virtualx-engine/core/io/multiplayer_api.cpp
Fabio Alessandrelli df391cc5be Add new MultiplayerAPI class
Handles all the high level networking stuff
2018-03-03 18:28:49 +01:00

722 lines
21 KiB
C++

#include "core/io/multiplayer_api.h"
#include "core/io/marshalls.h"
#include "scene/main/node.h"
void MultiplayerAPI::poll() {
if (!network_peer.is_valid() || network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED)
return;
network_peer->poll();
if (!network_peer.is_valid()) //it's possible that polling might have resulted in a disconnection, so check here
return;
while (network_peer->get_available_packet_count()) {
int sender = network_peer->get_packet_peer();
const uint8_t *packet;
int len;
Error err = network_peer->get_packet(&packet, len);
if (err != OK) {
ERR_PRINT("Error getting packet!");
}
rpc_sender_id = sender;
_process_packet(sender, packet, len);
rpc_sender_id = 0;
if (!network_peer.is_valid()) {
break; //it's also possible that a packet or RPC caused a disconnection, so also check here
}
}
}
void MultiplayerAPI::clear() {
connected_peers.clear();
path_get_cache.clear();
path_send_cache.clear();
last_send_cache_id = 1;
}
void MultiplayerAPI::set_root_node(Node *p_node) {
root_node = p_node;
}
void MultiplayerAPI::set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_peer) {
if (network_peer.is_valid()) {
network_peer->disconnect("peer_connected", this, "add_peer");
network_peer->disconnect("peer_disconnected", this, "del_peer");
network_peer->disconnect("connection_succeeded", this, "connected_to_server");
network_peer->disconnect("connection_failed", this, "connection_failed");
network_peer->disconnect("server_disconnected", this, "server_disconnected");
clear();
}
network_peer = p_peer;
ERR_EXPLAIN("Supplied NetworkedNetworkPeer must be connecting or connected.");
ERR_FAIL_COND(p_peer.is_valid() && p_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED);
if (network_peer.is_valid()) {
network_peer->connect("peer_connected", this, "add_peer");
network_peer->connect("peer_disconnected", this, "del_peer");
network_peer->connect("connection_succeeded", this, "connected_to_server");
network_peer->connect("connection_failed", this, "connection_failed");
network_peer->connect("server_disconnected", this, "server_disconnected");
}
}
Ref<NetworkedMultiplayerPeer> MultiplayerAPI::get_network_peer() const {
return network_peer;
}
void MultiplayerAPI::_process_packet(int p_from, const uint8_t *p_packet, int p_packet_len) {
ERR_FAIL_COND(root_node == NULL);
ERR_FAIL_COND(p_packet_len < 5);
uint8_t packet_type = p_packet[0];
switch (packet_type) {
case NETWORK_COMMAND_SIMPLIFY_PATH: {
_process_simplify_path(p_from, p_packet, p_packet_len);
} break;
case NETWORK_COMMAND_CONFIRM_PATH: {
_process_confirm_path(p_from, p_packet, p_packet_len);
} break;
case NETWORK_COMMAND_REMOTE_CALL:
case NETWORK_COMMAND_REMOTE_SET: {
ERR_FAIL_COND(p_packet_len < 6);
Node *node = _process_get_node(p_from, p_packet, p_packet_len);
ERR_FAIL_COND(node == NULL);
//detect cstring end
int len_end = 5;
for (; len_end < p_packet_len; len_end++) {
if (p_packet[len_end] == 0) {
break;
}
}
ERR_FAIL_COND(len_end >= p_packet_len);
StringName name = String::utf8((const char *)&p_packet[5]);
if (packet_type == NETWORK_COMMAND_REMOTE_CALL) {
_process_rpc(node, name, p_from, p_packet, p_packet_len, len_end + 1);
} else {
_process_rset(node, name, p_from, p_packet, p_packet_len, len_end + 1);
}
} break;
}
}
Node *MultiplayerAPI::_process_get_node(int p_from, const uint8_t *p_packet, int p_packet_len) {
uint32_t target = decode_uint32(&p_packet[1]);
Node *node = NULL;
if (target & 0x80000000) {
//use full path (not cached yet)
int ofs = target & 0x7FFFFFFF;
ERR_FAIL_COND_V(ofs >= p_packet_len, NULL);
String paths;
paths.parse_utf8((const char *)&p_packet[ofs], p_packet_len - ofs);
NodePath np = paths;
node = root_node->get_node(np);
if (!node)
ERR_PRINTS("Failed to get path from RPC: " + String(np));
} else {
//use cached path
int id = target;
Map<int, PathGetCache>::Element *E = path_get_cache.find(p_from);
ERR_FAIL_COND_V(!E, NULL);
Map<int, PathGetCache::NodeInfo>::Element *F = E->get().nodes.find(id);
ERR_FAIL_COND_V(!F, NULL);
PathGetCache::NodeInfo *ni = &F->get();
//do proper caching later
node = root_node->get_node(ni->path);
if (!node)
ERR_PRINTS("Failed to get cached path from RPC: " + String(ni->path));
}
return node;
}
void MultiplayerAPI::_process_rpc(Node *p_node, const StringName &p_name, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset) {
if (!p_node->can_call_rpc(p_name, p_from))
return;
ERR_FAIL_COND(p_offset >= p_packet_len);
int argc = p_packet[p_offset];
Vector<Variant> args;
Vector<const Variant *> argp;
args.resize(argc);
argp.resize(argc);
p_offset++;
for (int i = 0; i < argc; i++) {
ERR_FAIL_COND(p_offset >= p_packet_len);
int vlen;
Error err = decode_variant(args[i], &p_packet[p_offset], p_packet_len - p_offset, &vlen);
ERR_FAIL_COND(err != OK);
//args[i]=p_packet[3+i];
argp[i] = &args[i];
p_offset += vlen;
}
Variant::CallError ce;
p_node->call(p_name, (const Variant **)argp.ptr(), argc, ce);
if (ce.error != Variant::CallError::CALL_OK) {
String error = Variant::get_call_error_text(p_node, p_name, (const Variant **)argp.ptr(), argc, ce);
error = "RPC - " + error;
ERR_PRINTS(error);
}
}
void MultiplayerAPI::_process_rset(Node *p_node, const StringName &p_name, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset) {
if (!p_node->can_call_rset(p_name, p_from))
return;
ERR_FAIL_COND(p_offset >= p_packet_len);
Variant value;
decode_variant(value, &p_packet[p_offset], p_packet_len - p_offset);
bool valid;
p_node->set(p_name, value, &valid);
if (!valid) {
String error = "Error setting remote property '" + String(p_name) + "', not found in object of type " + p_node->get_class();
ERR_PRINTS(error);
}
}
void MultiplayerAPI::_process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len) {
ERR_FAIL_COND(p_packet_len < 5);
int id = decode_uint32(&p_packet[1]);
String paths;
paths.parse_utf8((const char *)&p_packet[5], p_packet_len - 5);
NodePath path = paths;
if (!path_get_cache.has(p_from)) {
path_get_cache[p_from] = PathGetCache();
}
PathGetCache::NodeInfo ni;
ni.path = path;
ni.instance = 0;
path_get_cache[p_from].nodes[id] = ni;
//send ack
//encode path
CharString pname = String(path).utf8();
int len = encode_cstring(pname.get_data(), NULL);
Vector<uint8_t> packet;
packet.resize(1 + len);
packet[0] = NETWORK_COMMAND_CONFIRM_PATH;
encode_cstring(pname.get_data(), &packet[1]);
network_peer->set_transfer_mode(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
network_peer->set_target_peer(p_from);
network_peer->put_packet(packet.ptr(), packet.size());
}
void MultiplayerAPI::_process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len) {
String paths;
paths.parse_utf8((const char *)&p_packet[1], p_packet_len - 1);
NodePath path = paths;
PathSentCache *psc = path_send_cache.getptr(path);
ERR_FAIL_COND(!psc);
Map<int, bool>::Element *E = psc->confirmed_peers.find(p_from);
ERR_FAIL_COND(!E);
E->get() = true;
}
bool MultiplayerAPI::_send_confirm_path(NodePath p_path, PathSentCache *psc, int p_target) {
bool has_all_peers = true;
List<int> peers_to_add; //if one is missing, take note to add it
for (Set<int>::Element *E = connected_peers.front(); E; E = E->next()) {
if (p_target < 0 && E->get() == -p_target)
continue; //continue, excluded
if (p_target > 0 && E->get() != p_target)
continue; //continue, not for this peer
Map<int, bool>::Element *F = psc->confirmed_peers.find(E->get());
if (!F || F->get() == false) {
//path was not cached, or was cached but is unconfirmed
if (!F) {
//not cached at all, take note
peers_to_add.push_back(E->get());
}
has_all_peers = false;
}
}
//those that need to be added, send a message for this
for (List<int>::Element *E = peers_to_add.front(); E; E = E->next()) {
//encode function name
CharString pname = String(p_path).utf8();
int len = encode_cstring(pname.get_data(), NULL);
Vector<uint8_t> packet;
packet.resize(1 + 4 + len);
packet[0] = NETWORK_COMMAND_SIMPLIFY_PATH;
encode_uint32(psc->id, &packet[1]);
encode_cstring(pname.get_data(), &packet[5]);
network_peer->set_target_peer(E->get()); //to all of you
network_peer->set_transfer_mode(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
network_peer->put_packet(packet.ptr(), packet.size());
psc->confirmed_peers.insert(E->get(), false); //insert into confirmed, but as false since it was not confirmed
}
return has_all_peers;
}
void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p_set, const StringName &p_name, const Variant **p_arg, int p_argcount) {
if (network_peer.is_null()) {
ERR_EXPLAIN("Attempt to remote call/set when networking is not active in SceneTree.");
ERR_FAIL();
}
if (network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_CONNECTING) {
ERR_EXPLAIN("Attempt to remote call/set when networking is not connected yet in SceneTree.");
ERR_FAIL();
}
if (network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED) {
ERR_EXPLAIN("Attempt to remote call/set when networking is disconnected.");
ERR_FAIL();
}
if (p_argcount > 255) {
ERR_EXPLAIN("Too many arguments >255.");
ERR_FAIL();
}
if (p_to != 0 && !connected_peers.has(ABS(p_to))) {
if (p_to == network_peer->get_unique_id()) {
ERR_EXPLAIN("Attempt to remote call/set yourself! unique ID: " + itos(network_peer->get_unique_id()));
} else {
ERR_EXPLAIN("Attempt to remote call unexisting ID: " + itos(p_to));
}
ERR_FAIL();
}
NodePath from_path = (root_node->get_path()).rel_path_to(p_from->get_path());
ERR_FAIL_COND(from_path.is_empty());
//see if the path is cached
PathSentCache *psc = path_send_cache.getptr(from_path);
if (!psc) {
//path is not cached, create
path_send_cache[from_path] = PathSentCache();
psc = path_send_cache.getptr(from_path);
psc->id = last_send_cache_id++;
}
//create base packet, lots of hardcode because it must be tight
int ofs = 0;
#define MAKE_ROOM(m_amount) \
if (packet_cache.size() < m_amount) packet_cache.resize(m_amount);
//encode type
MAKE_ROOM(1);
packet_cache[0] = p_set ? NETWORK_COMMAND_REMOTE_SET : NETWORK_COMMAND_REMOTE_CALL;
ofs += 1;
//encode ID
MAKE_ROOM(ofs + 4);
encode_uint32(psc->id, &(packet_cache[ofs]));
ofs += 4;
//encode function name
CharString name = String(p_name).utf8();
int len = encode_cstring(name.get_data(), NULL);
MAKE_ROOM(ofs + len);
encode_cstring(name.get_data(), &(packet_cache[ofs]));
ofs += len;
if (p_set) {
//set argument
Error err = encode_variant(*p_arg[0], NULL, len);
ERR_FAIL_COND(err != OK);
MAKE_ROOM(ofs + len);
encode_variant(*p_arg[0], &(packet_cache[ofs]), len);
ofs += len;
} else {
//call arguments
MAKE_ROOM(ofs + 1);
packet_cache[ofs] = p_argcount;
ofs += 1;
for (int i = 0; i < p_argcount; i++) {
Error err = encode_variant(*p_arg[i], NULL, len);
ERR_FAIL_COND(err != OK);
MAKE_ROOM(ofs + len);
encode_variant(*p_arg[i], &(packet_cache[ofs]), len);
ofs += len;
}
}
//see if all peers have cached path (is so, call can be fast)
bool has_all_peers = _send_confirm_path(from_path, psc, p_to);
//take chance and set transfer mode, since all send methods will use it
network_peer->set_transfer_mode(p_unreliable ? NetworkedMultiplayerPeer::TRANSFER_MODE_UNRELIABLE : NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
if (has_all_peers) {
//they all have verified paths, so send fast
network_peer->set_target_peer(p_to); //to all of you
network_peer->put_packet(packet_cache.ptr(), ofs); //a message with love
} else {
//not all verified path, so send one by one
//apend path at the end, since we will need it for some packets
CharString pname = String(from_path).utf8();
int path_len = encode_cstring(pname.get_data(), NULL);
MAKE_ROOM(ofs + path_len);
encode_cstring(pname.get_data(), &(packet_cache[ofs]));
for (Set<int>::Element *E = connected_peers.front(); E; E = E->next()) {
if (p_to < 0 && E->get() == -p_to)
continue; //continue, excluded
if (p_to > 0 && E->get() != p_to)
continue; //continue, not for this peer
Map<int, bool>::Element *F = psc->confirmed_peers.find(E->get());
ERR_CONTINUE(!F); //should never happen
network_peer->set_target_peer(E->get()); //to this one specifically
if (F->get() == true) {
//this one confirmed path, so use id
encode_uint32(psc->id, &(packet_cache[1]));
network_peer->put_packet(packet_cache.ptr(), ofs);
} else {
//this one did not confirm path yet, so use entire path (sorry!)
encode_uint32(0x80000000 | ofs, &(packet_cache[1])); //offset to path and flag
network_peer->put_packet(packet_cache.ptr(), ofs + path_len);
}
}
}
}
void MultiplayerAPI::add_peer(int p_id) {
connected_peers.insert(p_id);
path_get_cache.insert(p_id, PathGetCache());
emit_signal("network_peer_connected", p_id);
}
void MultiplayerAPI::del_peer(int p_id) {
connected_peers.erase(p_id);
path_get_cache.erase(p_id); //I no longer need your cache, sorry
emit_signal("network_peer_disconnected", p_id);
}
void MultiplayerAPI::connected_to_server() {
emit_signal("connected_to_server");
}
void MultiplayerAPI::connection_failed() {
emit_signal("connection_failed");
}
void MultiplayerAPI::server_disconnected() {
emit_signal("server_disconnected");
}
bool _should_call_native(Node::RPCMode mode, bool is_master, bool &r_skip_rpc) {
switch (mode) {
case Node::RPC_MODE_DISABLED: {
//do nothing
} break;
case Node::RPC_MODE_REMOTE: {
//do nothing also, no need to call local
} break;
case Node::RPC_MODE_SYNC: {
//call it, sync always results in call
return true;
} break;
case Node::RPC_MODE_MASTER: {
if (is_master)
r_skip_rpc = true; //no other master so..
return is_master;
} break;
case Node::RPC_MODE_SLAVE: {
return !is_master;
} break;
}
return false;
}
bool _should_call_script(ScriptInstance::RPCMode mode, bool is_master, bool &r_skip_rpc) {
switch (mode) {
case ScriptInstance::RPC_MODE_DISABLED: {
//do nothing
} break;
case ScriptInstance::RPC_MODE_REMOTE: {
//do nothing also, no need to call local
} break;
case ScriptInstance::RPC_MODE_SYNC: {
//call it, sync always results in call
return true;
} break;
case ScriptInstance::RPC_MODE_MASTER: {
if (is_master)
r_skip_rpc = true; //no other master so..
return is_master;
} break;
case ScriptInstance::RPC_MODE_SLAVE: {
return !is_master;
} break;
}
return false;
}
void MultiplayerAPI::rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount) {
ERR_FAIL_COND(!p_node->is_inside_tree());
ERR_FAIL_COND(!network_peer.is_valid());
int node_id = network_peer->get_unique_id();
bool skip_rpc = false;
bool call_local_native = false;
bool call_local_script = false;
bool is_master = p_node->is_network_master();
if (p_peer_id == 0 || p_peer_id == node_id || (p_peer_id < 0 && p_peer_id != -node_id)) {
//check that send mode can use local call
const Map<StringName, Node::RPCMode>::Element *E = p_node->get_node_rpc_mode(p_method);
if (E) {
call_local_native = _should_call_native(E->get(), is_master, skip_rpc);
}
if (call_local_native) {
// done below
} else if (p_node->get_script_instance()) {
//attempt with script
ScriptInstance::RPCMode rpc_mode = p_node->get_script_instance()->get_rpc_mode(p_method);
call_local_script = _should_call_script(rpc_mode, is_master, skip_rpc);
}
}
if (!skip_rpc) {
_send_rpc(p_node, p_peer_id, p_unreliable, false, p_method, p_arg, p_argcount);
}
if (call_local_native) {
Variant::CallError ce;
p_node->call(p_method, p_arg, p_argcount, ce);
if (ce.error != Variant::CallError::CALL_OK) {
String error = Variant::get_call_error_text(p_node, p_method, p_arg, p_argcount, ce);
error = "rpc() aborted in local call: - " + error;
ERR_PRINTS(error);
return;
}
}
if (call_local_script) {
Variant::CallError ce;
ce.error = Variant::CallError::CALL_OK;
p_node->get_script_instance()->call(p_method, p_arg, p_argcount, ce);
if (ce.error != Variant::CallError::CALL_OK) {
String error = Variant::get_call_error_text(p_node, p_method, p_arg, p_argcount, ce);
error = "rpc() aborted in script local call: - " + error;
ERR_PRINTS(error);
return;
}
}
}
void MultiplayerAPI::rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value) {
ERR_FAIL_COND(!p_node->is_inside_tree());
ERR_FAIL_COND(!network_peer.is_valid());
int node_id = network_peer->get_unique_id();
bool is_master = p_node->is_network_master();
bool skip_rset = false;
if (p_peer_id == 0 || p_peer_id == node_id || (p_peer_id < 0 && p_peer_id != -node_id)) {
//check that send mode can use local call
bool set_local = false;
const Map<StringName, Node::RPCMode>::Element *E = p_node->get_node_rset_mode(p_property);
if (E) {
set_local = _should_call_native(E->get(), is_master, skip_rset);
}
if (set_local) {
bool valid;
p_node->set(p_property, p_value, &valid);
if (!valid) {
String error = "rset() aborted in local set, property not found: - " + String(p_property);
ERR_PRINTS(error);
return;
}
} else if (p_node->get_script_instance()) {
//attempt with script
ScriptInstance::RPCMode rpc_mode = p_node->get_script_instance()->get_rset_mode(p_property);
set_local = _should_call_script(rpc_mode, is_master, skip_rset);
if (set_local) {
bool valid = p_node->get_script_instance()->set(p_property, p_value);
if (!valid) {
String error = "rset() aborted in local script set, property not found: - " + String(p_property);
ERR_PRINTS(error);
return;
}
}
}
}
if (skip_rset)
return;
const Variant *vptr = &p_value;
_send_rpc(p_node, p_peer_id, p_unreliable, true, p_property, &vptr, 1);
}
int MultiplayerAPI::get_network_unique_id() const {
ERR_FAIL_COND_V(!network_peer.is_valid(), 0);
return network_peer->get_unique_id();
}
bool MultiplayerAPI::is_network_server() const {
ERR_FAIL_COND_V(!network_peer.is_valid(), false);
return network_peer->is_server();
}
void MultiplayerAPI::set_refuse_new_network_connections(bool p_refuse) {
ERR_FAIL_COND(!network_peer.is_valid());
network_peer->set_refuse_new_connections(p_refuse);
}
bool MultiplayerAPI::is_refusing_new_network_connections() const {
ERR_FAIL_COND_V(!network_peer.is_valid(), false);
return network_peer->is_refusing_new_connections();
}
Vector<int> MultiplayerAPI::get_network_connected_peers() const {
ERR_FAIL_COND_V(!network_peer.is_valid(), Vector<int>());
Vector<int> ret;
for (Set<int>::Element *E = connected_peers.front(); E; E = E->next()) {
ret.push_back(E->get());
}
return ret;
}
void MultiplayerAPI::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_root_node", "node"), &MultiplayerAPI::set_root_node);
ClassDB::bind_method(D_METHOD("has_network_peer"), &MultiplayerAPI::has_network_peer);
ClassDB::bind_method(D_METHOD("get_network_peer"), &MultiplayerAPI::get_network_peer);
ClassDB::bind_method(D_METHOD("get_network_unique_id"), &MultiplayerAPI::get_network_unique_id);
ClassDB::bind_method(D_METHOD("is_network_server"), &MultiplayerAPI::is_network_server);
ClassDB::bind_method(D_METHOD("get_rpc_sender_id"), &MultiplayerAPI::get_rpc_sender_id);
ClassDB::bind_method(D_METHOD("add_peer", "id"), &MultiplayerAPI::add_peer);
ClassDB::bind_method(D_METHOD("del_peer", "id"), &MultiplayerAPI::del_peer);
ClassDB::bind_method(D_METHOD("set_network_peer", "peer"), &MultiplayerAPI::set_network_peer);
ClassDB::bind_method(D_METHOD("poll"), &MultiplayerAPI::poll);
ClassDB::bind_method(D_METHOD("clear"), &MultiplayerAPI::clear);
ClassDB::bind_method(D_METHOD("connected_to_server"), &MultiplayerAPI::connected_to_server);
ClassDB::bind_method(D_METHOD("connection_failed"), &MultiplayerAPI::connection_failed);
ClassDB::bind_method(D_METHOD("server_disconnected"), &MultiplayerAPI::server_disconnected);
ClassDB::bind_method(D_METHOD("get_network_connected_peers"), &MultiplayerAPI::get_network_connected_peers);
ClassDB::bind_method(D_METHOD("set_refuse_new_network_connections", "refuse"), &MultiplayerAPI::set_refuse_new_network_connections);
ClassDB::bind_method(D_METHOD("is_refusing_new_network_connections"), &MultiplayerAPI::is_refusing_new_network_connections);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_network_connections"), "set_refuse_new_network_connections", "is_refusing_new_network_connections");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "network_peer", PROPERTY_HINT_RESOURCE_TYPE, "NetworkedMultiplayerPeer", 0), "set_network_peer", "get_network_peer");
ADD_SIGNAL(MethodInfo("network_peer_connected", PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("network_peer_disconnected", PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("connected_to_server"));
ADD_SIGNAL(MethodInfo("connection_failed"));
ADD_SIGNAL(MethodInfo("server_disconnected"));
}
MultiplayerAPI::MultiplayerAPI() {
clear();
}
MultiplayerAPI::~MultiplayerAPI() {
clear();
}