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- /*************************************************************************/
- /* multiplayer_api.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
- /* */
- /* 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 "multiplayer_api.h"
- #include "core/io/marshalls.h"
- #include "scene/main/node.h"
- _FORCE_INLINE_ bool _should_call_local(MultiplayerAPI::RPCMode mode, bool is_master, bool &r_skip_rpc) {
- switch (mode) {
- case MultiplayerAPI::RPC_MODE_DISABLED: {
- // Do nothing.
- } break;
- case MultiplayerAPI::RPC_MODE_REMOTE: {
- // Do nothing also. Remote cannot produce a local call.
- } break;
- case MultiplayerAPI::RPC_MODE_MASTERSYNC: {
- if (is_master)
- r_skip_rpc = true; // I am the master, so skip remote call.
- } // Do not break, fall over to other sync.
- case MultiplayerAPI::RPC_MODE_REMOTESYNC:
- case MultiplayerAPI::RPC_MODE_PUPPETSYNC: {
- // Call it, sync always results in a local call.
- return true;
- } break;
- case MultiplayerAPI::RPC_MODE_MASTER: {
- if (is_master)
- r_skip_rpc = true; // I am the master, so skip remote call.
- return is_master;
- } break;
- case MultiplayerAPI::RPC_MODE_PUPPET: {
- return !is_master;
- } break;
- }
- return false;
- }
- _FORCE_INLINE_ bool _can_call_mode(Node *p_node, MultiplayerAPI::RPCMode mode, int p_remote_id) {
- switch (mode) {
- case MultiplayerAPI::RPC_MODE_DISABLED: {
- return false;
- } break;
- case MultiplayerAPI::RPC_MODE_REMOTE:
- case MultiplayerAPI::RPC_MODE_REMOTESYNC: {
- return true;
- } break;
- case MultiplayerAPI::RPC_MODE_MASTERSYNC:
- case MultiplayerAPI::RPC_MODE_MASTER: {
- return p_node->is_network_master();
- } break;
- case MultiplayerAPI::RPC_MODE_PUPPETSYNC:
- case MultiplayerAPI::RPC_MODE_PUPPET: {
- return !p_node->is_network_master() && p_remote_id == p_node->get_network_master();
- } break;
- }
- return false;
- }
- void MultiplayerAPI::poll() {
- if (!network_peer.is_valid() || network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED)
- return;
- network_peer->poll();
- if (!network_peer.is_valid()) // It's possible that polling might have resulted in a disconnection, so check here.
- return;
- while (network_peer->get_available_packet_count()) {
- int sender = network_peer->get_packet_peer();
- const uint8_t *packet;
- int len;
- Error err = network_peer->get_packet(&packet, len);
- if (err != OK) {
- ERR_PRINT("Error getting packet!");
- }
- rpc_sender_id = sender;
- _process_packet(sender, packet, len);
- rpc_sender_id = 0;
- if (!network_peer.is_valid()) {
- break; // It's also possible that a packet or RPC caused a disconnection, so also check here.
- }
- }
- }
- void MultiplayerAPI::clear() {
- connected_peers.clear();
- path_get_cache.clear();
- path_send_cache.clear();
- last_send_cache_id = 1;
- }
- void MultiplayerAPI::set_root_node(Node *p_node) {
- root_node = p_node;
- }
- void MultiplayerAPI::set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_peer) {
- if (network_peer.is_valid()) {
- network_peer->disconnect("peer_connected", this, "_add_peer");
- network_peer->disconnect("peer_disconnected", this, "_del_peer");
- network_peer->disconnect("connection_succeeded", this, "_connected_to_server");
- network_peer->disconnect("connection_failed", this, "_connection_failed");
- network_peer->disconnect("server_disconnected", this, "_server_disconnected");
- clear();
- }
- network_peer = p_peer;
- ERR_EXPLAIN("Supplied NetworkedNetworkPeer must be connecting or connected.");
- ERR_FAIL_COND(p_peer.is_valid() && p_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED);
- if (network_peer.is_valid()) {
- network_peer->connect("peer_connected", this, "_add_peer");
- network_peer->connect("peer_disconnected", this, "_del_peer");
- network_peer->connect("connection_succeeded", this, "_connected_to_server");
- network_peer->connect("connection_failed", this, "_connection_failed");
- network_peer->connect("server_disconnected", this, "_server_disconnected");
- }
- }
- Ref<NetworkedMultiplayerPeer> MultiplayerAPI::get_network_peer() const {
- return network_peer;
- }
- void MultiplayerAPI::_process_packet(int p_from, const uint8_t *p_packet, int p_packet_len) {
- ERR_EXPLAIN("Multiplayer root node was not initialized. If you are using custom multiplayer, remember to set the root node via MultiplayerAPI.set_root_node before using it");
- ERR_FAIL_COND(root_node == NULL);
- ERR_EXPLAIN("Invalid packet received. Size too small.");
- ERR_FAIL_COND(p_packet_len < 1);
- uint8_t packet_type = p_packet[0];
- switch (packet_type) {
- case NETWORK_COMMAND_SIMPLIFY_PATH: {
- _process_simplify_path(p_from, p_packet, p_packet_len);
- } break;
- case NETWORK_COMMAND_CONFIRM_PATH: {
- _process_confirm_path(p_from, p_packet, p_packet_len);
- } break;
- case NETWORK_COMMAND_REMOTE_CALL:
- case NETWORK_COMMAND_REMOTE_SET: {
- ERR_EXPLAIN("Invalid packet received. Size too small.");
- ERR_FAIL_COND(p_packet_len < 6);
- Node *node = _process_get_node(p_from, p_packet, p_packet_len);
- ERR_EXPLAIN("Invalid packet received. Requested node was not found.");
- ERR_FAIL_COND(node == NULL);
- // Detect cstring end.
- int len_end = 5;
- for (; len_end < p_packet_len; len_end++) {
- if (p_packet[len_end] == 0) {
- break;
- }
- }
- ERR_EXPLAIN("Invalid packet received. Size too small.");
- ERR_FAIL_COND(len_end >= p_packet_len);
- StringName name = String::utf8((const char *)&p_packet[5]);
- if (packet_type == NETWORK_COMMAND_REMOTE_CALL) {
- _process_rpc(node, name, p_from, p_packet, p_packet_len, len_end + 1);
- } else {
- _process_rset(node, name, p_from, p_packet, p_packet_len, len_end + 1);
- }
- } break;
- case NETWORK_COMMAND_RAW: {
- _process_raw(p_from, p_packet, p_packet_len);
- } break;
- }
- }
- Node *MultiplayerAPI::_process_get_node(int p_from, const uint8_t *p_packet, int p_packet_len) {
- uint32_t target = decode_uint32(&p_packet[1]);
- Node *node = NULL;
- if (target & 0x80000000) {
- // Use full path (not cached yet).
- int ofs = target & 0x7FFFFFFF;
- ERR_EXPLAIN("Invalid packet received. Size smaller than declared.");
- ERR_FAIL_COND_V(ofs >= p_packet_len, NULL);
- String paths;
- paths.parse_utf8((const char *)&p_packet[ofs], p_packet_len - ofs);
- NodePath np = paths;
- node = root_node->get_node(np);
- if (!node)
- ERR_PRINTS("Failed to get path from RPC: " + String(np));
- } else {
- // Use cached path.
- int id = target;
- Map<int, PathGetCache>::Element *E = path_get_cache.find(p_from);
- ERR_EXPLAIN("Invalid packet received. Requests invalid peer cache.");
- ERR_FAIL_COND_V(!E, NULL);
- Map<int, PathGetCache::NodeInfo>::Element *F = E->get().nodes.find(id);
- ERR_EXPLAIN("Invalid packet received. Unabled to find requested cached node.");
- ERR_FAIL_COND_V(!F, NULL);
- PathGetCache::NodeInfo *ni = &F->get();
- // Do proper caching later.
- node = root_node->get_node(ni->path);
- if (!node)
- ERR_PRINTS("Failed to get cached path from RPC: " + String(ni->path));
- }
- return node;
- }
- void MultiplayerAPI::_process_rpc(Node *p_node, const StringName &p_name, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset) {
- ERR_EXPLAIN("Invalid packet received. Size too small.");
- ERR_FAIL_COND(p_offset >= p_packet_len);
- // Check that remote can call the RPC on this node.
- RPCMode rpc_mode = RPC_MODE_DISABLED;
- const Map<StringName, RPCMode>::Element *E = p_node->get_node_rpc_mode(p_name);
- if (E) {
- rpc_mode = E->get();
- } else if (p_node->get_script_instance()) {
- rpc_mode = p_node->get_script_instance()->get_rpc_mode(p_name);
- }
- ERR_EXPLAIN("RPC '" + String(p_name) + "' is not allowed from: " + itos(p_from) + ". Mode is " + itos((int)rpc_mode) + ", master is " + itos(p_node->get_network_master()) + ".");
- ERR_FAIL_COND(!_can_call_mode(p_node, rpc_mode, p_from));
- int argc = p_packet[p_offset];
- Vector<Variant> args;
- Vector<const Variant *> argp;
- args.resize(argc);
- argp.resize(argc);
- p_offset++;
- for (int i = 0; i < argc; i++) {
- ERR_EXPLAIN("Invalid packet received. Size too small.");
- ERR_FAIL_COND(p_offset >= p_packet_len);
- int vlen;
- Error err = decode_variant(args.write[i], &p_packet[p_offset], p_packet_len - p_offset, &vlen);
- ERR_EXPLAIN("Invalid packet received. Unable to decode RPC argument.");
- ERR_FAIL_COND(err != OK);
- argp.write[i] = &args[i];
- p_offset += vlen;
- }
- Variant::CallError ce;
- p_node->call(p_name, (const Variant **)argp.ptr(), argc, ce);
- if (ce.error != Variant::CallError::CALL_OK) {
- String error = Variant::get_call_error_text(p_node, p_name, (const Variant **)argp.ptr(), argc, ce);
- error = "RPC - " + error;
- ERR_PRINTS(error);
- }
- }
- void MultiplayerAPI::_process_rset(Node *p_node, const StringName &p_name, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset) {
- ERR_EXPLAIN("Invalid packet received. Size too small.");
- ERR_FAIL_COND(p_offset >= p_packet_len);
- // Check that remote can call the RSET on this node.
- RPCMode rset_mode = RPC_MODE_DISABLED;
- const Map<StringName, RPCMode>::Element *E = p_node->get_node_rset_mode(p_name);
- if (E) {
- rset_mode = E->get();
- } else if (p_node->get_script_instance()) {
- rset_mode = p_node->get_script_instance()->get_rset_mode(p_name);
- }
- ERR_EXPLAIN("RSET '" + String(p_name) + "' is not allowed from: " + itos(p_from) + ". Mode is " + itos((int)rset_mode) + ", master is " + itos(p_node->get_network_master()) + ".");
- ERR_FAIL_COND(!_can_call_mode(p_node, rset_mode, p_from));
- Variant value;
- Error err = decode_variant(value, &p_packet[p_offset], p_packet_len - p_offset);
- ERR_EXPLAIN("Invalid packet received. Unable to decode RSET value.");
- ERR_FAIL_COND(err != OK);
- bool valid;
- p_node->set(p_name, value, &valid);
- if (!valid) {
- String error = "Error setting remote property '" + String(p_name) + "', not found in object of type " + p_node->get_class();
- ERR_PRINTS(error);
- }
- }
- void MultiplayerAPI::_process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len) {
- ERR_EXPLAIN("Invalid packet received. Size too small.");
- ERR_FAIL_COND(p_packet_len < 5);
- int id = decode_uint32(&p_packet[1]);
- String paths;
- paths.parse_utf8((const char *)&p_packet[5], p_packet_len - 5);
- NodePath path = paths;
- if (!path_get_cache.has(p_from)) {
- path_get_cache[p_from] = PathGetCache();
- }
- PathGetCache::NodeInfo ni;
- ni.path = path;
- ni.instance = 0;
- path_get_cache[p_from].nodes[id] = ni;
- // Encode path to send ack.
- CharString pname = String(path).utf8();
- int len = encode_cstring(pname.get_data(), NULL);
- Vector<uint8_t> packet;
- packet.resize(1 + len);
- packet.write[0] = NETWORK_COMMAND_CONFIRM_PATH;
- encode_cstring(pname.get_data(), &packet.write[1]);
- network_peer->set_transfer_mode(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
- network_peer->set_target_peer(p_from);
- network_peer->put_packet(packet.ptr(), packet.size());
- }
- void MultiplayerAPI::_process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len) {
- ERR_EXPLAIN("Invalid packet received. Size too small.");
- ERR_FAIL_COND(p_packet_len < 2);
- String paths;
- paths.parse_utf8((const char *)&p_packet[1], p_packet_len - 1);
- NodePath path = paths;
- PathSentCache *psc = path_send_cache.getptr(path);
- ERR_EXPLAIN("Invalid packet received. Tries to confirm a path which was not found in cache.");
- ERR_FAIL_COND(!psc);
- Map<int, bool>::Element *E = psc->confirmed_peers.find(p_from);
- ERR_EXPLAIN("Invalid packet received. Source peer was not found in cache for the given path.");
- ERR_FAIL_COND(!E);
- E->get() = true;
- }
- bool MultiplayerAPI::_send_confirm_path(NodePath p_path, PathSentCache *psc, int p_target) {
- bool has_all_peers = true;
- List<int> peers_to_add; // If one is missing, take note to add it.
- for (Set<int>::Element *E = connected_peers.front(); E; E = E->next()) {
- if (p_target < 0 && E->get() == -p_target)
- continue; // Continue, excluded.
- if (p_target > 0 && E->get() != p_target)
- continue; // Continue, not for this peer.
- Map<int, bool>::Element *F = psc->confirmed_peers.find(E->get());
- if (!F || !F->get()) {
- // Path was not cached, or was cached but is unconfirmed.
- if (!F) {
- // Not cached at all, take note.
- peers_to_add.push_back(E->get());
- }
- has_all_peers = false;
- }
- }
- // Those that need to be added, send a message for this.
- for (List<int>::Element *E = peers_to_add.front(); E; E = E->next()) {
- // Encode function name.
- CharString pname = String(p_path).utf8();
- int len = encode_cstring(pname.get_data(), NULL);
- Vector<uint8_t> packet;
- packet.resize(1 + 4 + len);
- packet.write[0] = NETWORK_COMMAND_SIMPLIFY_PATH;
- encode_uint32(psc->id, &packet.write[1]);
- encode_cstring(pname.get_data(), &packet.write[5]);
- network_peer->set_target_peer(E->get()); // To all of you.
- network_peer->set_transfer_mode(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
- network_peer->put_packet(packet.ptr(), packet.size());
- psc->confirmed_peers.insert(E->get(), false); // Insert into confirmed, but as false since it was not confirmed.
- }
- return has_all_peers;
- }
- void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p_set, const StringName &p_name, const Variant **p_arg, int p_argcount) {
- if (network_peer.is_null()) {
- ERR_EXPLAIN("Attempt to remote call/set when networking is not active in SceneTree.");
- ERR_FAIL();
- }
- if (network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_CONNECTING) {
- ERR_EXPLAIN("Attempt to remote call/set when networking is not connected yet in SceneTree.");
- ERR_FAIL();
- }
- if (network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED) {
- ERR_EXPLAIN("Attempt to remote call/set when networking is disconnected.");
- ERR_FAIL();
- }
- if (p_argcount > 255) {
- ERR_EXPLAIN("Too many arguments >255.");
- ERR_FAIL();
- }
- if (p_to != 0 && !connected_peers.has(ABS(p_to))) {
- if (p_to == network_peer->get_unique_id()) {
- ERR_EXPLAIN("Attempt to remote call/set yourself! unique ID: " + itos(network_peer->get_unique_id()));
- } else {
- ERR_EXPLAIN("Attempt to remote call unexisting ID: " + itos(p_to));
- }
- ERR_FAIL();
- }
- NodePath from_path = (root_node->get_path()).rel_path_to(p_from->get_path());
- ERR_EXPLAIN("Unable to send RPC. Relative path is empty. THIS IS LIKELY A BUG IN THE ENGINE!");
- ERR_FAIL_COND(from_path.is_empty());
- // See if the path is cached.
- PathSentCache *psc = path_send_cache.getptr(from_path);
- if (!psc) {
- // Path is not cached, create.
- path_send_cache[from_path] = PathSentCache();
- psc = path_send_cache.getptr(from_path);
- psc->id = last_send_cache_id++;
- }
- // Create base packet, lots of hardcode because it must be tight.
- int ofs = 0;
- #define MAKE_ROOM(m_amount) \
- if (packet_cache.size() < m_amount) packet_cache.resize(m_amount);
- // Encode type.
- MAKE_ROOM(1);
- packet_cache.write[0] = p_set ? NETWORK_COMMAND_REMOTE_SET : NETWORK_COMMAND_REMOTE_CALL;
- ofs += 1;
- // Encode ID.
- MAKE_ROOM(ofs + 4);
- encode_uint32(psc->id, &(packet_cache.write[ofs]));
- ofs += 4;
- // Encode function name.
- CharString name = String(p_name).utf8();
- int len = encode_cstring(name.get_data(), NULL);
- MAKE_ROOM(ofs + len);
- encode_cstring(name.get_data(), &(packet_cache.write[ofs]));
- ofs += len;
- if (p_set) {
- // Set argument.
- Error err = encode_variant(*p_arg[0], NULL, len);
- ERR_EXPLAIN("Unable to encode RSET value. THIS IS LIKELY A BUG IN THE ENGINE!");
- ERR_FAIL_COND(err != OK);
- MAKE_ROOM(ofs + len);
- encode_variant(*p_arg[0], &(packet_cache.write[ofs]), len);
- ofs += len;
- } else {
- // Call arguments.
- MAKE_ROOM(ofs + 1);
- packet_cache.write[ofs] = p_argcount;
- ofs += 1;
- for (int i = 0; i < p_argcount; i++) {
- Error err = encode_variant(*p_arg[i], NULL, len);
- ERR_EXPLAIN("Unable to encode RPC argument. THIS IS LIKELY A BUG IN THE ENGINE!");
- ERR_FAIL_COND(err != OK);
- MAKE_ROOM(ofs + len);
- encode_variant(*p_arg[i], &(packet_cache.write[ofs]), len);
- ofs += len;
- }
- }
- // See if all peers have cached path (is so, call can be fast).
- bool has_all_peers = _send_confirm_path(from_path, psc, p_to);
- // Take chance and set transfer mode, since all send methods will use it.
- network_peer->set_transfer_mode(p_unreliable ? NetworkedMultiplayerPeer::TRANSFER_MODE_UNRELIABLE : NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
- if (has_all_peers) {
- // They all have verified paths, so send fast.
- network_peer->set_target_peer(p_to); // To all of you.
- network_peer->put_packet(packet_cache.ptr(), ofs); // A message with love.
- } else {
- // Not all verified path, so send one by one.
- // Append path at the end, since we will need it for some packets.
- CharString pname = String(from_path).utf8();
- int path_len = encode_cstring(pname.get_data(), NULL);
- MAKE_ROOM(ofs + path_len);
- encode_cstring(pname.get_data(), &(packet_cache.write[ofs]));
- for (Set<int>::Element *E = connected_peers.front(); E; E = E->next()) {
- if (p_to < 0 && E->get() == -p_to)
- continue; // Continue, excluded.
- if (p_to > 0 && E->get() != p_to)
- continue; // Continue, not for this peer.
- Map<int, bool>::Element *F = psc->confirmed_peers.find(E->get());
- ERR_CONTINUE(!F); // Should never happen.
- network_peer->set_target_peer(E->get()); // To this one specifically.
- if (F->get()) {
- // This one confirmed path, so use id.
- encode_uint32(psc->id, &(packet_cache.write[1]));
- network_peer->put_packet(packet_cache.ptr(), ofs);
- } else {
- // This one did not confirm path yet, so use entire path (sorry!).
- encode_uint32(0x80000000 | ofs, &(packet_cache.write[1])); // Offset to path and flag.
- network_peer->put_packet(packet_cache.ptr(), ofs + path_len);
- }
- }
- }
- }
- void MultiplayerAPI::_add_peer(int p_id) {
- connected_peers.insert(p_id);
- path_get_cache.insert(p_id, PathGetCache());
- emit_signal("network_peer_connected", p_id);
- }
- void MultiplayerAPI::_del_peer(int p_id) {
- connected_peers.erase(p_id);
- path_get_cache.erase(p_id); // I no longer need your cache, sorry.
- emit_signal("network_peer_disconnected", p_id);
- }
- void MultiplayerAPI::_connected_to_server() {
- emit_signal("connected_to_server");
- }
- void MultiplayerAPI::_connection_failed() {
- emit_signal("connection_failed");
- }
- void MultiplayerAPI::_server_disconnected() {
- emit_signal("server_disconnected");
- }
- void MultiplayerAPI::rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount) {
- ERR_EXPLAIN("Trying to call an RPC while no network peer is active.");
- ERR_FAIL_COND(!network_peer.is_valid());
- ERR_EXPLAIN("Trying to call an RPC on a node which is not inside SceneTree.");
- ERR_FAIL_COND(!p_node->is_inside_tree());
- ERR_EXPLAIN("Trying to call an RPC via a network peer which is not connected.");
- ERR_FAIL_COND(network_peer->get_connection_status() != NetworkedMultiplayerPeer::CONNECTION_CONNECTED);
- int node_id = network_peer->get_unique_id();
- bool skip_rpc = false;
- bool call_local_native = false;
- bool call_local_script = false;
- bool is_master = p_node->is_network_master();
- if (p_peer_id == 0 || p_peer_id == node_id || (p_peer_id < 0 && p_peer_id != -node_id)) {
- // Check that send mode can use local call.
- const Map<StringName, RPCMode>::Element *E = p_node->get_node_rpc_mode(p_method);
- if (E) {
- call_local_native = _should_call_local(E->get(), is_master, skip_rpc);
- }
- if (call_local_native) {
- // Done below.
- } else if (p_node->get_script_instance()) {
- // Attempt with script.
- RPCMode rpc_mode = p_node->get_script_instance()->get_rpc_mode(p_method);
- call_local_script = _should_call_local(rpc_mode, is_master, skip_rpc);
- }
- }
- if (!skip_rpc) {
- _send_rpc(p_node, p_peer_id, p_unreliable, false, p_method, p_arg, p_argcount);
- }
- if (call_local_native) {
- Variant::CallError ce;
- p_node->call(p_method, p_arg, p_argcount, ce);
- if (ce.error != Variant::CallError::CALL_OK) {
- String error = Variant::get_call_error_text(p_node, p_method, p_arg, p_argcount, ce);
- error = "rpc() aborted in local call: - " + error;
- ERR_PRINTS(error);
- return;
- }
- }
- if (call_local_script) {
- Variant::CallError ce;
- ce.error = Variant::CallError::CALL_OK;
- p_node->get_script_instance()->call(p_method, p_arg, p_argcount, ce);
- if (ce.error != Variant::CallError::CALL_OK) {
- String error = Variant::get_call_error_text(p_node, p_method, p_arg, p_argcount, ce);
- error = "rpc() aborted in script local call: - " + error;
- ERR_PRINTS(error);
- return;
- }
- }
- }
- void MultiplayerAPI::rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value) {
- ERR_EXPLAIN("Trying to RSET while no network peer is active.");
- ERR_FAIL_COND(!network_peer.is_valid());
- ERR_EXPLAIN("Trying to RSET on a node which is not inside SceneTree.");
- ERR_FAIL_COND(!p_node->is_inside_tree());
- ERR_EXPLAIN("Trying to send an RSET via a network peer which is not connected.");
- ERR_FAIL_COND(network_peer->get_connection_status() != NetworkedMultiplayerPeer::CONNECTION_CONNECTED);
- int node_id = network_peer->get_unique_id();
- bool is_master = p_node->is_network_master();
- bool skip_rset = false;
- if (p_peer_id == 0 || p_peer_id == node_id || (p_peer_id < 0 && p_peer_id != -node_id)) {
- // Check that send mode can use local call.
- bool set_local = false;
- const Map<StringName, RPCMode>::Element *E = p_node->get_node_rset_mode(p_property);
- if (E) {
- set_local = _should_call_local(E->get(), is_master, skip_rset);
- }
- if (set_local) {
- bool valid;
- p_node->set(p_property, p_value, &valid);
- if (!valid) {
- String error = "rset() aborted in local set, property not found: - " + String(p_property);
- ERR_PRINTS(error);
- return;
- }
- } else if (p_node->get_script_instance()) {
- // Attempt with script.
- RPCMode rpc_mode = p_node->get_script_instance()->get_rset_mode(p_property);
- set_local = _should_call_local(rpc_mode, is_master, skip_rset);
- if (set_local) {
- bool valid = p_node->get_script_instance()->set(p_property, p_value);
- if (!valid) {
- String error = "rset() aborted in local script set, property not found: - " + String(p_property);
- ERR_PRINTS(error);
- return;
- }
- }
- }
- }
- if (skip_rset)
- return;
- const Variant *vptr = &p_value;
- _send_rpc(p_node, p_peer_id, p_unreliable, true, p_property, &vptr, 1);
- }
- Error MultiplayerAPI::send_bytes(PoolVector<uint8_t> p_data, int p_to, NetworkedMultiplayerPeer::TransferMode p_mode) {
- ERR_EXPLAIN("Trying to send an empty raw packet.");
- ERR_FAIL_COND_V(p_data.size() < 1, ERR_INVALID_DATA);
- ERR_EXPLAIN("Trying to send a raw packet while no network peer is active.");
- ERR_FAIL_COND_V(!network_peer.is_valid(), ERR_UNCONFIGURED);
- ERR_EXPLAIN("Trying to send a raw packet via a network peer which is not connected.");
- ERR_FAIL_COND_V(network_peer->get_connection_status() != NetworkedMultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED);
- MAKE_ROOM(p_data.size() + 1);
- PoolVector<uint8_t>::Read r = p_data.read();
- packet_cache.write[0] = NETWORK_COMMAND_RAW;
- memcpy(&packet_cache.write[1], &r[0], p_data.size());
- network_peer->set_target_peer(p_to);
- network_peer->set_transfer_mode(p_mode);
- return network_peer->put_packet(packet_cache.ptr(), p_data.size() + 1);
- }
- void MultiplayerAPI::_process_raw(int p_from, const uint8_t *p_packet, int p_packet_len) {
- ERR_EXPLAIN("Invalid packet received. Size too small.");
- ERR_FAIL_COND(p_packet_len < 2);
- PoolVector<uint8_t> out;
- int len = p_packet_len - 1;
- out.resize(len);
- {
- PoolVector<uint8_t>::Write w = out.write();
- memcpy(&w[0], &p_packet[1], len);
- }
- emit_signal("network_peer_packet", p_from, out);
- }
- int MultiplayerAPI::get_network_unique_id() const {
- ERR_EXPLAIN("No network peer is assigned. Unable to get unique network ID.");
- ERR_FAIL_COND_V(!network_peer.is_valid(), 0);
- return network_peer->get_unique_id();
- }
- bool MultiplayerAPI::is_network_server() const {
- // XXX Maybe fail silently? Maybe should actually return true to make development of both local and online multiplayer easier?
- ERR_EXPLAIN("No network peer is assigned. I can't be a server.");
- ERR_FAIL_COND_V(!network_peer.is_valid(), false);
- return network_peer->is_server();
- }
- void MultiplayerAPI::set_refuse_new_network_connections(bool p_refuse) {
- ERR_EXPLAIN("No network peer is assigned. Unable to set 'refuse_new_connections'.");
- ERR_FAIL_COND(!network_peer.is_valid());
- network_peer->set_refuse_new_connections(p_refuse);
- }
- bool MultiplayerAPI::is_refusing_new_network_connections() const {
- ERR_EXPLAIN("No network peer is assigned. Unable to get 'refuse_new_connections'.");
- ERR_FAIL_COND_V(!network_peer.is_valid(), false);
- return network_peer->is_refusing_new_connections();
- }
- Vector<int> MultiplayerAPI::get_network_connected_peers() const {
- ERR_EXPLAIN("No network peer is assigned. Assume no peers are connected.");
- ERR_FAIL_COND_V(!network_peer.is_valid(), Vector<int>());
- Vector<int> ret;
- for (Set<int>::Element *E = connected_peers.front(); E; E = E->next()) {
- ret.push_back(E->get());
- }
- return ret;
- }
- void MultiplayerAPI::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_root_node", "node"), &MultiplayerAPI::set_root_node);
- ClassDB::bind_method(D_METHOD("send_bytes", "bytes", "id", "mode"), &MultiplayerAPI::send_bytes, DEFVAL(NetworkedMultiplayerPeer::TARGET_PEER_BROADCAST), DEFVAL(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE));
- ClassDB::bind_method(D_METHOD("has_network_peer"), &MultiplayerAPI::has_network_peer);
- ClassDB::bind_method(D_METHOD("get_network_peer"), &MultiplayerAPI::get_network_peer);
- ClassDB::bind_method(D_METHOD("get_network_unique_id"), &MultiplayerAPI::get_network_unique_id);
- ClassDB::bind_method(D_METHOD("is_network_server"), &MultiplayerAPI::is_network_server);
- ClassDB::bind_method(D_METHOD("get_rpc_sender_id"), &MultiplayerAPI::get_rpc_sender_id);
- ClassDB::bind_method(D_METHOD("_add_peer", "id"), &MultiplayerAPI::_add_peer);
- ClassDB::bind_method(D_METHOD("_del_peer", "id"), &MultiplayerAPI::_del_peer);
- ClassDB::bind_method(D_METHOD("set_network_peer", "peer"), &MultiplayerAPI::set_network_peer);
- ClassDB::bind_method(D_METHOD("poll"), &MultiplayerAPI::poll);
- ClassDB::bind_method(D_METHOD("clear"), &MultiplayerAPI::clear);
- ClassDB::bind_method(D_METHOD("_connected_to_server"), &MultiplayerAPI::_connected_to_server);
- ClassDB::bind_method(D_METHOD("_connection_failed"), &MultiplayerAPI::_connection_failed);
- ClassDB::bind_method(D_METHOD("_server_disconnected"), &MultiplayerAPI::_server_disconnected);
- ClassDB::bind_method(D_METHOD("get_network_connected_peers"), &MultiplayerAPI::get_network_connected_peers);
- ClassDB::bind_method(D_METHOD("set_refuse_new_network_connections", "refuse"), &MultiplayerAPI::set_refuse_new_network_connections);
- ClassDB::bind_method(D_METHOD("is_refusing_new_network_connections"), &MultiplayerAPI::is_refusing_new_network_connections);
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_network_connections"), "set_refuse_new_network_connections", "is_refusing_new_network_connections");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "network_peer", PROPERTY_HINT_RESOURCE_TYPE, "NetworkedMultiplayerPeer", 0), "set_network_peer", "get_network_peer");
- ADD_SIGNAL(MethodInfo("network_peer_connected", PropertyInfo(Variant::INT, "id")));
- ADD_SIGNAL(MethodInfo("network_peer_disconnected", PropertyInfo(Variant::INT, "id")));
- ADD_SIGNAL(MethodInfo("network_peer_packet", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::POOL_BYTE_ARRAY, "packet")));
- ADD_SIGNAL(MethodInfo("connected_to_server"));
- ADD_SIGNAL(MethodInfo("connection_failed"));
- ADD_SIGNAL(MethodInfo("server_disconnected"));
- BIND_ENUM_CONSTANT(RPC_MODE_DISABLED);
- BIND_ENUM_CONSTANT(RPC_MODE_REMOTE);
- BIND_ENUM_CONSTANT(RPC_MODE_MASTER);
- BIND_ENUM_CONSTANT(RPC_MODE_PUPPET);
- BIND_ENUM_CONSTANT(RPC_MODE_SLAVE); // Deprecated.
- BIND_ENUM_CONSTANT(RPC_MODE_REMOTESYNC);
- BIND_ENUM_CONSTANT(RPC_MODE_SYNC); // Deprecated.
- BIND_ENUM_CONSTANT(RPC_MODE_MASTERSYNC);
- BIND_ENUM_CONSTANT(RPC_MODE_PUPPETSYNC);
- }
- MultiplayerAPI::MultiplayerAPI() {
- clear();
- }
- MultiplayerAPI::~MultiplayerAPI() {
- clear();
- }
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