers when not using the MultiplayerAPI.");
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PoolVector<uint8_t> buffer = _make_pkt(SYS_NONE, get_unique_id(), _target_peer, p_buffer, p_buffer_size);
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if (is_server()) {
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return _server_relay(1, _target_peer, &(buffer.read()[0]), buffer.size());
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} else {
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return get_peer(1)->put_packet(&(buffer.read()[0]), buffer.size());
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}
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}
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//
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// NetworkedMultiplayerPeer
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//
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void WebSocketMultiplayerPeer::set_transfer_mode(TransferMode p_mode) {
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// Websocket uses TCP, reliable
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}
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NetworkedMultiplayerPeer::TransferMode WebSocketMultiplayerPeer::get_transfer_mode() const {
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// Websocket uses TCP, reliable
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return TRANSFER_MODE_RELIABLE;
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}
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void WebSocketMultiplayerPeer::set_target_peer(int p_target_peer) {
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_target_peer = p_target_peer;
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}
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int WebSocketMultiplayerPeer::get_packet_peer() const {
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ERR_FAIL_COND_V_MSG(!_is_multiplayer, 1, "This function is not available when not using the MultiplayerAPI.");
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ERR_FAIL_COND_V(_incoming_packets.size() == 0, 1);
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return _incoming_packets.front()->get().source;
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}
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int WebSocketMultiplayerPeer::get_unique_id() const {
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return _peer_id;
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}
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void WebSocketMultiplayerPeer::set_refuse_new_connections(bool p_enable) {
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_refusing = p_enable;
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}
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bool WebSocketMultiplayerPeer::is_refusing_new_connections() const {
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return _refusing;
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}
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void WebSocketMultiplayerPeer::_send_sys(Ref<WebSocketPeer> p_peer, uint8_t p_type, int32_t p_peer_id) {
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ERR_FAIL_COND(!p_peer.is_valid());
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ERR_FAIL_COND(!p_peer->is_connected_to_host());
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PoolVector<uint8_t> message = _make_pkt(p_type, 1, 0, (uint8_t *)&p_peer_id, 4);
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p_peer->put_packet(&(message.read()[0]), message.size());
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}
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PoolVector<uint8_t> WebSocketMultiplayerPeer::_make_pkt(uint8_t p_type, int32_t p_from, int32_t p_to, const uint8_t *p_data, uint32_t p_data_size) {
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PoolVector<uint8_t> out;
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out.resize(PROTO_SIZE + p_data_size);
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PoolVector<uint8_t>::Write w = out.write();
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copymem(&w[0], &p_type, 1);
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copymem(&w[1], &p_from, 4);
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copymem(&w[5], &p_to, 4);
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copymem(&w[PROTO_SIZE], p_data, p_data_size);
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return out;
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}
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void WebSocketMultiplayerPeer::_send_add(int32_t p_peer_id) {
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// First of all, confirm the ID!
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_send_sys(get_peer(p_peer_id), SYS_ID, p_peer_id);
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// Then send the server peer (which will trigger connection_succeded in client)
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_send_sys(get_peer(p_peer_id), SYS_ADD, 1);
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for (Map<int, Ref<WebSocketPeer> >::Element *E = _peer_map.front(); E; E = E->next()) {
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int32_t id = E->key();
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if (p_peer_id == id)
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continue; // Skip the newwly added peer (already confirmed)
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// Send new peer to others
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_send_sys(get_peer(id), SYS_ADD, p_peer_id);
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// Send others to new peer
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_send_sys(get_peer(p_peer_id), SYS_ADD, id);
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}
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}
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void WebSocketMultiplayerPeer::_send_del(int32_t p_peer_id) {
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for (Map<int, Ref<WebSocketPeer> >::Element *E = _peer_map.front(); E; E = E->next()) {
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int32_t id = E->key();
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if (p_peer_id != id)
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_send_sys(get_peer(id), SYS_DEL, p_peer_id);
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}
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}
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void WebSocketMultiplayerPeer::_store_pkt(int32_t p_source, int32_t p_dest, const uint8_t *p_data, uint32_t p_data_size) {
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Packet packet;
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packet.data = (uint8_t *)memalloc(p_data_size);
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packet.size = p_data_size;
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packet.source = p_source;
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packet.destination = p_dest;
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copymem(packet.data, &p_data[PROTO_SIZE], p_data_size);
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_incoming_packets.push_back(packet);
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emit_signal("peer_packet", p_source);
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}
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Error WebSocketMultiplayerPeer::_server_relay(int32_t p_from, int32_t p_to, const uint8_t *p_buffer, uint32_t p_buffer_size) {
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if (p_to == 1) {
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return OK; // Will not send to self
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} else if (p_to == 0) {
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for (Map<int, Ref<WebSocketPeer> >::Element *E = _peer_map.front(); E; E = E->next()) {
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if (E->key() != p_from)
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E->get()->put_packet(p_buffer, p_buffer_size);
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}
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return OK; // Sent to all but sender
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} else if (p_to < 0) {
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for (Map<int, Ref<WebSocketPeer> >::Element *E = _peer_map.front(); E; E = E->next()) {
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if (E->key() != p_from && E->key() != -p_to)
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E->get()->put_packet(p_buffer, p_buffer_size);
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}
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return OK; // Sent to all but sender and excluded
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} else {
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ERR_FAIL_COND_V(p_to == p_from, FAILED);
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Ref<WebSocketPeer> peer_to = get_peer(p_to);
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ERR_FAIL_COND_V(peer_to.is_null(), FAILED);
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return peer_to->put_packet(p_buffer, p_buffer_size); // Sending to specific peer
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}
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}
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void WebSocketMultiplayerPeer::_process_multiplayer(Ref<WebSocketPeer> p_peer, uint32_t p_peer_id) {
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ERR_FAIL_COND(!p_peer.is_valid());
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const uint8_t *in_buffer;
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int size = 0;
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int data_size = 0;
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Error err = p_peer->get_packet(&in_buffer, size);
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ERR_FAIL_COND(err != OK);
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ERR_FAIL_COND(size < PROTO_SIZE);
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data_size = size - PROTO_SIZE;
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uint8_t type = 0;
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uint32_t from = 0;
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int32_t to = 0;
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copymem(&type, in_buffer, 1);
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copymem(&from, &in_buffer[1], 4);
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copymem(&to, &in_buffer[5], 4);
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if (is_server()) { // Server can resend
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ERR_FAIL_COND(type != SYS_NONE); // Only server sends sys messages
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ERR_FAIL_COND(from != p_peer_id); // Someone is cheating
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if (to == 1) { // This is for the server
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_store_pkt(from, to, in_buffer, data_size);
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} else if (to == 0) {
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// Broadcast, for us too
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_store_pkt(from, to, in_buffer, data_size);
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} else if (to < 0) {
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// All but one, for us if not excluded
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if (_peer_id != -(int32_t)p_peer_id)
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_store_pkt(from, to, in_buffer, data_size);
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}
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// Relay if needed (i.e. "to" includes a peer that is not the server)
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_server_relay(from, to, in_buffer, size);
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} else {
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if (type == SYS_NONE) { // Payload message
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_store_pkt(from, to, in_buffer, data_size);
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return;
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}
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// System message
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ERR_FAIL_COND(data_size < 4);
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int id = 0;
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copymem(&id, &in_buffer[PROTO_SIZE], 4);
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switch (type) {
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case SYS_ADD: // Add peer
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_peer_map[id] = Ref<WebSocketPeer>();
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emit_signal("peer_connected", id);
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if (id == 1) // We just connected to the server
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emit_signal("connection_succeeded");
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break;
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case SYS_DEL: // Remove peer
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_peer_map.erase(id);
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emit_signal("peer_disconnected", id);
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break;
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case SYS_ID: // Helo, server assigned ID
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_peer_id = id;
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break;
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default:
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ERR_FAIL_MSG("Invalid multiplayer message.");
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break;
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}
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}
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}
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