ddee5f6050
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).
267 lines
10 KiB
C++
267 lines
10 KiB
C++
/*************************************************************************/
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/* scene_replication_state.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 "scene/multiplayer/scene_replication_state.h"
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#include "core/multiplayer/multiplayer_api.h"
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#include "scene/multiplayer/multiplayer_spawner.h"
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#include "scene/multiplayer/multiplayer_synchronizer.h"
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#include "scene/scene_string_names.h"
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SceneReplicationState::TrackedNode &SceneReplicationState::_track(const ObjectID &p_id) {
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if (!tracked_nodes.has(p_id)) {
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tracked_nodes[p_id] = TrackedNode(p_id);
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Node *node = Object::cast_to<Node>(ObjectDB::get_instance(p_id));
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node->connect(SceneStringNames::get_singleton()->tree_exited, callable_mp(this, &SceneReplicationState::_untrack), varray(p_id), Node::CONNECT_ONESHOT);
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}
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return tracked_nodes[p_id];
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}
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void SceneReplicationState::_untrack(const ObjectID &p_id) {
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if (tracked_nodes.has(p_id)) {
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uint32_t net_id = tracked_nodes[p_id].net_id;
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uint32_t peer = tracked_nodes[p_id].remote_peer;
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tracked_nodes.erase(p_id);
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// If it was spawned by a remote, remove it from the received nodes.
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if (peer && peers_info.has(peer)) {
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peers_info[peer].recv_nodes.erase(net_id);
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}
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// If we spawned or synced it, we need to remove it from any peer it was sent to.
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if (net_id || peer == 0) {
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for (KeyValue<int, PeerInfo> &E : peers_info) {
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E.value.sync_nodes.erase(p_id);
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E.value.spawn_nodes.erase(p_id);
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}
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}
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}
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}
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const HashMap<uint32_t, ObjectID> SceneReplicationState::peer_get_remotes(int p_peer) const {
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return peers_info.has(p_peer) ? peers_info[p_peer].recv_nodes : HashMap<uint32_t, ObjectID>();
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}
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bool SceneReplicationState::update_last_node_sync(const ObjectID &p_id, uint16_t p_time) {
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TrackedNode *tnode = tracked_nodes.getptr(p_id);
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ERR_FAIL_COND_V(!tnode, false);
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if (p_time <= tnode->last_sync && tnode->last_sync - p_time < 32767) {
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return false;
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}
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tnode->last_sync = p_time;
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return true;
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}
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bool SceneReplicationState::update_sync_time(const ObjectID &p_id, uint64_t p_msec) {
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TrackedNode *tnode = tracked_nodes.getptr(p_id);
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ERR_FAIL_COND_V(!tnode, false);
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MultiplayerSynchronizer *sync = get_synchronizer(p_id);
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if (!sync) {
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return false;
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}
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if (tnode->last_sync_msec == p_msec) {
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return true;
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}
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if (p_msec >= tnode->last_sync_msec + sync->get_replication_interval_msec()) {
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tnode->last_sync_msec = p_msec;
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return true;
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}
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return false;
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}
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uint32_t SceneReplicationState::get_net_id(const ObjectID &p_id) const {
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const TrackedNode *tnode = tracked_nodes.getptr(p_id);
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ERR_FAIL_COND_V(!tnode, 0);
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return tnode->net_id;
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}
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void SceneReplicationState::set_net_id(const ObjectID &p_id, uint32_t p_net_id) {
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TrackedNode *tnode = tracked_nodes.getptr(p_id);
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ERR_FAIL_COND(!tnode);
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tnode->net_id = p_net_id;
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}
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uint32_t SceneReplicationState::ensure_net_id(const ObjectID &p_id) {
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TrackedNode *tnode = tracked_nodes.getptr(p_id);
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ERR_FAIL_COND_V(!tnode, 0);
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if (tnode->net_id == 0) {
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tnode->net_id = ++last_net_id;
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}
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return tnode->net_id;
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}
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void SceneReplicationState::on_peer_change(int p_peer, bool p_connected) {
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if (p_connected) {
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peers_info[p_peer] = PeerInfo();
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known_peers.insert(p_peer);
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} else {
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peers_info.erase(p_peer);
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known_peers.erase(p_peer);
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}
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}
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void SceneReplicationState::reset() {
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peers_info.clear();
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known_peers.clear();
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// Tracked nodes are cleared on deletion, here we only reset the ids so they can be later re-assigned.
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for (KeyValue<ObjectID, TrackedNode> &E : tracked_nodes) {
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TrackedNode &tobj = E.value;
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tobj.net_id = 0;
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tobj.remote_peer = 0;
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tobj.last_sync = 0;
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}
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}
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Error SceneReplicationState::config_add_spawn(Node *p_node, MultiplayerSpawner *p_spawner) {
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const ObjectID oid = p_node->get_instance_id();
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TrackedNode &tobj = _track(oid);
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ERR_FAIL_COND_V(tobj.spawner != ObjectID(), ERR_ALREADY_IN_USE);
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tobj.spawner = p_spawner->get_instance_id();
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spawned_nodes.insert(oid);
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return OK;
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}
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Error SceneReplicationState::config_del_spawn(Node *p_node, MultiplayerSpawner *p_spawner) {
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const ObjectID oid = p_node->get_instance_id();
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ERR_FAIL_COND_V(!is_tracked(oid), ERR_INVALID_PARAMETER);
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TrackedNode &tobj = _track(oid);
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ERR_FAIL_COND_V(tobj.spawner != p_spawner->get_instance_id(), ERR_INVALID_PARAMETER);
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tobj.spawner = ObjectID();
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spawned_nodes.erase(oid);
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for (KeyValue<int, PeerInfo> &E : peers_info) {
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E.value.spawn_nodes.erase(oid);
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}
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return OK;
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}
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Error SceneReplicationState::config_add_sync(Node *p_node, MultiplayerSynchronizer *p_sync) {
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const ObjectID oid = p_node->get_instance_id();
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TrackedNode &tobj = _track(oid);
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ERR_FAIL_COND_V(tobj.synchronizer != ObjectID(), ERR_ALREADY_IN_USE);
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tobj.synchronizer = p_sync->get_instance_id();
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synced_nodes.insert(oid);
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return OK;
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}
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Error SceneReplicationState::config_del_sync(Node *p_node, MultiplayerSynchronizer *p_sync) {
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const ObjectID oid = p_node->get_instance_id();
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ERR_FAIL_COND_V(!is_tracked(oid), ERR_INVALID_PARAMETER);
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TrackedNode &tobj = _track(oid);
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ERR_FAIL_COND_V(tobj.synchronizer != p_sync->get_instance_id(), ERR_INVALID_PARAMETER);
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tobj.synchronizer = ObjectID();
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synced_nodes.erase(oid);
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for (KeyValue<int, PeerInfo> &E : peers_info) {
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E.value.sync_nodes.erase(oid);
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}
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return OK;
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}
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Error SceneReplicationState::peer_add_sync(int p_peer, const ObjectID &p_id) {
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ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
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peers_info[p_peer].sync_nodes.insert(p_id);
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return OK;
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}
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Error SceneReplicationState::peer_del_sync(int p_peer, const ObjectID &p_id) {
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ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
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peers_info[p_peer].sync_nodes.erase(p_id);
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return OK;
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}
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const HashSet<ObjectID> SceneReplicationState::get_peer_sync_nodes(int p_peer) {
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ERR_FAIL_COND_V(!peers_info.has(p_peer), HashSet<ObjectID>());
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return peers_info[p_peer].sync_nodes;
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}
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bool SceneReplicationState::is_peer_sync(int p_peer, const ObjectID &p_id) const {
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ERR_FAIL_COND_V(!peers_info.has(p_peer), false);
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return peers_info[p_peer].sync_nodes.has(p_id);
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}
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Error SceneReplicationState::peer_add_spawn(int p_peer, const ObjectID &p_id) {
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ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
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peers_info[p_peer].spawn_nodes.insert(p_id);
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return OK;
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}
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Error SceneReplicationState::peer_del_spawn(int p_peer, const ObjectID &p_id) {
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ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_INVALID_PARAMETER);
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peers_info[p_peer].spawn_nodes.erase(p_id);
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return OK;
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}
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const HashSet<ObjectID> SceneReplicationState::get_peer_spawn_nodes(int p_peer) {
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ERR_FAIL_COND_V(!peers_info.has(p_peer), HashSet<ObjectID>());
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return peers_info[p_peer].spawn_nodes;
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}
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bool SceneReplicationState::is_peer_spawn(int p_peer, const ObjectID &p_id) const {
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ERR_FAIL_COND_V(!peers_info.has(p_peer), false);
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return peers_info[p_peer].spawn_nodes.has(p_id);
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}
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Node *SceneReplicationState::peer_get_remote(int p_peer, uint32_t p_net_id) {
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PeerInfo *info = peers_info.getptr(p_peer);
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return info && info->recv_nodes.has(p_net_id) ? Object::cast_to<Node>(ObjectDB::get_instance(info->recv_nodes[p_net_id])) : nullptr;
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}
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Error SceneReplicationState::peer_add_remote(int p_peer, uint32_t p_net_id, Node *p_node, MultiplayerSpawner *p_spawner) {
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ERR_FAIL_COND_V(!p_node || !p_spawner, ERR_INVALID_PARAMETER);
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ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_UNAVAILABLE);
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PeerInfo &pinfo = peers_info[p_peer];
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ObjectID oid = p_node->get_instance_id();
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TrackedNode &tobj = _track(oid);
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tobj.spawner = p_spawner->get_instance_id();
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tobj.net_id = p_net_id;
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tobj.remote_peer = p_peer;
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tobj.last_sync = pinfo.last_recv_sync;
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// Also track as a remote.
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ERR_FAIL_COND_V(pinfo.recv_nodes.has(p_net_id), ERR_ALREADY_IN_USE);
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pinfo.recv_nodes[p_net_id] = oid;
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return OK;
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}
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Error SceneReplicationState::peer_del_remote(int p_peer, uint32_t p_net_id, Node **r_node) {
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ERR_FAIL_COND_V(!peers_info.has(p_peer), ERR_UNAUTHORIZED);
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PeerInfo &info = peers_info[p_peer];
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ERR_FAIL_COND_V(!info.recv_nodes.has(p_net_id), ERR_UNAUTHORIZED);
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*r_node = Object::cast_to<Node>(ObjectDB::get_instance(info.recv_nodes[p_net_id]));
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info.recv_nodes.erase(p_net_id);
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return OK;
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}
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uint16_t SceneReplicationState::peer_sync_next(int p_peer) {
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ERR_FAIL_COND_V(!peers_info.has(p_peer), 0);
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PeerInfo &info = peers_info[p_peer];
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return ++info.last_sent_sync;
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}
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void SceneReplicationState::peer_sync_recv(int p_peer, uint16_t p_time) {
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ERR_FAIL_COND(!peers_info.has(p_peer));
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peers_info[p_peer].last_recv_sync = p_time;
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}
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