virtualx-engine/scene/multiplayer/scene_replication_interface.cpp
Fabio Alessandrelli d219547c96 [Net] New replication interface, spawner and synchronizer nodes.
Initial implementation of the MultiplayerReplicationInterface and its
default implementation (SceneReplicationInterface).

New MultiplayerSpawner node helps dealing with instantiation of scenes
on remote peers (e.g. clients).
It supports both custom spawns via a `_spawn_custom` virtual function,
and optional auto-spawn of known scenes via a TypedArray<PackedScenes>
property.

New MultiplayerSynchornizer helps synchronizing states between the local
and remote peers, supports both sync and spawn properties and is
configured via a `SceneReplicationConfig` resource.
It can also sync via path (i.e. without being spawned by a
MultiplayerSpawner if both peers has it in tree, but will not send the
spawn state in that case, only the sync one.
2022-02-04 14:56:30 +01:00

415 lines
18 KiB
C++

/*************************************************************************/
/* scene_replication_interface.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
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/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
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/* 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.*/
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/*************************************************************************/
#include "scene_replication_interface.h"
#include "core/io/marshalls.h"
#include "scene/main/node.h"
#include "scene/multiplayer/multiplayer_spawner.h"
#include "scene/multiplayer/multiplayer_synchronizer.h"
#define MAKE_ROOM(m_amount) \
if (packet_cache.size() < m_amount) \
packet_cache.resize(m_amount);
MultiplayerReplicationInterface *SceneReplicationInterface::_create(MultiplayerAPI *p_multiplayer) {
return memnew(SceneReplicationInterface(p_multiplayer));
}
void SceneReplicationInterface::make_default() {
MultiplayerAPI::create_default_replication_interface = _create;
}
void SceneReplicationInterface::_free_remotes(int p_id) {
const HashMap<uint32_t, ObjectID> remotes = rep_state->peer_get_remotes(p_id);
const uint32_t *k = nullptr;
while ((k = remotes.next(k))) {
Node *node = rep_state->get_node(remotes.get(*k));
ERR_CONTINUE(!node);
node->queue_delete();
}
}
void SceneReplicationInterface::on_peer_change(int p_id, bool p_connected) {
if (p_connected) {
rep_state->on_peer_change(p_id, p_connected);
for (const ObjectID &oid : rep_state->get_spawned_nodes()) {
_send_spawn(rep_state->get_node(oid), rep_state->get_spawner(oid), p_id);
}
for (const ObjectID &oid : rep_state->get_path_only_nodes()) {
Node *node = rep_state->get_node(oid);
MultiplayerSynchronizer *sync = rep_state->get_synchronizer(oid);
ERR_CONTINUE(!node || !sync);
if (sync->is_multiplayer_authority()) {
rep_state->peer_add_node(p_id, oid);
}
}
} else {
_free_remotes(p_id);
rep_state->on_peer_change(p_id, p_connected);
}
}
void SceneReplicationInterface::on_reset() {
for (int pid : rep_state->get_peers()) {
_free_remotes(pid);
}
rep_state->reset();
}
void SceneReplicationInterface::on_network_process() {
uint64_t msec = OS::get_singleton()->get_ticks_msec();
for (int peer : rep_state->get_peers()) {
_send_sync(peer, msec);
}
}
Error SceneReplicationInterface::on_spawn(Object *p_obj, Variant p_config) {
Node *node = Object::cast_to<Node>(p_obj);
ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER);
MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object());
ERR_FAIL_COND_V(!spawner, ERR_INVALID_PARAMETER);
Error err = rep_state->config_add_spawn(node, spawner);
ERR_FAIL_COND_V(err != OK, err);
return _send_spawn(node, spawner, 0);
}
Error SceneReplicationInterface::on_despawn(Object *p_obj, Variant p_config) {
Node *node = Object::cast_to<Node>(p_obj);
ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER);
MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(p_config.get_validated_object());
ERR_FAIL_COND_V(!p_obj || !spawner, ERR_INVALID_PARAMETER);
Error err = rep_state->config_del_spawn(node, spawner);
ERR_FAIL_COND_V(err != OK, err);
return _send_despawn(node, 0);
}
Error SceneReplicationInterface::on_replication_start(Object *p_obj, Variant p_config) {
Node *node = Object::cast_to<Node>(p_obj);
ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER);
MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object());
ERR_FAIL_COND_V(!sync, ERR_INVALID_PARAMETER);
rep_state->config_add_sync(node, sync);
// Try to apply initial state if spawning (hack to apply if before ready).
if (pending_spawn == p_obj->get_instance_id()) {
pending_spawn = ObjectID(); // Make sure this only happens once.
const List<NodePath> props = sync->get_replication_config()->get_spawn_properties();
Vector<Variant> vars;
vars.resize(props.size());
int consumed;
Error err = MultiplayerAPI::decode_and_decompress_variants(vars, pending_buffer, pending_buffer_size, consumed);
ERR_FAIL_COND_V(err, err);
err = MultiplayerSynchronizer::set_state(props, node, vars);
ERR_FAIL_COND_V(err, err);
} else if (multiplayer->has_multiplayer_peer() && sync->is_multiplayer_authority()) {
// Either it's a spawn or a static sync, in any case add it to the list of known nodes.
rep_state->peer_add_node(0, p_obj->get_instance_id());
}
return OK;
}
Error SceneReplicationInterface::on_replication_stop(Object *p_obj, Variant p_config) {
Node *node = Object::cast_to<Node>(p_obj);
ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER);
MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object());
ERR_FAIL_COND_V(!p_obj || !sync, ERR_INVALID_PARAMETER);
return rep_state->config_del_sync(node, sync);
}
Error SceneReplicationInterface::_send_raw(const uint8_t *p_buffer, int p_size, int p_peer, bool p_reliable) {
ERR_FAIL_COND_V(!p_buffer || p_size < 1, ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(!multiplayer, ERR_UNCONFIGURED);
ERR_FAIL_COND_V(!multiplayer->has_multiplayer_peer(), ERR_UNCONFIGURED);
Ref<MultiplayerPeer> peer = multiplayer->get_multiplayer_peer();
peer->set_target_peer(p_peer);
peer->set_transfer_channel(0);
peer->set_transfer_mode(p_reliable ? Multiplayer::TRANSFER_MODE_RELIABLE : Multiplayer::TRANSFER_MODE_UNRELIABLE);
return peer->put_packet(p_buffer, p_size);
}
Error SceneReplicationInterface::_send_spawn(Node *p_node, MultiplayerSpawner *p_spawner, int p_peer) {
ERR_FAIL_COND_V(p_peer < 0, ERR_BUG);
ERR_FAIL_COND_V(!multiplayer, ERR_BUG);
ERR_FAIL_COND_V(!p_spawner || !p_node, ERR_BUG);
const ObjectID oid = p_node->get_instance_id();
uint32_t nid = rep_state->ensure_net_id(oid);
// Prepare custom arg and scene_id
uint8_t scene_id = p_spawner->get_spawn_id(oid);
bool is_custom = scene_id == MultiplayerSpawner::INVALID_ID;
Variant spawn_arg = p_spawner->get_spawn_argument(oid);
int spawn_arg_size = 0;
if (is_custom) {
Error err = MultiplayerAPI::encode_and_compress_variant(spawn_arg, nullptr, spawn_arg_size, false);
ERR_FAIL_COND_V(err, err);
}
// Prepare spawn state.
int state_size = 0;
Vector<Variant> state_vars;
Vector<const Variant *> state_varp;
MultiplayerSynchronizer *synchronizer = rep_state->get_synchronizer(oid);
if (synchronizer && synchronizer->get_replication_config().is_valid()) {
const List<NodePath> props = synchronizer->get_replication_config()->get_spawn_properties();
Error err = MultiplayerSynchronizer::get_state(props, p_node, state_vars, state_varp);
ERR_FAIL_COND_V_MSG(err != OK, err, "Unable to retrieve spawn state.");
err = MultiplayerAPI::encode_and_compress_variants(state_varp.ptrw(), state_varp.size(), nullptr, state_size);
ERR_FAIL_COND_V_MSG(err != OK, err, "Unable to encode spawn state.");
}
// Prepare simplified path.
const Node *root_node = multiplayer->get_root_node();
ERR_FAIL_COND_V(!root_node, ERR_UNCONFIGURED);
NodePath rel_path = (root_node->get_path()).rel_path_to(p_spawner->get_path());
int path_id = 0;
multiplayer->send_confirm_path(p_spawner, rel_path, p_peer, path_id);
// Encode name and parent ID.
CharString cname = p_node->get_name().operator String().utf8();
int nlen = encode_cstring(cname.get_data(), nullptr);
MAKE_ROOM(1 + 1 + 4 + 4 + 4 + nlen + (is_custom ? 4 + spawn_arg_size : 0) + state_size);
uint8_t *ptr = packet_cache.ptrw();
ptr[0] = (uint8_t)MultiplayerAPI::NETWORK_COMMAND_SPAWN;
ptr[1] = scene_id;
int ofs = 2;
ofs += encode_uint32(path_id, &ptr[ofs]);
ofs += encode_uint32(nid, &ptr[ofs]);
ofs += encode_uint32(nlen, &ptr[ofs]);
ofs += encode_cstring(cname.get_data(), &ptr[ofs]);
// Write args
if (is_custom) {
ofs += encode_uint32(spawn_arg_size, &ptr[ofs]);
Error err = MultiplayerAPI::encode_and_compress_variant(spawn_arg, &ptr[ofs], spawn_arg_size, false);
ERR_FAIL_COND_V(err, err);
ofs += spawn_arg_size;
}
// Write state.
if (state_size) {
Error err = MultiplayerAPI::encode_and_compress_variants(state_varp.ptrw(), state_varp.size(), &ptr[ofs], state_size);
ERR_FAIL_COND_V(err, err);
ofs += state_size;
}
Error err = _send_raw(ptr, ofs, p_peer, true);
ERR_FAIL_COND_V(err, err);
return rep_state->peer_add_node(p_peer, oid);
}
Error SceneReplicationInterface::_send_despawn(Node *p_node, int p_peer) {
const ObjectID oid = p_node->get_instance_id();
MAKE_ROOM(5);
uint8_t *ptr = packet_cache.ptrw();
ptr[0] = (uint8_t)MultiplayerAPI::NETWORK_COMMAND_DESPAWN;
int ofs = 1;
uint32_t nid = rep_state->get_net_id(oid);
ofs += encode_uint32(nid, &ptr[ofs]);
Error err = _send_raw(ptr, ofs, p_peer, true);
ERR_FAIL_COND_V(err, err);
return rep_state->peer_del_node(p_peer, oid);
}
Error SceneReplicationInterface::on_spawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) {
ERR_FAIL_COND_V_MSG(p_buffer_len < 14, ERR_INVALID_DATA, "Invalid spawn packet received");
int ofs = 1; // The spawn/despawn command.
uint8_t scene_id = p_buffer[ofs];
ofs += 1;
uint32_t node_target = decode_uint32(&p_buffer[ofs]);
ofs += 4;
MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(multiplayer->get_cached_node(p_from, node_target));
ERR_FAIL_COND_V(!spawner, ERR_DOES_NOT_EXIST);
ERR_FAIL_COND_V(p_from != spawner->get_multiplayer_authority(), ERR_UNAUTHORIZED);
uint32_t net_id = decode_uint32(&p_buffer[ofs]);
ofs += 4;
uint32_t name_len = decode_uint32(&p_buffer[ofs]);
ofs += 4;
ERR_FAIL_COND_V_MSG(name_len > uint32_t(p_buffer_len - ofs), ERR_INVALID_DATA, vformat("Invalid spawn packet size: %d, wants: %d", p_buffer_len, ofs + name_len));
ERR_FAIL_COND_V_MSG(name_len < 1, ERR_INVALID_DATA, "Zero spawn name size.");
// We need to make sure no trickery happens here, but we want to allow autogenerated ("@") node names.
const String name = String::utf8((const char *)&p_buffer[ofs], name_len);
ERR_FAIL_COND_V_MSG(name.validate_node_name() != name, ERR_INVALID_DATA, vformat("Invalid node name received: '%s'. Make sure to add nodes via 'add_child(node, true)' remotely.", name));
ofs += name_len;
// Check that we can spawn.
Node *parent = spawner->get_node_or_null(spawner->get_spawn_path());
ERR_FAIL_COND_V(!parent, ERR_UNCONFIGURED);
ERR_FAIL_COND_V(parent->has_node(name), ERR_INVALID_DATA);
Node *node = nullptr;
if (scene_id == MultiplayerSpawner::INVALID_ID) {
// Custom spawn.
ERR_FAIL_COND_V(p_buffer_len - ofs < 4, ERR_INVALID_DATA);
uint32_t arg_size = decode_uint32(&p_buffer[ofs]);
ofs += 4;
ERR_FAIL_COND_V(arg_size > uint32_t(p_buffer_len - ofs), ERR_INVALID_DATA);
Variant v;
Error err = MultiplayerAPI::decode_and_decompress_variant(v, &p_buffer[ofs], arg_size, nullptr, false);
ERR_FAIL_COND_V(err != OK, err);
ofs += arg_size;
node = spawner->instantiate_custom(v);
} else {
// Scene based spawn.
node = spawner->instantiate_scene(scene_id);
}
ERR_FAIL_COND_V(!node, ERR_UNAUTHORIZED);
node->set_name(name);
rep_state->peer_add_remote(p_from, net_id, node, spawner);
// The initial state will be applied during the sync config (i.e. before _ready).
int state_len = p_buffer_len - ofs;
if (state_len) {
pending_spawn = node->get_instance_id();
pending_buffer = &p_buffer[ofs];
pending_buffer_size = state_len;
}
parent->add_child(node);
pending_spawn = ObjectID();
pending_buffer = nullptr;
pending_buffer_size = 0;
return OK;
}
Error SceneReplicationInterface::on_despawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) {
ERR_FAIL_COND_V_MSG(p_buffer_len < 5, ERR_INVALID_DATA, "Invalid spawn packet received");
int ofs = 1; // The spawn/despawn command.
uint32_t net_id = decode_uint32(&p_buffer[ofs]);
ofs += 4;
Node *node = nullptr;
Error err = rep_state->peer_del_remote(p_from, net_id, &node);
ERR_FAIL_COND_V(err != OK, err);
ERR_FAIL_COND_V(!node, ERR_BUG);
node->queue_delete();
return OK;
}
void SceneReplicationInterface::_send_sync(int p_peer, uint64_t p_msec) {
const Set<ObjectID> &known = rep_state->get_known_nodes(p_peer);
if (known.is_empty()) {
return;
}
MAKE_ROOM(sync_mtu);
uint8_t *ptr = packet_cache.ptrw();
ptr[0] = MultiplayerAPI::NETWORK_COMMAND_SYNC;
int ofs = 1;
ofs += encode_uint16(rep_state->peer_sync_next(p_peer), &ptr[1]);
// Can only send updates for already notified nodes.
// This is a lazy implementation, we could optimize much more here with by grouping by replication config.
for (const ObjectID &oid : known) {
if (!rep_state->update_sync_time(oid, p_msec)) {
continue; // nothing to sync.
}
MultiplayerSynchronizer *sync = rep_state->get_synchronizer(oid);
ERR_CONTINUE(!sync);
Node *node = rep_state->get_node(oid);
ERR_CONTINUE(!node);
int size;
Vector<Variant> vars;
Vector<const Variant *> varp;
const List<NodePath> props = sync->get_replication_config()->get_sync_properties();
Error err = MultiplayerSynchronizer::get_state(props, node, vars, varp);
ERR_CONTINUE_MSG(err != OK, "Unable to retrieve sync state.");
err = MultiplayerAPI::encode_and_compress_variants(varp.ptrw(), varp.size(), nullptr, size);
ERR_CONTINUE_MSG(err != OK, "Unable to encode sync state.");
// TODO Handle single state above MTU.
ERR_CONTINUE_MSG(size > 3 + 4 + 4 + sync_mtu, vformat("Node states bigger then MTU will not be sent (%d > %d): %s", size, sync_mtu, node->get_path()));
if (ofs + 4 + 4 + size > sync_mtu) {
// Send what we got, and reset write.
_send_raw(packet_cache.ptr(), ofs, p_peer, false);
ofs = 3;
}
if (size) {
uint32_t net_id = rep_state->get_net_id(oid);
if (net_id == 0) {
// First time path based ID.
const Node *root_node = multiplayer->get_root_node();
ERR_FAIL_COND(!root_node);
NodePath rel_path = (root_node->get_path()).rel_path_to(sync->get_path());
int path_id = 0;
multiplayer->send_confirm_path(sync, rel_path, p_peer, path_id);
net_id = path_id;
rep_state->set_net_id(oid, net_id | 0x80000000);
}
ofs += encode_uint32(rep_state->get_net_id(oid), &ptr[ofs]);
ofs += encode_uint32(size, &ptr[ofs]);
MultiplayerAPI::encode_and_compress_variants(varp.ptrw(), varp.size(), &ptr[ofs], size);
ofs += size;
}
}
if (ofs > 3) {
// Got some left over to send.
_send_raw(packet_cache.ptr(), ofs, p_peer, false);
}
}
Error SceneReplicationInterface::on_sync_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len) {
ERR_FAIL_COND_V_MSG(p_buffer_len < 11, ERR_INVALID_DATA, "Invalid sync packet received");
uint16_t time = decode_uint16(&p_buffer[1]);
int ofs = 3;
rep_state->peer_sync_recv(p_from, time);
while (ofs + 8 < p_buffer_len) {
uint32_t net_id = decode_uint32(&p_buffer[ofs]);
ofs += 4;
uint32_t size = decode_uint32(&p_buffer[ofs]);
ofs += 4;
Node *node = nullptr;
if (net_id & 0x80000000) {
MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(multiplayer->get_cached_node(p_from, net_id & 0x7FFFFFFF));
ERR_FAIL_COND_V(!sync || sync->get_multiplayer_authority() != p_from, ERR_UNAUTHORIZED);
node = sync->get_node(sync->get_root_path());
} else {
node = rep_state->peer_get_remote(p_from, net_id);
}
if (!node) {
// Not received yet.
ofs += size;
continue;
}
const ObjectID oid = node->get_instance_id();
if (!rep_state->update_last_node_sync(oid, time)) {
// State is too old.
ofs += size;
continue;
}
MultiplayerSynchronizer *sync = rep_state->get_synchronizer(oid);
ERR_FAIL_COND_V(!sync, ERR_BUG);
ERR_FAIL_COND_V(size > uint32_t(p_buffer_len - ofs), ERR_BUG);
const List<NodePath> props = sync->get_replication_config()->get_sync_properties();
Vector<Variant> vars;
vars.resize(props.size());
int consumed;
Error err = MultiplayerAPI::decode_and_decompress_variants(vars, &p_buffer[ofs], size, consumed);
ERR_FAIL_COND_V(err, err);
err = MultiplayerSynchronizer::set_state(props, node, vars);
ERR_FAIL_COND_V(err, err);
ofs += size;
}
return OK;
}