fdc4e73a2c
Implemented using MultiplayerSynchronizers. If you didn't use the synchronizer visibility features, nothing changes. If you were using visibility, RPCs to broadcast should now behave as expected in most configurations (i.e. by sending the RPC to _visible_ peers). If you want to limit the visibility of RPCs for a node, add a synchronizer for it, and configure the visibility via "set_visibility_for" or by adding a visibility filter.
180 lines
6.8 KiB
C++
180 lines
6.8 KiB
C++
/*************************************************************************/
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/* scene_multiplayer.h */
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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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#ifndef SCENE_MULTIPLAYER_H
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#define SCENE_MULTIPLAYER_H
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#include "scene/main/multiplayer_api.h"
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#include "scene_cache_interface.h"
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#include "scene_replication_interface.h"
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#include "scene_rpc_interface.h"
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class SceneMultiplayer : public MultiplayerAPI {
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GDCLASS(SceneMultiplayer, MultiplayerAPI);
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public:
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enum NetworkCommands {
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NETWORK_COMMAND_REMOTE_CALL = 0,
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NETWORK_COMMAND_SIMPLIFY_PATH,
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NETWORK_COMMAND_CONFIRM_PATH,
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NETWORK_COMMAND_RAW,
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NETWORK_COMMAND_SPAWN,
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NETWORK_COMMAND_DESPAWN,
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NETWORK_COMMAND_SYNC,
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NETWORK_COMMAND_SYS,
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};
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enum SysCommands {
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SYS_COMMAND_AUTH,
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SYS_COMMAND_ADD_PEER,
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SYS_COMMAND_DEL_PEER,
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SYS_COMMAND_RELAY,
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};
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enum {
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SYS_CMD_SIZE = 6, // Command + sys command + peer_id (+ optional payload).
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};
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// For each command, the 4 MSB can contain custom flags, as defined by subsystems.
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enum {
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CMD_FLAG_0_SHIFT = 4,
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CMD_FLAG_1_SHIFT = 5,
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CMD_FLAG_2_SHIFT = 6,
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CMD_FLAG_3_SHIFT = 7,
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};
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// This is the mask that will be used to extract the command.
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enum {
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CMD_MASK = 7, // 0x7 -> 0b00001111
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};
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private:
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struct PendingPeer {
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bool local = false;
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bool remote = false;
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uint64_t time = 0;
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};
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Ref<MultiplayerPeer> multiplayer_peer;
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MultiplayerPeer::ConnectionStatus last_connection_status = MultiplayerPeer::CONNECTION_DISCONNECTED;
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HashMap<int, PendingPeer> pending_peers; // true if locally finalized.
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Callable auth_callback;
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uint64_t auth_timeout = 3000;
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HashSet<int> connected_peers;
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int remote_sender_id = 0;
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int remote_sender_override = 0;
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Vector<uint8_t> packet_cache;
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NodePath root_path;
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bool allow_object_decoding = false;
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bool server_relay = true;
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Ref<StreamPeerBuffer> relay_buffer;
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Ref<SceneCacheInterface> cache;
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Ref<SceneReplicationInterface> replicator;
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Ref<SceneRPCInterface> rpc;
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#ifdef DEBUG_ENABLED
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_FORCE_INLINE_ void _profile_bandwidth(const String &p_what, int p_value);
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_FORCE_INLINE_ Error _send(const uint8_t *p_packet, int p_packet_len); // Also profiles.
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#else
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_FORCE_INLINE_ Error _send(const uint8_t *p_packet, int p_packet_len) {
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return multiplayer_peer->put_packet(p_packet, p_packet_len);
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}
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#endif
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protected:
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static void _bind_methods();
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void _process_packet(int p_from, const uint8_t *p_packet, int p_packet_len);
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void _process_raw(int p_from, const uint8_t *p_packet, int p_packet_len);
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void _process_sys(int p_from, const uint8_t *p_packet, int p_packet_len, MultiplayerPeer::TransferMode p_mode, int p_channel);
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void _add_peer(int p_id);
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void _admit_peer(int p_id);
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void _del_peer(int p_id);
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void _update_status();
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public:
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virtual void set_multiplayer_peer(const Ref<MultiplayerPeer> &p_peer) override;
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virtual Ref<MultiplayerPeer> get_multiplayer_peer() override;
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virtual Error poll() override;
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virtual int get_unique_id() override;
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virtual Vector<int> get_peer_ids() override;
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virtual int get_remote_sender_id() override { return remote_sender_override ? remote_sender_override : remote_sender_id; }
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virtual Error rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) override;
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virtual Error object_configuration_add(Object *p_obj, Variant p_config) override;
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virtual Error object_configuration_remove(Object *p_obj, Variant p_config) override;
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void clear();
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// Usually from object_configuration_add/remove
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void set_root_path(const NodePath &p_path);
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NodePath get_root_path() const;
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void disconnect_peer(int p_id);
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Error send_auth(int p_to, Vector<uint8_t> p_bytes);
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Error complete_auth(int p_peer);
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void set_auth_callback(Callable p_callback);
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Callable get_auth_callback() const;
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void set_auth_timeout(double p_timeout);
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double get_auth_timeout() const;
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Vector<int> get_authenticating_peer_ids();
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Error send_command(int p_to, const uint8_t *p_packet, int p_packet_len); // Used internally to relay packets when needed.
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Error send_bytes(Vector<uint8_t> p_data, int p_to = MultiplayerPeer::TARGET_PEER_BROADCAST, MultiplayerPeer::TransferMode p_mode = MultiplayerPeer::TRANSFER_MODE_RELIABLE, int p_channel = 0);
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String get_rpc_md5(const Object *p_obj);
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const HashSet<int> get_connected_peers() const { return connected_peers; }
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void set_remote_sender_override(int p_id) { remote_sender_override = p_id; }
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void set_refuse_new_connections(bool p_refuse);
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bool is_refusing_new_connections() const;
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void set_allow_object_decoding(bool p_enable);
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bool is_object_decoding_allowed() const;
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void set_server_relay_enabled(bool p_enabled);
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bool is_server_relay_enabled() const;
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Ref<SceneCacheInterface> get_path_cache() { return cache; }
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Ref<SceneReplicationInterface> get_replicator() { return replicator; }
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SceneMultiplayer();
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~SceneMultiplayer();
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};
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#endif // SCENE_MULTIPLAYER_H
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