d4dd859991
Move the former "spawnables" functions to a dedicated MultiplayerReplicator class. Support custom overrides in replicator. Spawn/despawn messages can now contain a state. The state can be automatically encoded/decoded by passing the desired object properties to `spawnable_config`. You can use script properties to optimize the state representation. 2 Callables can be also specified to completely override the default implementation for sending and receiving the spawn/despawn event. (9 bytes overhead, and there's room for improvement here). When using a custom implementation `spawn` and `despawn` can be called with any Object, `send_spawn`/`send_despawn` can receive any Variant as a state, and the path is not required. Two new functions, `spawn` and `despawn`, convey the implementation independent method for requesting a spawn/despawn of an Object, while `send_spawn` and `send_despawn` represent the more low-level send event for a Variant to be used by the custom implementations.
497 lines
23 KiB
C++
497 lines
23 KiB
C++
/*************************************************************************/
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/* multiplayer_replicator.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/io/multiplayer_replicator.h"
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#include "core/io/marshalls.h"
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#include "scene/main/node.h"
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#include "scene/resources/packed_scene.h"
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#define MAKE_ROOM(m_amount) \
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if (packet_cache.size() < m_amount) \
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packet_cache.resize(m_amount);
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Error MultiplayerReplicator::_send_default_spawn_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, Object *p_obj, const NodePath &p_path, bool p_spawn) {
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ERR_FAIL_COND_V(p_spawn && !p_obj, ERR_INVALID_PARAMETER);
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ERR_FAIL_COND_V(!replications.has(p_scene_id), ERR_INVALID_PARAMETER);
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Error err;
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// Prepare state
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List<Variant> state_variants;
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int state_len = 0;
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const SceneConfig &cfg = replications[p_scene_id];
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if (p_spawn) {
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if ((err = _get_state(cfg.properties, p_obj, state_variants)) != OK) {
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return err;
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}
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}
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bool is_raw = false;
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if (state_variants.size() == 1 && state_variants[0].get_type() == Variant::PACKED_BYTE_ARRAY) {
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is_raw = true;
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} else if (state_variants.size()) {
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err = _encode_state(state_variants, nullptr, state_len);
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ERR_FAIL_COND_V(err, err);
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} else {
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is_raw = true;
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}
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int ofs = 0;
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// Prepare simplified path
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const Node *root_node = multiplayer->get_root_node();
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ERR_FAIL_COND_V(!root_node, ERR_UNCONFIGURED);
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NodePath rel_path = (root_node->get_path()).rel_path_to(p_path);
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const Vector<StringName> names = rel_path.get_names();
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ERR_FAIL_COND_V(names.size() < 2, ERR_INVALID_PARAMETER);
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NodePath parent = NodePath(names.subarray(0, names.size() - 2), false);
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ERR_FAIL_COND_V_MSG(!root_node->has_node(parent), ERR_INVALID_PARAMETER, "Path not found: " + parent);
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int path_id = 0;
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multiplayer->send_confirm_path(root_node->get_node(parent), parent, p_peer_id, path_id);
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// Encode name and parent ID.
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CharString cname = String(names[names.size() - 1]).utf8();
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int nlen = encode_cstring(cname.get_data(), nullptr);
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MAKE_ROOM(SPAWN_CMD_OFFSET + 4 + 4 + nlen + state_len);
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uint8_t *ptr = packet_cache.ptrw();
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ptr[0] = (p_spawn ? MultiplayerAPI::NETWORK_COMMAND_SPAWN : MultiplayerAPI::NETWORK_COMMAND_DESPAWN) + ((is_raw ? 1 : 0) << MultiplayerAPI::BYTE_ONLY_OR_NO_ARGS_SHIFT);
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ofs = 1;
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ofs += encode_uint64(p_scene_id, &ptr[ofs]);
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ofs += encode_uint32(path_id, &ptr[ofs]);
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ofs += encode_uint32(nlen, &ptr[ofs]);
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ofs += encode_cstring(cname.get_data(), &ptr[ofs]);
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// Encode state.
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if (!is_raw) {
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_encode_state(state_variants, &ptr[ofs], state_len);
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} else if (state_len) {
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PackedByteArray pba = state_variants[0];
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memcpy(&ptr[ofs], pba.ptr(), state_len);
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}
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Ref<MultiplayerPeer> network_peer = multiplayer->get_network_peer();
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network_peer->set_target_peer(p_peer_id);
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network_peer->set_transfer_channel(0);
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network_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
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return network_peer->put_packet(ptr, ofs + state_len);
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}
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void MultiplayerReplicator::_process_default_spawn_despawn(int p_from, const ResourceUID::ID &p_scene_id, const uint8_t *p_packet, int p_packet_len, bool p_spawn) {
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ERR_FAIL_COND_MSG(p_packet_len < SPAWN_CMD_OFFSET + 9, "Invalid spawn packet received");
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int ofs = SPAWN_CMD_OFFSET;
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uint32_t node_target = decode_uint32(&p_packet[ofs]);
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Node *parent = multiplayer->get_cached_node(p_from, node_target);
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ofs += 4;
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ERR_FAIL_COND_MSG(parent == nullptr, "Invalid packet received. Requested node was not found.");
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uint32_t name_len = decode_uint32(&p_packet[ofs]);
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ofs += 4;
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ERR_FAIL_COND_MSG(name_len > uint32_t(p_packet_len - ofs), vformat("Invalid spawn packet size: %d, wants: %d", p_packet_len, ofs + name_len));
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ERR_FAIL_COND_MSG(name_len < 1, "Zero spawn name size.");
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const String name = String::utf8((const char *)&p_packet[ofs], name_len);
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// We need to make sure no trickery happens here (e.g. despawning a subpath), but we want to allow autogenerated ("@") node names.
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ERR_FAIL_COND_MSG(name.validate_node_name() != name.replace("@", ""), vformat("Invalid node name received: '%s'", name));
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ofs += name_len;
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const SceneConfig &cfg = replications[p_scene_id];
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if (cfg.mode == REPLICATION_MODE_SERVER && p_from == 1) {
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String scene_path = ResourceUID::get_singleton()->get_id_path(p_scene_id);
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if (p_spawn) {
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const bool is_raw = ((p_packet[0] & 64) >> MultiplayerAPI::BYTE_ONLY_OR_NO_ARGS_SHIFT) == 1;
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ERR_FAIL_COND_MSG(parent->has_node(name), vformat("Unable to spawn node. Node already exists: %s/%s", parent->get_path(), name));
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RES res = ResourceLoader::load(scene_path);
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ERR_FAIL_COND_MSG(!res.is_valid(), "Unable to load scene to spawn at path: " + scene_path);
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PackedScene *scene = Object::cast_to<PackedScene>(res.ptr());
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ERR_FAIL_COND(!scene);
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Node *node = scene->instantiate();
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ERR_FAIL_COND(!node);
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replicated_nodes[node->get_instance_id()] = p_scene_id;
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int size;
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_decode_state(cfg.properties, node, &p_packet[ofs], p_packet_len - ofs, size, is_raw);
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parent->_add_child_nocheck(node, name);
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emit_signal(SNAME("spawned"), p_scene_id, node);
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} else {
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ERR_FAIL_COND_MSG(!parent->has_node(name), vformat("Path not found: %s/%s", parent->get_path(), name));
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Node *node = parent->get_node(name);
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ERR_FAIL_COND_MSG(!replicated_nodes.has(node->get_instance_id()), vformat("Trying to despawn a Node that was not replicated: %s/%s", parent->get_path(), name));
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emit_signal(SNAME("despawned"), p_scene_id, node);
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replicated_nodes.erase(node->get_instance_id());
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node->queue_delete();
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}
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} else {
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PackedByteArray data;
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if (p_packet_len > ofs) {
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data.resize(p_packet_len - ofs);
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memcpy(data.ptrw(), &p_packet[ofs], data.size());
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}
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if (p_spawn) {
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emit_signal(SNAME("spawn_requested"), p_from, p_scene_id, parent, name, data);
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} else {
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emit_signal(SNAME("despawn_requested"), p_from, p_scene_id, parent, name, data);
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}
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}
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}
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void MultiplayerReplicator::process_spawn_despawn(int p_from, const uint8_t *p_packet, int p_packet_len, bool p_spawn) {
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ERR_FAIL_COND_MSG(p_packet_len < SPAWN_CMD_OFFSET, "Invalid spawn packet received");
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ResourceUID::ID id = decode_uint64(&p_packet[1]);
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ERR_FAIL_COND_MSG(!replications.has(id), "Invalid spawn ID received " + itos(id));
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const SceneConfig &cfg = replications[id];
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if (cfg.on_spawn_despawn_receive.is_valid()) {
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int ofs = SPAWN_CMD_OFFSET;
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bool is_raw = ((p_packet[0] & 64) >> MultiplayerAPI::BYTE_ONLY_OR_NO_ARGS_SHIFT) == 1;
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Variant data;
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int left = p_packet_len - ofs;
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if (is_raw && left) {
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PackedByteArray pba;
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pba.resize(left);
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memcpy(pba.ptrw(), &p_packet[ofs], pba.size());
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data = pba;
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} else if (left) {
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ERR_FAIL_COND(decode_variant(data, &p_packet[ofs], left) != OK);
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}
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Variant args[4];
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args[0] = p_from;
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args[1] = id;
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args[2] = data;
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args[3] = p_spawn;
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const Variant *argp[] = { &args[0], &args[1], &args[2], &args[3] };
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Callable::CallError ce;
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Variant ret;
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cfg.on_spawn_despawn_receive.call(argp, 4, ret, ce);
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ERR_FAIL_COND_MSG(ce.error != Callable::CallError::CALL_OK, "Custom receive function failed");
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} else {
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_process_default_spawn_despawn(p_from, id, p_packet, p_packet_len, p_spawn);
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}
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}
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Error MultiplayerReplicator::_get_state(const List<StringName> &p_properties, const Object *p_obj, List<Variant> &r_variant) {
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ERR_FAIL_COND_V_MSG(!p_obj, ERR_INVALID_PARAMETER, "Cannot encode null object");
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for (const StringName &prop : p_properties) {
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bool valid = false;
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const Variant v = p_obj->get(prop, &valid);
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ERR_FAIL_COND_V_MSG(!valid, ERR_INVALID_DATA, vformat("Property '%s' not found.", prop));
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r_variant.push_back(v);
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}
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return OK;
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}
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Error MultiplayerReplicator::_encode_state(const List<Variant> &p_variants, uint8_t *p_buffer, int &r_len, bool *r_raw) {
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r_len = 0;
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int size = 0;
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// Try raw encoding optimization.
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if (r_raw && p_variants.size() == 1) {
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*r_raw = false;
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const Variant v = p_variants[0];
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if (v.get_type() == Variant::PACKED_BYTE_ARRAY) {
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*r_raw = true;
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const PackedByteArray pba = v;
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if (p_buffer) {
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memcpy(p_buffer, pba.ptr(), pba.size());
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}
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r_len += pba.size();
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} else {
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multiplayer->encode_and_compress_variant(v, p_buffer, size);
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r_len += size;
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}
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return OK;
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}
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// Regular encoding.
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for (const Variant &v : p_variants) {
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multiplayer->encode_and_compress_variant(v, p_buffer ? p_buffer + r_len : nullptr, size);
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r_len += size;
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}
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return OK;
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}
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Error MultiplayerReplicator::_decode_state(const List<StringName> &p_properties, Object *p_obj, const uint8_t *p_buffer, int p_len, int &r_len, bool p_raw) {
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r_len = 0;
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int argc = p_properties.size();
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if (argc == 0 && p_raw) {
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ERR_FAIL_COND_V_MSG(p_len != 0, ERR_INVALID_DATA, "Buffer has trailing bytes.");
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return OK;
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}
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ERR_FAIL_COND_V(p_raw && argc != 1, ERR_INVALID_DATA);
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if (p_raw) {
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r_len = p_len;
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PackedByteArray pba;
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pba.resize(p_len);
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memcpy(pba.ptrw(), p_buffer, p_len);
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p_obj->set(p_properties[0], pba);
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return OK;
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}
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Vector<Variant> args;
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Vector<const Variant *> argp;
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args.resize(argc);
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for (int i = 0; i < argc; i++) {
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ERR_FAIL_COND_V_MSG(r_len >= p_len, ERR_INVALID_DATA, "Invalid packet received. Size too small.");
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int vlen;
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Error err = multiplayer->decode_and_decompress_variant(args.write[i], &p_buffer[r_len], p_len - r_len, &vlen);
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ERR_FAIL_COND_V_MSG(err != OK, err, "Invalid packet received. Unable to decode state variable.");
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r_len += vlen;
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}
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ERR_FAIL_COND_V_MSG(p_len - r_len != 0, ERR_INVALID_DATA, "Buffer has trailing bytes.");
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int i = 0;
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for (const StringName &prop : p_properties) {
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p_obj->set(prop, args[i]);
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i += 1;
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}
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return OK;
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}
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Error MultiplayerReplicator::spawn_config(const ResourceUID::ID &p_id, ReplicationMode p_mode, const TypedArray<StringName> &p_props, const Callable &p_on_send, const Callable &p_on_recv) {
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ERR_FAIL_COND_V(p_mode < REPLICATION_MODE_NONE || p_mode > REPLICATION_MODE_CUSTOM, ERR_INVALID_PARAMETER);
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ERR_FAIL_COND_V(!ResourceUID::get_singleton()->has_id(p_id), ERR_INVALID_PARAMETER);
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ERR_FAIL_COND_V_MSG(p_on_send.is_valid() != p_on_recv.is_valid(), ERR_INVALID_PARAMETER, "Send and receive custom callables must be both valid or both empty");
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#ifdef TOOLS_ENABLED
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if (!p_on_send.is_valid()) {
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// We allow non scene spawning with custom callables.
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String path = ResourceUID::get_singleton()->get_id_path(p_id);
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RES res = ResourceLoader::load(path);
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ERR_FAIL_COND_V(!res->is_class("PackedScene"), ERR_INVALID_PARAMETER);
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}
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#endif
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if (p_mode == REPLICATION_MODE_NONE) {
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if (replications.has(p_id)) {
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replications.erase(p_id);
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}
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} else {
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SceneConfig cfg;
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cfg.mode = p_mode;
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for (int i = 0; i < p_props.size(); i++) {
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cfg.properties.push_back(StringName(p_props[i]));
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}
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cfg.on_spawn_despawn_send = p_on_send;
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cfg.on_spawn_despawn_receive = p_on_recv;
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replications[p_id] = cfg;
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}
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return OK;
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}
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Error MultiplayerReplicator::_send_spawn_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data, bool p_spawn) {
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int data_size = 0;
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int is_raw = false;
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if (p_data.get_type() == Variant::PACKED_BYTE_ARRAY) {
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const PackedByteArray pba = p_data;
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is_raw = true;
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data_size = p_data.operator PackedByteArray().size();
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} else if (p_data.get_type() == Variant::NIL) {
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is_raw = true;
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} else {
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Error err = encode_variant(p_data, nullptr, data_size);
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ERR_FAIL_COND_V(err, err);
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}
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MAKE_ROOM(SPAWN_CMD_OFFSET + data_size);
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uint8_t *ptr = packet_cache.ptrw();
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ptr[0] = (p_spawn ? MultiplayerAPI::NETWORK_COMMAND_SPAWN : MultiplayerAPI::NETWORK_COMMAND_DESPAWN) + ((is_raw ? 1 : 0) << MultiplayerAPI::BYTE_ONLY_OR_NO_ARGS_SHIFT);
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encode_uint64(p_scene_id, &ptr[1]);
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if (p_data.get_type() == Variant::PACKED_BYTE_ARRAY) {
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const PackedByteArray pba = p_data;
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memcpy(&ptr[SPAWN_CMD_OFFSET], pba.ptr(), pba.size());
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} else if (data_size) {
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encode_variant(p_data, &ptr[SPAWN_CMD_OFFSET], data_size);
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}
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Ref<MultiplayerPeer> network_peer = multiplayer->get_network_peer();
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network_peer->set_target_peer(p_peer_id);
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network_peer->set_transfer_channel(0);
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network_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
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return network_peer->put_packet(ptr, SPAWN_CMD_OFFSET + data_size);
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}
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Error MultiplayerReplicator::send_despawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data, const NodePath &p_path) {
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ERR_FAIL_COND_V_MSG(!replications.has(p_scene_id), ERR_INVALID_PARAMETER, vformat("Spawnable not found: %d", p_scene_id));
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const SceneConfig &cfg = replications[p_scene_id];
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if (cfg.on_spawn_despawn_send.is_valid()) {
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return _send_spawn_despawn(p_peer_id, p_scene_id, p_data, true);
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} else {
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ERR_FAIL_COND_V_MSG(cfg.mode == REPLICATION_MODE_SERVER && multiplayer->is_network_server(), ERR_UNAVAILABLE, "Manual despawn is restricted in default server mode implementation. Use custom mode if you desire control over server spawn requests.");
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NodePath path = p_path;
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Object *obj = p_data.get_type() == Variant::OBJECT ? p_data.get_validated_object() : nullptr;
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if (path.is_empty() && obj) {
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Node *node = Object::cast_to<Node>(obj);
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if (node && node->is_inside_tree()) {
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path = node->get_path();
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}
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}
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ERR_FAIL_COND_V_MSG(path.is_empty(), ERR_INVALID_PARAMETER, "Despawn default implementation requires a despawn path, or the data to be a node inside the SceneTree");
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return _send_default_spawn_despawn(p_peer_id, p_scene_id, obj, path, false);
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}
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}
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Error MultiplayerReplicator::send_spawn(int p_peer_id, const ResourceUID::ID &p_scene_id, const Variant &p_data, const NodePath &p_path) {
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ERR_FAIL_COND_V_MSG(!replications.has(p_scene_id), ERR_INVALID_PARAMETER, vformat("Spawnable not found: %d", p_scene_id));
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const SceneConfig &cfg = replications[p_scene_id];
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if (cfg.on_spawn_despawn_send.is_valid()) {
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return _send_spawn_despawn(p_peer_id, p_scene_id, p_data, false);
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} else {
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ERR_FAIL_COND_V_MSG(cfg.mode == REPLICATION_MODE_SERVER && multiplayer->is_network_server(), ERR_UNAVAILABLE, "Manual spawn is restricted in default server mode implementation. Use custom mode if you desire control over server spawn requests.");
|
|
NodePath path = p_path;
|
|
Object *obj = p_data.get_type() == Variant::OBJECT ? p_data.get_validated_object() : nullptr;
|
|
ERR_FAIL_COND_V_MSG(!obj, ERR_INVALID_PARAMETER, "Spawn default implementation requires the data to be an object.");
|
|
if (path.is_empty()) {
|
|
Node *node = Object::cast_to<Node>(obj);
|
|
if (node && node->is_inside_tree()) {
|
|
path = node->get_path();
|
|
}
|
|
}
|
|
ERR_FAIL_COND_V_MSG(path.is_empty(), ERR_INVALID_PARAMETER, "Spawn default implementation requires a spawn path, or the data to be a node inside the SceneTree");
|
|
return _send_default_spawn_despawn(p_peer_id, p_scene_id, obj, path, true);
|
|
}
|
|
}
|
|
|
|
Error MultiplayerReplicator::_spawn_despawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer, bool p_spawn) {
|
|
ERR_FAIL_COND_V_MSG(!replications.has(p_scene_id), ERR_INVALID_PARAMETER, vformat("Spawnable not found: %d", p_scene_id));
|
|
|
|
const SceneConfig &cfg = replications[p_scene_id];
|
|
if (cfg.on_spawn_despawn_send.is_valid()) {
|
|
Variant args[4];
|
|
args[0] = p_peer;
|
|
args[1] = p_scene_id;
|
|
args[2] = p_obj;
|
|
args[3] = true;
|
|
const Variant *argp[] = { &args[0], &args[1], &args[2], &args[3] };
|
|
Callable::CallError ce;
|
|
Variant ret;
|
|
cfg.on_spawn_despawn_send.call(argp, 4, ret, ce);
|
|
ERR_FAIL_COND_V_MSG(ce.error != Callable::CallError::CALL_OK, FAILED, "Custom send function failed");
|
|
return OK;
|
|
} else {
|
|
Node *node = Object::cast_to<Node>(p_obj);
|
|
ERR_FAIL_COND_V_MSG(!p_obj, ERR_INVALID_PARAMETER, "Only nodes can be replicated by the default implementation");
|
|
return _send_default_spawn_despawn(p_peer, p_scene_id, node, node->get_path(), p_spawn);
|
|
}
|
|
}
|
|
|
|
Error MultiplayerReplicator::spawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer) {
|
|
return _spawn_despawn(p_scene_id, p_obj, p_peer, true);
|
|
}
|
|
|
|
Error MultiplayerReplicator::despawn(ResourceUID::ID p_scene_id, Object *p_obj, int p_peer) {
|
|
return _spawn_despawn(p_scene_id, p_obj, p_peer, false);
|
|
}
|
|
|
|
PackedByteArray MultiplayerReplicator::encode_state(const ResourceUID::ID &p_scene_id, const Object *p_obj) {
|
|
PackedByteArray state;
|
|
ERR_FAIL_COND_V_MSG(!replications.has(p_scene_id), state, vformat("Spawnable not found: %d", p_scene_id));
|
|
const SceneConfig &cfg = replications[p_scene_id];
|
|
int len = 0;
|
|
List<Variant> state_vars;
|
|
Error err = _get_state(cfg.properties, p_obj, state_vars);
|
|
ERR_FAIL_COND_V_MSG(err != OK, state, "Unable to retrieve object state.");
|
|
err = _encode_state(state_vars, nullptr, len);
|
|
ERR_FAIL_COND_V_MSG(err != OK, state, "Unable to encode object state.");
|
|
state.resize(len);
|
|
_encode_state(state_vars, state.ptrw(), len);
|
|
return state;
|
|
}
|
|
|
|
Error MultiplayerReplicator::decode_state(const ResourceUID::ID &p_scene_id, Object *p_obj, const PackedByteArray p_data) {
|
|
ERR_FAIL_COND_V_MSG(!replications.has(p_scene_id), ERR_INVALID_PARAMETER, vformat("Spawnable not found: %d", p_scene_id));
|
|
const SceneConfig &cfg = replications[p_scene_id];
|
|
int size;
|
|
return _decode_state(cfg.properties, p_obj, p_data.ptr(), p_data.size(), size);
|
|
}
|
|
|
|
void MultiplayerReplicator::scene_enter_exit_notify(const String &p_scene, Node *p_node, bool p_enter) {
|
|
if (!multiplayer->has_network_peer()) {
|
|
return;
|
|
}
|
|
Node *root_node = multiplayer->get_root_node();
|
|
ERR_FAIL_COND(!p_node || !p_node->get_parent() || !root_node);
|
|
NodePath path = (root_node->get_path()).rel_path_to(p_node->get_parent()->get_path());
|
|
if (path.is_empty()) {
|
|
return;
|
|
}
|
|
ResourceUID::ID id = ResourceLoader::get_resource_uid(p_scene);
|
|
if (!replications.has(id)) {
|
|
return;
|
|
}
|
|
const SceneConfig &cfg = replications[id];
|
|
if (p_enter) {
|
|
if (cfg.mode == REPLICATION_MODE_SERVER && multiplayer->is_network_server()) {
|
|
replicated_nodes[p_node->get_instance_id()] = id;
|
|
spawn(id, p_node, 0);
|
|
}
|
|
emit_signal(SNAME("replicated_instance_added"), id, p_node);
|
|
} else {
|
|
if (cfg.mode == REPLICATION_MODE_SERVER && multiplayer->is_network_server() && replicated_nodes.has(p_node->get_instance_id())) {
|
|
replicated_nodes.erase(p_node->get_instance_id());
|
|
despawn(id, p_node, 0);
|
|
}
|
|
emit_signal(SNAME("replicated_instance_removed"), id, p_node);
|
|
}
|
|
}
|
|
|
|
void MultiplayerReplicator::spawn_all(int p_peer) {
|
|
for (const KeyValue<ObjectID, ResourceUID::ID> &E : replicated_nodes) {
|
|
// Only server mode adds to replicated_nodes, no need to check it.
|
|
Object *obj = ObjectDB::get_instance(E.key);
|
|
ERR_CONTINUE(!obj);
|
|
Node *node = Object::cast_to<Node>(obj);
|
|
ERR_CONTINUE(!node);
|
|
spawn(E.value, node, p_peer);
|
|
}
|
|
}
|
|
|
|
void MultiplayerReplicator::clear() {
|
|
replicated_nodes.clear();
|
|
}
|
|
|
|
void MultiplayerReplicator::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("spawn_config", "scene_id", "spawn_mode", "properties", "custom_send", "custom_receive"), &MultiplayerReplicator::spawn_config, DEFVAL(TypedArray<StringName>()), DEFVAL(Callable()), DEFVAL(Callable()));
|
|
ClassDB::bind_method(D_METHOD("despawn", "scene_id", "object", "peer_id"), &MultiplayerReplicator::despawn, DEFVAL(0));
|
|
ClassDB::bind_method(D_METHOD("spawn", "scene_id", "object", "peer_id"), &MultiplayerReplicator::spawn, DEFVAL(0));
|
|
ClassDB::bind_method(D_METHOD("send_despawn", "peer_id", "scene_id", "data", "path"), &MultiplayerReplicator::send_despawn, DEFVAL(Variant()), DEFVAL(NodePath()));
|
|
ClassDB::bind_method(D_METHOD("send_spawn", "peer_id", "scene_id", "data", "path"), &MultiplayerReplicator::send_spawn, DEFVAL(Variant()), DEFVAL(NodePath()));
|
|
ClassDB::bind_method(D_METHOD("encode_state", "scene_id", "object"), &MultiplayerReplicator::encode_state);
|
|
ClassDB::bind_method(D_METHOD("decode_state", "scene_id", "object", "data"), &MultiplayerReplicator::decode_state);
|
|
|
|
ADD_SIGNAL(MethodInfo("despawned", PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
|
|
ADD_SIGNAL(MethodInfo("spawned", PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
|
|
ADD_SIGNAL(MethodInfo("despawn_requested", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "parent", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::PACKED_BYTE_ARRAY, "data")));
|
|
ADD_SIGNAL(MethodInfo("spawn_requested", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "parent", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::PACKED_BYTE_ARRAY, "data")));
|
|
ADD_SIGNAL(MethodInfo("replicated_instance_added", PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
|
|
ADD_SIGNAL(MethodInfo("replicated_instance_removed", PropertyInfo(Variant::INT, "scene_id"), PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
|
|
|
|
BIND_ENUM_CONSTANT(REPLICATION_MODE_NONE);
|
|
BIND_ENUM_CONSTANT(REPLICATION_MODE_SERVER);
|
|
BIND_ENUM_CONSTANT(REPLICATION_MODE_CUSTOM);
|
|
}
|