virtualx-engine/modules/multiplayer/scene_replication_state.cpp
Micky dd26ecdd31 Rename CONNECT_ONESHOT TO CONNECT_ONE_SHOT
For consistency. Every other exposed `one_shot` is spaced out like this.
2022-09-06 19:00:33 +02:00

267 lines
10 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). */
/* */
/* 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 "scene_replication_state.h"
#include "scene/scene_string_names.h"
#include "multiplayer_spawner.h"
#include "multiplayer_synchronizer.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).bind(p_id), Node::CONNECT_ONE_SHOT);
}
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) {
for (KeyValue<int, PeerInfo> &E : peers_info) {
E.value.sync_nodes.erase(p_id);
E.value.spawn_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;
}
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.
for (KeyValue<ObjectID, TrackedNode> &E : tracked_nodes) {
TrackedNode &tobj = E.value;
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);
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);
for (KeyValue<int, PeerInfo> &E : peers_info) {
E.value.spawn_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();
synced_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();
synced_nodes.erase(oid);
for (KeyValue<int, PeerInfo> &E : peers_info) {
E.value.sync_nodes.erase(oid);
}
return OK;
}
Error SceneReplicationState::peer_add_sync(int p_peer, const ObjectID &p_id) {
ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
peers_info[p_peer].sync_nodes.insert(p_id);
return OK;
}
Error SceneReplicationState::peer_del_sync(int p_peer, const ObjectID &p_id) {
ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
peers_info[p_peer].sync_nodes.erase(p_id);
return OK;
}
const HashSet<ObjectID> SceneReplicationState::get_peer_sync_nodes(int p_peer) {
ERR_FAIL_COND_V(!peers_info.has(p_peer), HashSet<ObjectID>());
return peers_info[p_peer].sync_nodes;
}
bool SceneReplicationState::is_peer_sync(int p_peer, const ObjectID &p_id) const {
ERR_FAIL_COND_V(!peers_info.has(p_peer), false);
return peers_info[p_peer].sync_nodes.has(p_id);
}
Error SceneReplicationState::peer_add_spawn(int p_peer, const ObjectID &p_id) {
ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
peers_info[p_peer].spawn_nodes.insert(p_id);
return OK;
}
Error SceneReplicationState::peer_del_spawn(int p_peer, const ObjectID &p_id) {
ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
peers_info[p_peer].spawn_nodes.erase(p_id);
return OK;
}
const HashSet<ObjectID> SceneReplicationState::get_peer_spawn_nodes(int p_peer) {
ERR_FAIL_COND_V(!peers_info.has(p_peer), HashSet<ObjectID>());
return peers_info[p_peer].spawn_nodes;
}
bool SceneReplicationState::is_peer_spawn(int p_peer, const ObjectID &p_id) const {
ERR_FAIL_COND_V(!peers_info.has(p_peer), false);
return peers_info[p_peer].spawn_nodes.has(p_id);
}
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;
}