virtualx-engine/modules/multiplayer/scene_replication_interface.cpp
Fabio Alessandrelli ad3a4214c5 [MP] Fix nested spawning during "ready".
We want our spawns to be notified after ready, but we need to notify
them in the order they entered tree, so that nested spawners can be used
during "ready" (instead of having to await a frame).
2023-01-17 04:22:07 +01:00

781 lines
30 KiB
C++

/**************************************************************************/
/* scene_replication_interface.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_interface.h"
#include "scene_multiplayer.h"
#include "core/debugger/engine_debugger.h"
#include "core/io/marshalls.h"
#include "scene/main/node.h"
#include "scene/scene_string_names.h"
#define MAKE_ROOM(m_amount) \
if (packet_cache.size() < m_amount) \
packet_cache.resize(m_amount);
#ifdef DEBUG_ENABLED
_FORCE_INLINE_ void SceneReplicationInterface::_profile_node_data(const String &p_what, ObjectID p_id, int p_size) {
if (EngineDebugger::is_profiling("multiplayer:replication")) {
Array values;
values.push_back(p_what);
values.push_back(p_id);
values.push_back(p_size);
EngineDebugger::profiler_add_frame_data("multiplayer:replication", values);
}
}
#endif
SceneReplicationInterface::TrackedNode &SceneReplicationInterface::_track(const ObjectID &p_id) {
if (!tracked_nodes.has(p_id)) {
tracked_nodes[p_id] = TrackedNode(p_id);
Node *node = get_id_as<Node>(p_id);
node->connect(SceneStringNames::get_singleton()->tree_exited, callable_mp(this, &SceneReplicationInterface::_untrack).bind(p_id), Node::CONNECT_ONE_SHOT);
}
return tracked_nodes[p_id];
}
void SceneReplicationInterface::_untrack(const ObjectID &p_id) {
if (!tracked_nodes.has(p_id)) {
return;
}
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.spawn_nodes.erase(p_id);
}
}
}
void SceneReplicationInterface::_free_remotes(const PeerInfo &p_info) {
for (const KeyValue<uint32_t, ObjectID> &E : p_info.recv_nodes) {
Node *node = tracked_nodes.has(E.value) ? get_id_as<Node>(E.value) : nullptr;
ERR_CONTINUE(!node);
node->queue_free();
}
}
void SceneReplicationInterface::on_peer_change(int p_id, bool p_connected) {
if (p_connected) {
peers_info[p_id] = PeerInfo();
for (const ObjectID &oid : spawned_nodes) {
_update_spawn_visibility(p_id, oid);
}
for (const ObjectID &oid : sync_nodes) {
_update_sync_visibility(p_id, get_id_as<MultiplayerSynchronizer>(oid));
}
} else {
ERR_FAIL_COND(!peers_info.has(p_id));
_free_remotes(peers_info[p_id]);
peers_info.erase(p_id);
}
}
void SceneReplicationInterface::on_reset() {
for (const KeyValue<int, PeerInfo> &E : peers_info) {
_free_remotes(E.value);
}
peers_info.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;
}
for (const ObjectID &oid : sync_nodes) {
MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(oid);
ERR_CONTINUE(!sync);
sync->reset();
}
last_net_id = 0;
}
void SceneReplicationInterface::on_network_process() {
// Prevent endless stalling in case of unforseen spawn errors.
if (spawn_queue.size()) {
ERR_PRINT("An error happened during last spawn, this usually means the 'ready' signal was not emitted by the spawned node.");
for (const ObjectID &oid : spawn_queue) {
Node *node = get_id_as<Node>(oid);
ERR_CONTINUE(!node);
if (node->is_connected(SceneStringNames::get_singleton()->ready, callable_mp(this, &SceneReplicationInterface::_node_ready))) {
node->disconnect(SceneStringNames::get_singleton()->ready, callable_mp(this, &SceneReplicationInterface::_node_ready));
}
}
spawn_queue.clear();
}
// Process timed syncs.
uint64_t msec = OS::get_singleton()->get_ticks_msec();
for (KeyValue<int, PeerInfo> &E : peers_info) {
const HashSet<ObjectID> to_sync = E.value.sync_nodes;
if (to_sync.is_empty()) {
continue; // Nothing to sync
}
uint16_t sync_net_time = ++E.value.last_sent_sync;
_send_sync(E.key, to_sync, sync_net_time, 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);
// Track node.
const ObjectID oid = node->get_instance_id();
TrackedNode &tobj = _track(oid);
// Spawn state needs to be callected after "ready", but the spawn order follows "enter_tree".
ERR_FAIL_COND_V(tobj.spawner != ObjectID(), ERR_ALREADY_IN_USE);
tobj.spawner = spawner->get_instance_id();
spawn_queue.insert(oid);
node->connect(SceneStringNames::get_singleton()->ready, callable_mp(this, &SceneReplicationInterface::_node_ready).bind(oid), Node::CONNECT_ONE_SHOT);
return OK;
}
void SceneReplicationInterface::_node_ready(const ObjectID &p_oid) {
ERR_FAIL_COND(!spawn_queue.has(p_oid)); // Bug.
// If we are a nested spawn, we need to wait until the parent is ready.
if (p_oid != *(spawn_queue.begin())) {
return;
}
for (const ObjectID &oid : spawn_queue) {
ERR_CONTINUE(!tracked_nodes.has(oid));
TrackedNode &tobj = tracked_nodes[oid];
MultiplayerSpawner *spawner = get_id_as<MultiplayerSpawner>(tobj.spawner);
ERR_CONTINUE(!spawner);
spawned_nodes.insert(oid);
if (multiplayer->has_multiplayer_peer() && spawner->is_multiplayer_authority()) {
if (tobj.net_id == 0) {
tobj.net_id = ++last_net_id;
}
_update_spawn_visibility(0, oid);
}
}
spawn_queue.clear();
}
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);
// Forcibly despawn to all peers that knowns me.
int len = 0;
Error err = _make_despawn_packet(node, len);
ERR_FAIL_COND_V(err != OK, ERR_BUG);
const ObjectID oid = p_obj->get_instance_id();
for (const KeyValue<int, PeerInfo> &E : peers_info) {
if (!E.value.spawn_nodes.has(oid)) {
continue;
}
_send_raw(packet_cache.ptr(), len, E.key, true);
}
// Also remove spawner tracking from the replication state.
ERR_FAIL_COND_V(!tracked_nodes.has(oid), ERR_INVALID_PARAMETER);
TrackedNode &tobj = _track(oid);
ERR_FAIL_COND_V(tobj.spawner != 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 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);
// Add to synchronizer list.
TrackedNode &tobj = _track(p_obj->get_instance_id());
const ObjectID sid = sync->get_instance_id();
tobj.synchronizers.insert(sid);
sync_nodes.insert(sid);
// Update visibility.
sync->connect("visibility_changed", callable_mp(this, &SceneReplicationInterface::_visibility_changed).bind(sync->get_instance_id()));
_update_sync_visibility(0, sync);
if (pending_spawn == p_obj->get_instance_id() && sync->get_multiplayer_authority() == pending_spawn_remote) {
// Try to apply synchronizer Net ID
ERR_FAIL_COND_V_MSG(pending_sync_net_ids.is_empty(), ERR_INVALID_DATA, vformat("The MultiplayerSynchronizer at path \"%s\" is unable to process the pending spawn since it has no network ID. This might happen when changing the multiplayer authority during the \"_ready\" callback. Make sure to only change the authority of multiplayer synchronizers during \"_enter_tree\" or the \"_spawn_custom\" callback of their multiplayer spawner.", sync->get_path()));
ERR_FAIL_COND_V(!peers_info.has(pending_spawn_remote), ERR_INVALID_DATA);
uint32_t net_id = pending_sync_net_ids[0];
pending_sync_net_ids.pop_front();
peers_info[pending_spawn_remote].recv_sync_ids[net_id] = sync->get_instance_id();
// Try to apply spawn state (before ready).
if (pending_buffer_size > 0) {
ERR_FAIL_COND_V(!node || sync->get_replication_config().is_null(), ERR_UNCONFIGURED);
int consumed = 0;
const List<NodePath> props = sync->get_replication_config()->get_spawn_properties();
Vector<Variant> vars;
vars.resize(props.size());
Error err = MultiplayerAPI::decode_and_decompress_variants(vars, pending_buffer, pending_buffer_size, consumed);
ERR_FAIL_COND_V(err, err);
if (consumed > 0) {
pending_buffer += consumed;
pending_buffer_size -= consumed;
err = MultiplayerSynchronizer::set_state(props, node, vars);
ERR_FAIL_COND_V(err, err);
}
}
}
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(!sync, ERR_INVALID_PARAMETER);
sync->disconnect("visibility_changed", callable_mp(this, &SceneReplicationInterface::_visibility_changed));
// Untrack synchronizer.
const ObjectID oid = node->get_instance_id();
const ObjectID sid = sync->get_instance_id();
ERR_FAIL_COND_V(!tracked_nodes.has(oid), ERR_INVALID_PARAMETER);
TrackedNode &tobj = _track(oid);
tobj.synchronizers.erase(sid);
sync_nodes.erase(sid);
for (KeyValue<int, PeerInfo> &E : peers_info) {
E.value.sync_nodes.erase(sid);
if (sync->get_net_id()) {
E.value.recv_sync_ids.erase(sync->get_net_id());
}
}
return OK;
}
void SceneReplicationInterface::_visibility_changed(int p_peer, ObjectID p_sid) {
MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(p_sid);
ERR_FAIL_COND(!sync); // Bug.
Node *node = sync->get_root_node();
ERR_FAIL_COND(!node); // Bug.
const ObjectID oid = node->get_instance_id();
if (spawned_nodes.has(oid) && p_peer != multiplayer->get_unique_id()) {
_update_spawn_visibility(p_peer, oid);
}
_update_sync_visibility(p_peer, sync);
}
bool SceneReplicationInterface::is_rpc_visible(const ObjectID &p_oid, int p_peer) const {
if (!tracked_nodes.has(p_oid)) {
return true; // Untracked nodes are always visible to RPCs.
}
ERR_FAIL_COND_V(p_peer < 0, false);
const TrackedNode &tnode = tracked_nodes[p_oid];
if (tnode.synchronizers.is_empty()) {
return true; // No synchronizers means no visibility restrictions.
}
if (tnode.remote_peer && uint32_t(p_peer) == tnode.remote_peer) {
return true; // RPCs on spawned nodes are always visible to spawner.
} else if (spawned_nodes.has(p_oid)) {
// It's a spwaned node we control, this can be fast
if (p_peer) {
return peers_info.has(p_peer) && peers_info[p_peer].spawn_nodes.has(p_oid);
} else {
for (const KeyValue<int, PeerInfo> &E : peers_info) {
if (!E.value.spawn_nodes.has(p_oid)) {
return false; // Not public.
}
}
return true; // All peers have this node.
}
} else {
// Cycle object synchronizers to check visibility.
for (const ObjectID &sid : tnode.synchronizers) {
MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(sid);
ERR_CONTINUE(!sync);
// RPC visibility is composed using OR when multiple synchronizers are present.
// Note that we don't really care about authority here which may lead to unexpected
// results when using multiple synchronizers to control the same node.
if (sync->is_visible_to(p_peer)) {
return true;
}
}
return false; // Not visible.
}
}
Error SceneReplicationInterface::_update_sync_visibility(int p_peer, MultiplayerSynchronizer *p_sync) {
ERR_FAIL_COND_V(!p_sync, ERR_BUG);
if (!multiplayer->has_multiplayer_peer() || !p_sync->is_multiplayer_authority() || p_peer == multiplayer->get_unique_id()) {
return OK;
}
const ObjectID &sid = p_sync->get_instance_id();
bool is_visible = p_sync->is_visible_to(p_peer);
if (p_peer == 0) {
for (KeyValue<int, PeerInfo> &E : peers_info) {
// Might be visible to this specific peer.
bool is_visible_to_peer = is_visible || p_sync->is_visible_to(E.key);
if (is_visible_to_peer == E.value.sync_nodes.has(sid)) {
continue;
}
if (is_visible_to_peer) {
E.value.sync_nodes.insert(sid);
} else {
E.value.sync_nodes.erase(sid);
}
}
return OK;
} else {
ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
if (is_visible == peers_info[p_peer].sync_nodes.has(sid)) {
return OK;
}
if (is_visible) {
peers_info[p_peer].sync_nodes.insert(sid);
} else {
peers_info[p_peer].sync_nodes.erase(sid);
}
return OK;
}
}
Error SceneReplicationInterface::_update_spawn_visibility(int p_peer, const ObjectID &p_oid) {
const TrackedNode *tnode = tracked_nodes.getptr(p_oid);
ERR_FAIL_COND_V(!tnode, ERR_BUG);
MultiplayerSpawner *spawner = get_id_as<MultiplayerSpawner>(tnode->spawner);
Node *node = get_id_as<Node>(p_oid);
ERR_FAIL_COND_V(!node || !spawner || !spawner->is_multiplayer_authority(), ERR_BUG);
ERR_FAIL_COND_V(!tracked_nodes.has(p_oid), ERR_BUG);
const HashSet<ObjectID> synchronizers = tracked_nodes[p_oid].synchronizers;
bool is_visible = true;
for (const ObjectID &sid : synchronizers) {
MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(sid);
ERR_CONTINUE(!sync);
if (!sync->is_multiplayer_authority()) {
continue;
}
// Spawn visibility is composed using OR when multiple synchronizers are present.
if (sync->is_visible_to(p_peer)) {
is_visible = true;
break;
}
is_visible = false;
}
// Spawn (and despawn) when needed.
HashSet<int> to_spawn;
HashSet<int> to_despawn;
if (p_peer) {
ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
if (is_visible == peers_info[p_peer].spawn_nodes.has(p_oid)) {
return OK;
}
if (is_visible) {
to_spawn.insert(p_peer);
} else {
to_despawn.insert(p_peer);
}
} else {
// Check visibility for each peers.
for (const KeyValue<int, PeerInfo> &E : peers_info) {
if (is_visible) {
// This is fast, since the the object is visible to everyone, we don't need to check each peer.
if (E.value.spawn_nodes.has(p_oid)) {
// Already spawned.
continue;
}
to_spawn.insert(E.key);
} else {
// Need to check visibility for each peer.
_update_spawn_visibility(E.key, p_oid);
}
}
}
if (to_spawn.size()) {
int len = 0;
_make_spawn_packet(node, spawner, len);
for (int pid : to_spawn) {
ERR_CONTINUE(!peers_info.has(pid));
int path_id;
multiplayer->get_path_cache()->send_object_cache(spawner, pid, path_id);
_send_raw(packet_cache.ptr(), len, pid, true);
peers_info[pid].spawn_nodes.insert(p_oid);
}
}
if (to_despawn.size()) {
int len = 0;
_make_despawn_packet(node, len);
for (int pid : to_despawn) {
ERR_CONTINUE(!peers_info.has(pid));
peers_info[pid].spawn_nodes.erase(p_oid);
_send_raw(packet_cache.ptr(), len, pid, true);
}
}
return OK;
}
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->has_multiplayer_peer(), ERR_UNCONFIGURED);
Ref<MultiplayerPeer> peer = multiplayer->get_multiplayer_peer();
peer->set_transfer_channel(0);
peer->set_transfer_mode(p_reliable ? MultiplayerPeer::TRANSFER_MODE_RELIABLE : MultiplayerPeer::TRANSFER_MODE_UNRELIABLE);
return multiplayer->send_command(p_peer, p_buffer, p_size);
}
Error SceneReplicationInterface::_make_spawn_packet(Node *p_node, MultiplayerSpawner *p_spawner, int &r_len) {
ERR_FAIL_COND_V(!multiplayer || !p_node || !p_spawner, ERR_BUG);
const ObjectID oid = p_node->get_instance_id();
const TrackedNode *tnode = tracked_nodes.getptr(oid);
ERR_FAIL_COND_V(!tnode, ERR_INVALID_PARAMETER);
uint32_t nid = tnode->net_id;
ERR_FAIL_COND_V(!nid, ERR_UNCONFIGURED);
// Prepare custom arg and scene_id
uint8_t scene_id = p_spawner->find_spawnable_scene_index_from_object(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.
List<NodePath> state_props;
List<uint32_t> sync_ids;
const HashSet<ObjectID> synchronizers = tnode->synchronizers;
for (const ObjectID &sid : synchronizers) {
MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(sid);
if (!sync->is_multiplayer_authority()) {
continue;
}
ERR_CONTINUE(!sync);
ERR_FAIL_COND_V(sync->get_replication_config().is_null(), ERR_BUG);
for (const NodePath &prop : sync->get_replication_config()->get_spawn_properties()) {
state_props.push_back(prop);
}
// Ensure the synchronizer has an ID.
if (sync->get_net_id() == 0) {
sync->set_net_id(++last_net_id);
}
sync_ids.push_back(sync->get_net_id());
}
int state_size = 0;
Vector<Variant> state_vars;
Vector<const Variant *> state_varp;
if (state_props.size()) {
Error err = MultiplayerSynchronizer::get_state(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.");
}
// Encode scene ID, path ID, net ID, node name.
int path_id = multiplayer->get_path_cache()->make_object_cache(p_spawner);
CharString cname = p_node->get_name().operator String().utf8();
int nlen = encode_cstring(cname.get_data(), nullptr);
MAKE_ROOM(1 + 1 + 4 + 4 + 4 + 4 * sync_ids.size() + 4 + nlen + (is_custom ? 4 + spawn_arg_size : 0) + state_size);
uint8_t *ptr = packet_cache.ptrw();
ptr[0] = (uint8_t)SceneMultiplayer::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(sync_ids.size(), &ptr[ofs]);
ofs += encode_uint32(nlen, &ptr[ofs]);
for (uint32_t snid : sync_ids) {
ofs += encode_uint32(snid, &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;
}
r_len = ofs;
return OK;
}
Error SceneReplicationInterface::_make_despawn_packet(Node *p_node, int &r_len) {
const ObjectID oid = p_node->get_instance_id();
const TrackedNode *tnode = tracked_nodes.getptr(oid);
ERR_FAIL_COND_V(!tnode, ERR_INVALID_PARAMETER);
MAKE_ROOM(5);
uint8_t *ptr = packet_cache.ptrw();
ptr[0] = (uint8_t)SceneMultiplayer::NETWORK_COMMAND_DESPAWN;
int ofs = 1;
uint32_t nid = tnode->net_id;
ofs += encode_uint32(nid, &ptr[ofs]);
r_len = ofs;
return OK;
}
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 < 18, 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_path_cache()->get_cached_object(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 sync_len = 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 + (sync_len * 4) > uint32_t(p_buffer_len - ofs), ERR_INVALID_DATA, vformat("Invalid spawn packet size: %d, wants: %d", p_buffer_len, ofs + name_len + (sync_len * 4)));
List<uint32_t> sync_ids;
for (uint32_t i = 0; i < sync_len; i++) {
sync_ids.push_back(decode_uint32(&p_buffer[ofs]));
ofs += 4;
}
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);
// Add and track remote
ERR_FAIL_COND_V(!peers_info.has(p_from), ERR_UNAVAILABLE);
ERR_FAIL_COND_V(peers_info[p_from].recv_nodes.has(net_id), ERR_ALREADY_IN_USE);
ObjectID oid = node->get_instance_id();
TrackedNode &tobj = _track(oid);
tobj.spawner = spawner->get_instance_id();
tobj.net_id = net_id;
tobj.remote_peer = p_from;
peers_info[p_from].recv_nodes[net_id] = oid;
// The initial state will be applied during the sync config (i.e. before _ready).
pending_spawn = node->get_instance_id();
pending_spawn_remote = p_from;
pending_buffer_size = p_buffer_len - ofs;
pending_buffer = pending_buffer_size > 0 ? &p_buffer[ofs] : nullptr;
pending_sync_net_ids = sync_ids;
parent->add_child(node);
spawner->emit_signal(SNAME("spawned"), node);
pending_spawn = ObjectID();
pending_spawn_remote = 0;
pending_buffer = nullptr;
pending_buffer_size = 0;
if (pending_sync_net_ids.size()) {
pending_sync_net_ids.clear();
ERR_FAIL_V(ERR_INVALID_DATA); // Should have been consumed.
}
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;
// Untrack remote
ERR_FAIL_COND_V(!peers_info.has(p_from), ERR_UNAUTHORIZED);
PeerInfo &pinfo = peers_info[p_from];
ERR_FAIL_COND_V(!pinfo.recv_nodes.has(net_id), ERR_UNAUTHORIZED);
Node *node = get_id_as<Node>(pinfo.recv_nodes[net_id]);
ERR_FAIL_COND_V(!node, ERR_BUG);
pinfo.recv_nodes.erase(net_id);
const ObjectID oid = node->get_instance_id();
ERR_FAIL_COND_V(!tracked_nodes.has(oid), ERR_BUG);
MultiplayerSpawner *spawner = get_id_as<MultiplayerSpawner>(tracked_nodes[oid].spawner);
ERR_FAIL_COND_V(!spawner, ERR_DOES_NOT_EXIST);
ERR_FAIL_COND_V(p_from != spawner->get_multiplayer_authority(), ERR_UNAUTHORIZED);
if (node->get_parent() != nullptr) {
node->get_parent()->remove_child(node);
}
node->queue_free();
spawner->emit_signal(SNAME("despawned"), node);
return OK;
}
void SceneReplicationInterface::_send_sync(int p_peer, const HashSet<ObjectID> p_synchronizers, uint16_t p_sync_net_time, uint64_t p_msec) {
MAKE_ROOM(sync_mtu);
uint8_t *ptr = packet_cache.ptrw();
ptr[0] = SceneMultiplayer::NETWORK_COMMAND_SYNC;
int ofs = 1;
ofs += encode_uint16(p_sync_net_time, &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 : p_synchronizers) {
MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(oid);
ERR_CONTINUE(!sync || !sync->get_replication_config().is_valid() || !sync->is_multiplayer_authority());
if (!sync->update_outbound_sync_time(p_msec)) {
continue; // nothing to sync.
}
Node *node = sync->get_root_node();
ERR_CONTINUE(!node);
uint32_t net_id = sync->get_net_id();
if (net_id == 0 || (net_id & 0x80000000)) {
int path_id = 0;
bool verified = multiplayer->get_path_cache()->send_object_cache(sync, p_peer, path_id);
ERR_CONTINUE_MSG(path_id < 0, "This should never happen!");
if (net_id == 0) {
// First time path based ID.
net_id = path_id | 0x80000000;
sync->set_net_id(net_id | 0x80000000);
}
if (!verified) {
// The path based sync is not yet confirmed, skipping.
continue;
}
}
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) {
ofs += encode_uint32(sync->get_net_id(), &ptr[ofs]);
ofs += encode_uint32(size, &ptr[ofs]);
MultiplayerAPI::encode_and_compress_variants(varp.ptrw(), varp.size(), &ptr[ofs], size);
ofs += size;
}
#ifdef DEBUG_ENABLED
_profile_node_data("sync_out", oid, size);
#endif
}
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;
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;
MultiplayerSynchronizer *sync = nullptr;
if (net_id & 0x80000000) {
sync = Object::cast_to<MultiplayerSynchronizer>(multiplayer->get_path_cache()->get_cached_object(p_from, net_id & 0x7FFFFFFF));
} else if (peers_info[p_from].recv_sync_ids.has(net_id)) {
const ObjectID &sid = peers_info[p_from].recv_sync_ids[net_id];
sync = get_id_as<MultiplayerSynchronizer>(sid);
}
if (!sync) {
// Not received yet.
ofs += size;
continue;
}
Node *node = sync->get_root_node();
if (sync->get_multiplayer_authority() != p_from || !node) {
ERR_CONTINUE(true);
}
if (!sync->update_inbound_sync_time(time)) {
// State is too old.
ofs += size;
continue;
}
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;
#ifdef DEBUG_ENABLED
_profile_node_data("sync_in", sync->get_instance_id(), size);
#endif
}
return OK;
}