virtualx-engine/scene/multiplayer/scene_replication_state.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

258 lines
9.8 KiB
C++

/*************************************************************************/
/* scene_replication_state.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). */
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/*************************************************************************/
#include "scene/multiplayer/scene_replication_state.h"
#include "core/multiplayer/multiplayer_api.h"
#include "scene/multiplayer/multiplayer_spawner.h"
#include "scene/multiplayer/multiplayer_synchronizer.h"
#include "scene/scene_string_names.h"
SceneReplicationState::TrackedNode &SceneReplicationState::_track(const ObjectID &p_id) {
if (!tracked_nodes.has(p_id)) {
tracked_nodes[p_id] = TrackedNode(p_id);
Node *node = Object::cast_to<Node>(ObjectDB::get_instance(p_id));
node->connect(SceneStringNames::get_singleton()->tree_exited, callable_mp(this, &SceneReplicationState::_untrack), varray(p_id), Node::CONNECT_ONESHOT);
}
return tracked_nodes[p_id];
}
void SceneReplicationState::_untrack(const ObjectID &p_id) {
if (tracked_nodes.has(p_id)) {
uint32_t net_id = tracked_nodes[p_id].net_id;
uint32_t peer = tracked_nodes[p_id].remote_peer;
tracked_nodes.erase(p_id);
// If it was spawned by a remote, remove it from the received nodes.
if (peer && peers_info.has(peer)) {
peers_info[peer].recv_nodes.erase(net_id);
}
// If we spawned or synced it, we need to remove it from any peer it was sent to.
if (net_id || peer == 0) {
const int *k = nullptr;
while ((k = peers_info.next(k))) {
peers_info.get(*k).known_nodes.erase(p_id);
}
}
}
}
const HashMap<uint32_t, ObjectID> SceneReplicationState::peer_get_remotes(int p_peer) const {
return peers_info.has(p_peer) ? peers_info[p_peer].recv_nodes : HashMap<uint32_t, ObjectID>();
}
bool SceneReplicationState::update_last_node_sync(const ObjectID &p_id, uint16_t p_time) {
TrackedNode *tnode = tracked_nodes.getptr(p_id);
ERR_FAIL_COND_V(!tnode, false);
if (p_time <= tnode->last_sync && tnode->last_sync - p_time < 32767) {
return false;
}
tnode->last_sync = p_time;
return true;
}
bool SceneReplicationState::update_sync_time(const ObjectID &p_id, uint64_t p_msec) {
TrackedNode *tnode = tracked_nodes.getptr(p_id);
ERR_FAIL_COND_V(!tnode, false);
MultiplayerSynchronizer *sync = get_synchronizer(p_id);
if (!sync) {
return false;
}
if (tnode->last_sync_msec == p_msec) {
return true;
}
if (p_msec >= tnode->last_sync_msec + sync->get_replication_interval_msec()) {
tnode->last_sync_msec = p_msec;
return true;
}
return false;
}
const Set<ObjectID> SceneReplicationState::get_known_nodes(int p_peer) {
ERR_FAIL_COND_V(!peers_info.has(p_peer), Set<ObjectID>());
return peers_info[p_peer].known_nodes;
}
uint32_t SceneReplicationState::get_net_id(const ObjectID &p_id) const {
const TrackedNode *tnode = tracked_nodes.getptr(p_id);
ERR_FAIL_COND_V(!tnode, 0);
return tnode->net_id;
}
void SceneReplicationState::set_net_id(const ObjectID &p_id, uint32_t p_net_id) {
TrackedNode *tnode = tracked_nodes.getptr(p_id);
ERR_FAIL_COND(!tnode);
tnode->net_id = p_net_id;
}
uint32_t SceneReplicationState::ensure_net_id(const ObjectID &p_id) {
TrackedNode *tnode = tracked_nodes.getptr(p_id);
ERR_FAIL_COND_V(!tnode, 0);
if (tnode->net_id == 0) {
tnode->net_id = ++last_net_id;
}
return tnode->net_id;
}
void SceneReplicationState::on_peer_change(int p_peer, bool p_connected) {
if (p_connected) {
peers_info[p_peer] = PeerInfo();
known_peers.insert(p_peer);
} else {
peers_info.erase(p_peer);
known_peers.erase(p_peer);
}
}
void SceneReplicationState::reset() {
peers_info.clear();
known_peers.clear();
// Tracked nodes are cleared on deletion, here we only reset the ids so they can be later re-assigned.
const ObjectID *oid = nullptr;
while ((oid = tracked_nodes.next(oid))) {
TrackedNode &tobj = tracked_nodes[*oid];
tobj.net_id = 0;
tobj.remote_peer = 0;
tobj.last_sync = 0;
}
}
Error SceneReplicationState::config_add_spawn(Node *p_node, MultiplayerSpawner *p_spawner) {
const ObjectID oid = p_node->get_instance_id();
TrackedNode &tobj = _track(oid);
ERR_FAIL_COND_V(tobj.spawner != ObjectID(), ERR_ALREADY_IN_USE);
tobj.spawner = p_spawner->get_instance_id();
spawned_nodes.insert(oid);
// The spawner may be notified after the synchronizer.
path_only_nodes.erase(oid);
return OK;
}
Error SceneReplicationState::config_del_spawn(Node *p_node, MultiplayerSpawner *p_spawner) {
const ObjectID oid = p_node->get_instance_id();
ERR_FAIL_COND_V(!is_tracked(oid), ERR_INVALID_PARAMETER);
TrackedNode &tobj = _track(oid);
ERR_FAIL_COND_V(tobj.spawner != p_spawner->get_instance_id(), ERR_INVALID_PARAMETER);
tobj.spawner = ObjectID();
spawned_nodes.erase(oid);
return OK;
}
Error SceneReplicationState::config_add_sync(Node *p_node, MultiplayerSynchronizer *p_sync) {
const ObjectID oid = p_node->get_instance_id();
TrackedNode &tobj = _track(oid);
ERR_FAIL_COND_V(tobj.synchronizer != ObjectID(), ERR_ALREADY_IN_USE);
tobj.synchronizer = p_sync->get_instance_id();
// If it doesn't have a spawner, we might need to assign ID for this node using it's path.
if (tobj.spawner.is_null()) {
path_only_nodes.insert(oid);
}
return OK;
}
Error SceneReplicationState::config_del_sync(Node *p_node, MultiplayerSynchronizer *p_sync) {
const ObjectID oid = p_node->get_instance_id();
ERR_FAIL_COND_V(!is_tracked(oid), ERR_INVALID_PARAMETER);
TrackedNode &tobj = _track(oid);
ERR_FAIL_COND_V(tobj.synchronizer != p_sync->get_instance_id(), ERR_INVALID_PARAMETER);
tobj.synchronizer = ObjectID();
if (path_only_nodes.has(oid)) {
p_node->disconnect(SceneStringNames::get_singleton()->tree_exited, callable_mp(this, &SceneReplicationState::_untrack));
_untrack(oid);
path_only_nodes.erase(oid);
}
return OK;
}
Error SceneReplicationState::peer_add_node(int p_peer, const ObjectID &p_id) {
if (p_peer) {
ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
peers_info[p_peer].known_nodes.insert(p_id);
} else {
const int *pid = nullptr;
while ((pid = peers_info.next(pid))) {
peers_info.get(*pid).known_nodes.insert(p_id);
}
}
return OK;
}
Error SceneReplicationState::peer_del_node(int p_peer, const ObjectID &p_id) {
if (p_peer) {
ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
peers_info[p_peer].known_nodes.erase(p_id);
} else {
const int *pid = nullptr;
while ((pid = peers_info.next(pid))) {
peers_info.get(*pid).known_nodes.erase(p_id);
}
}
return OK;
}
Node *SceneReplicationState::peer_get_remote(int p_peer, uint32_t p_net_id) {
PeerInfo *info = peers_info.getptr(p_peer);
return info && info->recv_nodes.has(p_net_id) ? Object::cast_to<Node>(ObjectDB::get_instance(info->recv_nodes[p_net_id])) : nullptr;
}
Error SceneReplicationState::peer_add_remote(int p_peer, uint32_t p_net_id, Node *p_node, MultiplayerSpawner *p_spawner) {
ERR_FAIL_COND_V(!p_node || !p_spawner, ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_UNAVAILABLE);
PeerInfo &pinfo = peers_info[p_peer];
ObjectID oid = p_node->get_instance_id();
TrackedNode &tobj = _track(oid);
tobj.spawner = p_spawner->get_instance_id();
tobj.net_id = p_net_id;
tobj.remote_peer = p_peer;
tobj.last_sync = pinfo.last_recv_sync;
// Also track as a remote.
ERR_FAIL_COND_V(pinfo.recv_nodes.has(p_net_id), ERR_ALREADY_IN_USE);
pinfo.recv_nodes[p_net_id] = oid;
return OK;
}
Error SceneReplicationState::peer_del_remote(int p_peer, uint32_t p_net_id, Node **r_node) {
ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_UNAUTHORIZED);
PeerInfo &info = peers_info[p_peer];
ERR_FAIL_COND_V(!info.recv_nodes.has(p_net_id), ERR_UNAUTHORIZED);
*r_node = Object::cast_to<Node>(ObjectDB::get_instance(info.recv_nodes[p_net_id]));
info.recv_nodes.erase(p_net_id);
return OK;
}
uint16_t SceneReplicationState::peer_sync_next(int p_peer) {
ERR_FAIL_COND_V(!peers_info.has(p_peer), 0);
PeerInfo &info = peers_info[p_peer];
return ++info.last_sent_sync;
}
void SceneReplicationState::peer_sync_recv(int p_peer, uint16_t p_time) {
ERR_FAIL_COND(!peers_info.has(p_peer));
peers_info[p_peer].last_recv_sync = p_time;
}