virtualx-engine/scene/multiplayer/scene_replication_state.cpp
Fabio Alessandrelli ddee5f6050 Add peer visibility to MultiplayerSynchronizer.
MultiplayerSynchronizers can now be configured to limit their visibility
to a subset of the connected peers, if the synchronized node was spawned
by a MultiplayerSpawner (either automatically or via custom spawn) the
given node will also be despawned remotely.

The replication system doesn't have the logic to handle subspawn
directly, but it is possible to handle them appropriately by manually
updating the visibility of the parent before changing the one of the
nested spawns via the "update_visibility" function.

The visibility of each MultiplayerSynchronizer can be controlled by
adding or remove filters via "[add|remove]_visibility_filter(callable)".

To further optimize the network code, visibility filters can be configured
to be automatically updated during idle or physics frame, or set to always
require manual update (via the "update_visibility" function).
2022-07-20 19:08:35 +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). */
/* */
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/* the following conditions: */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#include "scene/multiplayer/scene_replication_state.h"
#include "core/multiplayer/multiplayer_api.h"
#include "scene/multiplayer/multiplayer_spawner.h"
#include "scene/multiplayer/multiplayer_synchronizer.h"
#include "scene/scene_string_names.h"
SceneReplicationState::TrackedNode &SceneReplicationState::_track(const ObjectID &p_id) {
if (!tracked_nodes.has(p_id)) {
tracked_nodes[p_id] = TrackedNode(p_id);
Node *node = Object::cast_to<Node>(ObjectDB::get_instance(p_id));
node->connect(SceneStringNames::get_singleton()->tree_exited, callable_mp(this, &SceneReplicationState::_untrack), varray(p_id), Node::CONNECT_ONESHOT);
}
return tracked_nodes[p_id];
}
void SceneReplicationState::_untrack(const ObjectID &p_id) {
if (tracked_nodes.has(p_id)) {
uint32_t net_id = tracked_nodes[p_id].net_id;
uint32_t peer = tracked_nodes[p_id].remote_peer;
tracked_nodes.erase(p_id);
// If it was spawned by a remote, remove it from the received nodes.
if (peer && peers_info.has(peer)) {
peers_info[peer].recv_nodes.erase(net_id);
}
// If we spawned or synced it, we need to remove it from any peer it was sent to.
if (net_id || peer == 0) {
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;
}