virtualx-engine/core/multiplayer/multiplayer_api.cpp
Fabio Alessandrelli ddee5f6050 Add peer visibility to MultiplayerSynchronizer.
MultiplayerSynchronizers can now be configured to limit their visibility
to a subset of the connected peers, if the synchronized node was spawned
by a MultiplayerSpawner (either automatically or via custom spawn) the
given node will also be despawned remotely.

The replication system doesn't have the logic to handle subspawn
directly, but it is possible to handle them appropriately by manually
updating the visibility of the parent before changing the one of the
nested spawns via the "update_visibility" function.

The visibility of each MultiplayerSynchronizer can be controlled by
adding or remove filters via "[add|remove]_visibility_filter(callable)".

To further optimize the network code, visibility filters can be configured
to be automatically updated during idle or physics frame, or set to always
require manual update (via the "update_visibility" function).
2022-07-20 19:08:35 +02:00

593 lines
21 KiB
C++

/*************************************************************************/
/* multiplayer_api.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 "multiplayer_api.h"
#include "core/debugger/engine_debugger.h"
#include "core/io/marshalls.h"
#include <stdint.h>
#ifdef DEBUG_ENABLED
#include "core/os/os.h"
#endif
MultiplayerReplicationInterface *(*MultiplayerAPI::create_default_replication_interface)(MultiplayerAPI *p_multiplayer) = nullptr;
MultiplayerRPCInterface *(*MultiplayerAPI::create_default_rpc_interface)(MultiplayerAPI *p_multiplayer) = nullptr;
MultiplayerCacheInterface *(*MultiplayerAPI::create_default_cache_interface)(MultiplayerAPI *p_multiplayer) = nullptr;
#ifdef DEBUG_ENABLED
void MultiplayerAPI::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
void MultiplayerAPI::poll() {
if (!multiplayer_peer.is_valid() || multiplayer_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED) {
return;
}
multiplayer_peer->poll();
if (!multiplayer_peer.is_valid()) { // It's possible that polling might have resulted in a disconnection, so check here.
return;
}
while (multiplayer_peer->get_available_packet_count()) {
int sender = multiplayer_peer->get_packet_peer();
const uint8_t *packet;
int len;
Error err = multiplayer_peer->get_packet(&packet, len);
if (err != OK) {
ERR_PRINT("Error getting packet!");
return; // Something is wrong!
}
remote_sender_id = sender;
_process_packet(sender, packet, len);
remote_sender_id = 0;
if (!multiplayer_peer.is_valid()) {
return; // It's also possible that a packet or RPC caused a disconnection, so also check here.
}
}
replicator->on_network_process();
}
void MultiplayerAPI::clear() {
connected_peers.clear();
packet_cache.clear();
cache->clear();
}
void MultiplayerAPI::set_root_path(const NodePath &p_path) {
ERR_FAIL_COND_MSG(!p_path.is_absolute() && !p_path.is_empty(), "MultiplayerAPI root path must be absolute.");
root_path = p_path;
}
NodePath MultiplayerAPI::get_root_path() const {
return root_path;
}
void MultiplayerAPI::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, &MultiplayerAPI::_add_peer));
multiplayer_peer->disconnect("peer_disconnected", callable_mp(this, &MultiplayerAPI::_del_peer));
multiplayer_peer->disconnect("connection_succeeded", callable_mp(this, &MultiplayerAPI::_connected_to_server));
multiplayer_peer->disconnect("connection_failed", callable_mp(this, &MultiplayerAPI::_connection_failed));
multiplayer_peer->disconnect("server_disconnected", callable_mp(this, &MultiplayerAPI::_server_disconnected));
clear();
}
multiplayer_peer = p_peer;
if (multiplayer_peer.is_valid()) {
multiplayer_peer->connect("peer_connected", callable_mp(this, &MultiplayerAPI::_add_peer));
multiplayer_peer->connect("peer_disconnected", callable_mp(this, &MultiplayerAPI::_del_peer));
multiplayer_peer->connect("connection_succeeded", callable_mp(this, &MultiplayerAPI::_connected_to_server));
multiplayer_peer->connect("connection_failed", callable_mp(this, &MultiplayerAPI::_connection_failed));
multiplayer_peer->connect("server_disconnected", callable_mp(this, &MultiplayerAPI::_server_disconnected));
}
replicator->on_reset();
}
Ref<MultiplayerPeer> MultiplayerAPI::get_multiplayer_peer() const {
return multiplayer_peer;
}
void MultiplayerAPI::_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 MultiplayerAPI.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;
}
}
// The variant is compressed and encoded; The first byte contains all the meta
// information and the format is:
// - The first LSB 5 bits are used for the variant type.
// - The next two bits are used to store the encoding mode.
// - The most significant is used to store the boolean value.
#define VARIANT_META_TYPE_MASK 0x1F
#define VARIANT_META_EMODE_MASK 0x60
#define VARIANT_META_BOOL_MASK 0x80
#define ENCODE_8 0 << 5
#define ENCODE_16 1 << 5
#define ENCODE_32 2 << 5
#define ENCODE_64 3 << 5
Error MultiplayerAPI::encode_and_compress_variant(const Variant &p_variant, uint8_t *r_buffer, int &r_len, bool p_allow_object_decoding) {
// Unreachable because `VARIANT_MAX` == 27 and `ENCODE_VARIANT_MASK` == 31
CRASH_COND(p_variant.get_type() > VARIANT_META_TYPE_MASK);
uint8_t *buf = r_buffer;
r_len = 0;
uint8_t encode_mode = 0;
switch (p_variant.get_type()) {
case Variant::BOOL: {
if (buf) {
// We still have 1 free bit in the meta, so let's use it.
buf[0] = (p_variant.operator bool()) ? (1 << 7) : 0;
buf[0] |= encode_mode | p_variant.get_type();
}
r_len += 1;
} break;
case Variant::INT: {
if (buf) {
// Reserve the first byte for the meta.
buf += 1;
}
r_len += 1;
int64_t val = p_variant;
if (val <= (int64_t)INT8_MAX && val >= (int64_t)INT8_MIN) {
// Use 8 bit
encode_mode = ENCODE_8;
if (buf) {
buf[0] = val;
}
r_len += 1;
} else if (val <= (int64_t)INT16_MAX && val >= (int64_t)INT16_MIN) {
// Use 16 bit
encode_mode = ENCODE_16;
if (buf) {
encode_uint16(val, buf);
}
r_len += 2;
} else if (val <= (int64_t)INT32_MAX && val >= (int64_t)INT32_MIN) {
// Use 32 bit
encode_mode = ENCODE_32;
if (buf) {
encode_uint32(val, buf);
}
r_len += 4;
} else {
// Use 64 bit
encode_mode = ENCODE_64;
if (buf) {
encode_uint64(val, buf);
}
r_len += 8;
}
// Store the meta
if (buf) {
buf -= 1;
buf[0] = encode_mode | p_variant.get_type();
}
} break;
default:
// Any other case is not yet compressed.
Error err = encode_variant(p_variant, r_buffer, r_len, p_allow_object_decoding);
if (err != OK) {
return err;
}
if (r_buffer) {
// The first byte is not used by the marshalling, so store the type
// so we know how to decompress and decode this variant.
r_buffer[0] = p_variant.get_type();
}
}
return OK;
}
Error MultiplayerAPI::decode_and_decompress_variant(Variant &r_variant, const uint8_t *p_buffer, int p_len, int *r_len, bool p_allow_object_decoding) {
const uint8_t *buf = p_buffer;
int len = p_len;
ERR_FAIL_COND_V(len < 1, ERR_INVALID_DATA);
uint8_t type = buf[0] & VARIANT_META_TYPE_MASK;
uint8_t encode_mode = buf[0] & VARIANT_META_EMODE_MASK;
ERR_FAIL_COND_V(type >= Variant::VARIANT_MAX, ERR_INVALID_DATA);
switch (type) {
case Variant::BOOL: {
bool val = (buf[0] & VARIANT_META_BOOL_MASK) > 0;
r_variant = val;
if (r_len) {
*r_len = 1;
}
} break;
case Variant::INT: {
buf += 1;
len -= 1;
if (r_len) {
*r_len = 1;
}
if (encode_mode == ENCODE_8) {
// 8 bits.
ERR_FAIL_COND_V(len < 1, ERR_INVALID_DATA);
int8_t val = buf[0];
r_variant = val;
if (r_len) {
(*r_len) += 1;
}
} else if (encode_mode == ENCODE_16) {
// 16 bits.
ERR_FAIL_COND_V(len < 2, ERR_INVALID_DATA);
int16_t val = decode_uint16(buf);
r_variant = val;
if (r_len) {
(*r_len) += 2;
}
} else if (encode_mode == ENCODE_32) {
// 32 bits.
ERR_FAIL_COND_V(len < 4, ERR_INVALID_DATA);
int32_t val = decode_uint32(buf);
r_variant = val;
if (r_len) {
(*r_len) += 4;
}
} else {
// 64 bits.
ERR_FAIL_COND_V(len < 8, ERR_INVALID_DATA);
int64_t val = decode_uint64(buf);
r_variant = val;
if (r_len) {
(*r_len) += 8;
}
}
} break;
default:
Error err = decode_variant(r_variant, p_buffer, p_len, r_len, p_allow_object_decoding);
if (err != OK) {
return err;
}
}
return OK;
}
Error MultiplayerAPI::encode_and_compress_variants(const Variant **p_variants, int p_count, uint8_t *p_buffer, int &r_len, bool *r_raw, bool p_allow_object_decoding) {
r_len = 0;
int size = 0;
if (p_count == 0) {
if (r_raw) {
*r_raw = true;
}
return OK;
}
// Try raw encoding optimization.
if (r_raw && p_count == 1) {
*r_raw = false;
const Variant &v = *(p_variants[0]);
if (v.get_type() == Variant::PACKED_BYTE_ARRAY) {
*r_raw = true;
const PackedByteArray pba = v;
if (p_buffer) {
memcpy(p_buffer, pba.ptr(), pba.size());
}
r_len += pba.size();
} else {
encode_and_compress_variant(v, p_buffer, size, p_allow_object_decoding);
r_len += size;
}
return OK;
}
// Regular encoding.
for (int i = 0; i < p_count; i++) {
const Variant &v = *(p_variants[i]);
encode_and_compress_variant(v, p_buffer ? p_buffer + r_len : nullptr, size, p_allow_object_decoding);
r_len += size;
}
return OK;
}
Error MultiplayerAPI::decode_and_decompress_variants(Vector<Variant> &r_variants, const uint8_t *p_buffer, int p_len, int &r_len, bool p_raw, bool p_allow_object_decoding) {
r_len = 0;
int argc = r_variants.size();
if (argc == 0 && p_raw) {
return OK;
}
ERR_FAIL_COND_V(p_raw && argc != 1, ERR_INVALID_DATA);
if (p_raw) {
r_len = p_len;
PackedByteArray pba;
pba.resize(p_len);
memcpy(pba.ptrw(), p_buffer, p_len);
r_variants.write[0] = pba;
return OK;
}
Vector<Variant> args;
Vector<const Variant *> argp;
args.resize(argc);
for (int i = 0; i < argc; i++) {
ERR_FAIL_COND_V_MSG(r_len >= p_len, ERR_INVALID_DATA, "Invalid packet received. Size too small.");
int vlen;
Error err = MultiplayerAPI::decode_and_decompress_variant(r_variants.write[i], &p_buffer[r_len], p_len - r_len, &vlen, p_allow_object_decoding);
ERR_FAIL_COND_V_MSG(err != OK, err, "Invalid packet received. Unable to decode state variable.");
r_len += vlen;
}
return OK;
}
void MultiplayerAPI::_add_peer(int p_id) {
connected_peers.insert(p_id);
cache->on_peer_change(p_id, true);
replicator->on_peer_change(p_id, true);
emit_signal(SNAME("peer_connected"), p_id);
}
void MultiplayerAPI::_del_peer(int p_id) {
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);
}
void MultiplayerAPI::_connected_to_server() {
emit_signal(SNAME("connected_to_server"));
}
void MultiplayerAPI::_connection_failed() {
emit_signal(SNAME("connection_failed"));
}
void MultiplayerAPI::_server_disconnected() {
replicator->on_reset();
emit_signal(SNAME("server_disconnected"));
}
Error MultiplayerAPI::send_bytes(Vector<uint8_t> p_data, int p_to, Multiplayer::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_target_peer(p_to);
multiplayer_peer->set_transfer_channel(p_channel);
multiplayer_peer->set_transfer_mode(p_mode);
return multiplayer_peer->put_packet(packet_cache.ptr(), p_data.size() + 1);
}
void MultiplayerAPI::_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);
}
bool MultiplayerAPI::is_cache_confirmed(NodePath p_path, int p_peer) {
return cache->is_cache_confirmed(p_path, p_peer);
}
bool MultiplayerAPI::send_object_cache(Object *p_obj, int p_peer_id, int &r_id) {
return cache->send_object_cache(p_obj, p_peer_id, r_id);
}
int MultiplayerAPI::make_object_cache(Object *p_obj) {
return cache->make_object_cache(p_obj);
}
Object *MultiplayerAPI::get_cached_object(int p_from, uint32_t p_cache_id) {
return cache->get_cached_object(p_from, p_cache_id);
}
int MultiplayerAPI::get_unique_id() const {
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();
}
bool MultiplayerAPI::is_server() const {
return multiplayer_peer.is_valid() && multiplayer_peer->is_server();
}
void MultiplayerAPI::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 MultiplayerAPI::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> MultiplayerAPI::get_peer_ids() const {
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;
}
void MultiplayerAPI::set_allow_object_decoding(bool p_enable) {
allow_object_decoding = p_enable;
}
bool MultiplayerAPI::is_object_decoding_allowed() const {
return allow_object_decoding;
}
String MultiplayerAPI::get_rpc_md5(const Object *p_obj) const {
return rpc->get_rpc_md5(p_obj);
}
void MultiplayerAPI::rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) {
rpc->rpcp(p_obj, p_peer_id, p_method, p_arg, p_argcount);
}
Error MultiplayerAPI::spawn(Object *p_object, Variant p_config) {
return replicator->on_spawn(p_object, p_config);
}
Error MultiplayerAPI::despawn(Object *p_object, Variant p_config) {
return replicator->on_despawn(p_object, p_config);
}
Error MultiplayerAPI::replication_start(Object *p_object, Variant p_config) {
return replicator->on_replication_start(p_object, p_config);
}
Error MultiplayerAPI::replication_stop(Object *p_object, Variant p_config) {
return replicator->on_replication_stop(p_object, p_config);
}
void MultiplayerAPI::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_root_path", "path"), &MultiplayerAPI::set_root_path);
ClassDB::bind_method(D_METHOD("get_root_path"), &MultiplayerAPI::get_root_path);
ClassDB::bind_method(D_METHOD("send_bytes", "bytes", "id", "mode", "channel"), &MultiplayerAPI::send_bytes, DEFVAL(MultiplayerPeer::TARGET_PEER_BROADCAST), DEFVAL(Multiplayer::TRANSFER_MODE_RELIABLE), DEFVAL(0));
ClassDB::bind_method(D_METHOD("has_multiplayer_peer"), &MultiplayerAPI::has_multiplayer_peer);
ClassDB::bind_method(D_METHOD("get_multiplayer_peer"), &MultiplayerAPI::get_multiplayer_peer);
ClassDB::bind_method(D_METHOD("set_multiplayer_peer", "peer"), &MultiplayerAPI::set_multiplayer_peer);
ClassDB::bind_method(D_METHOD("get_unique_id"), &MultiplayerAPI::get_unique_id);
ClassDB::bind_method(D_METHOD("is_server"), &MultiplayerAPI::is_server);
ClassDB::bind_method(D_METHOD("get_remote_sender_id"), &MultiplayerAPI::get_remote_sender_id);
ClassDB::bind_method(D_METHOD("poll"), &MultiplayerAPI::poll);
ClassDB::bind_method(D_METHOD("clear"), &MultiplayerAPI::clear);
ClassDB::bind_method(D_METHOD("get_peers"), &MultiplayerAPI::get_peer_ids);
ClassDB::bind_method(D_METHOD("set_refuse_new_connections", "refuse"), &MultiplayerAPI::set_refuse_new_connections);
ClassDB::bind_method(D_METHOD("is_refusing_new_connections"), &MultiplayerAPI::is_refusing_new_connections);
ClassDB::bind_method(D_METHOD("set_allow_object_decoding", "enable"), &MultiplayerAPI::set_allow_object_decoding);
ClassDB::bind_method(D_METHOD("is_object_decoding_allowed"), &MultiplayerAPI::is_object_decoding_allowed);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "allow_object_decoding"), "set_allow_object_decoding", "is_object_decoding_allowed");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_connections"), "set_refuse_new_connections", "is_refusing_new_connections");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multiplayer_peer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerPeer", PROPERTY_USAGE_NONE), "set_multiplayer_peer", "get_multiplayer_peer");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_path"), "set_root_path", "get_root_path");
ADD_PROPERTY_DEFAULT("refuse_new_connections", false);
ADD_SIGNAL(MethodInfo("peer_connected", PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("peer_disconnected", PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("peer_packet", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::PACKED_BYTE_ARRAY, "packet")));
ADD_SIGNAL(MethodInfo("connected_to_server"));
ADD_SIGNAL(MethodInfo("connection_failed"));
ADD_SIGNAL(MethodInfo("server_disconnected"));
}
MultiplayerAPI::MultiplayerAPI() {
if (create_default_replication_interface) {
replicator = Ref<MultiplayerReplicationInterface>(create_default_replication_interface(this));
} else {
replicator.instantiate();
}
if (create_default_rpc_interface) {
rpc = Ref<MultiplayerRPCInterface>(create_default_rpc_interface(this));
} else {
rpc.instantiate();
}
if (create_default_cache_interface) {
cache = Ref<MultiplayerCacheInterface>(create_default_cache_interface(this));
} else {
cache.instantiate();
}
}
MultiplayerAPI::~MultiplayerAPI() {
clear();
}