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https://github.com/godotengine/godot
synced 2024-09-05 05:18:29 +00:00
[MP] Optimize multiplayer NodePath caching
Only use paths during network transfer. Use ObjectID instead of NodePaths for storing the Node <-> NetID relations locally.
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parent
d80ce0c52a
commit
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@ -44,9 +44,8 @@ void SceneCacheInterface::on_peer_change(int p_id, bool p_connected) {
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path_get_cache.erase(p_id);
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// Cleanup sent cache.
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// Some refactoring is needed to make this faster and do paths GC.
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for (const KeyValue<NodePath, PathSentCache> &E : path_send_cache) {
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PathSentCache *psc = path_send_cache.getptr(E.key);
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psc->confirmed_peers.erase(p_id);
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for (KeyValue<ObjectID, PathSentCache> &E : path_send_cache) {
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E.value.confirmed_peers.erase(p_id);
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}
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}
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}
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@ -67,7 +66,7 @@ void SceneCacheInterface::process_simplify_path(int p_from, const uint8_t *p_pac
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String paths;
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paths.parse_utf8((const char *)(p_packet + ofs), p_packet_len - ofs);
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NodePath path = paths;
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const NodePath path = paths;
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if (!path_get_cache.has(p_from)) {
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path_get_cache[p_from] = PathGetCache();
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@ -81,7 +80,7 @@ void SceneCacheInterface::process_simplify_path(int p_from, const uint8_t *p_pac
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}
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PathGetCache::NodeInfo ni;
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ni.path = path;
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ni.path = node->get_path();
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path_get_cache[p_from].nodes[id] = ni;
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@ -106,19 +105,24 @@ void SceneCacheInterface::process_simplify_path(int p_from, const uint8_t *p_pac
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void SceneCacheInterface::process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len) {
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ERR_FAIL_COND_MSG(p_packet_len < 3, "Invalid packet received. Size too small.");
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Node *root_node = SceneTree::get_singleton()->get_root()->get_node(multiplayer->get_root_path());
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ERR_FAIL_NULL(root_node);
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const bool valid_rpc_checksum = p_packet[1];
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String paths;
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paths.parse_utf8((const char *)&p_packet[2], p_packet_len - 2);
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NodePath path = paths;
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const NodePath path = paths;
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if (valid_rpc_checksum == false) {
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ERR_PRINT("The rpc node checksum failed. Make sure to have the same methods on both nodes. Node path: " + path);
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}
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PathSentCache *psc = path_send_cache.getptr(path);
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Node *node = root_node->get_node(path);
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ERR_FAIL_NULL(node);
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PathSentCache *psc = path_send_cache.getptr(node->get_instance_id());
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ERR_FAIL_NULL_MSG(psc, "Invalid packet received. Tries to confirm a path which was not found in cache.");
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HashMap<int, bool>::Iterator E = psc->confirmed_peers.find(p_from);
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@ -126,9 +130,9 @@ void SceneCacheInterface::process_confirm_path(int p_from, const uint8_t *p_pack
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E->value = true;
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}
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Error SceneCacheInterface::_send_confirm_path(Node *p_node, NodePath p_path, PathSentCache *psc, const List<int> &p_peers) {
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Error SceneCacheInterface::_send_confirm_path(Node *p_node, PathSentCache *psc, const List<int> &p_peers) {
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// Encode function name.
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const CharString path = String(p_path).utf8();
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const CharString path = String(multiplayer->get_root_path().rel_path_to(p_node->get_path())).utf8();
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const int path_len = encode_cstring(path.get_data(), nullptr);
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// Extract MD5 from rpc methods list.
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@ -163,8 +167,9 @@ Error SceneCacheInterface::_send_confirm_path(Node *p_node, NodePath p_path, Pat
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return err;
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}
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bool SceneCacheInterface::is_cache_confirmed(NodePath p_path, int p_peer) {
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const PathSentCache *psc = path_send_cache.getptr(p_path);
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bool SceneCacheInterface::is_cache_confirmed(Node *p_node, int p_peer) {
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ERR_FAIL_NULL_V(p_node, false);
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const PathSentCache *psc = path_send_cache.getptr(p_node->get_instance_id());
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ERR_FAIL_NULL_V(psc, false);
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HashMap<int, bool>::ConstIterator F = psc->confirmed_peers.find(p_peer);
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ERR_FAIL_COND_V(!F, false); // Should never happen.
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@ -174,13 +179,13 @@ bool SceneCacheInterface::is_cache_confirmed(NodePath p_path, int p_peer) {
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int SceneCacheInterface::make_object_cache(Object *p_obj) {
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Node *node = Object::cast_to<Node>(p_obj);
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ERR_FAIL_NULL_V(node, -1);
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NodePath for_path = multiplayer->get_root_path().rel_path_to(node->get_path());
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const ObjectID oid = node->get_instance_id();
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// See if the path is cached.
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PathSentCache *psc = path_send_cache.getptr(for_path);
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PathSentCache *psc = path_send_cache.getptr(oid);
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if (!psc) {
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// Path is not cached, create.
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path_send_cache[for_path] = PathSentCache();
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psc = path_send_cache.getptr(for_path);
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path_send_cache[oid] = PathSentCache();
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psc = path_send_cache.getptr(oid);
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psc->id = last_send_cache_id++;
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}
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return psc->id;
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@ -189,11 +194,16 @@ int SceneCacheInterface::make_object_cache(Object *p_obj) {
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bool SceneCacheInterface::send_object_cache(Object *p_obj, int p_peer_id, int &r_id) {
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Node *node = Object::cast_to<Node>(p_obj);
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ERR_FAIL_NULL_V(node, false);
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r_id = make_object_cache(p_obj);
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ERR_FAIL_COND_V(r_id < 0, false);
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NodePath for_path = multiplayer->get_root_path().rel_path_to(node->get_path());
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PathSentCache *psc = path_send_cache.getptr(for_path);
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const ObjectID oid = node->get_instance_id();
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// See if the path is cached.
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PathSentCache *psc = path_send_cache.getptr(oid);
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if (!psc) {
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// Path is not cached, create.
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path_send_cache[oid] = PathSentCache();
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psc = path_send_cache.getptr(oid);
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psc->id = last_send_cache_id++;
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}
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r_id = psc->id;
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bool has_all_peers = true;
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List<int> peers_to_add; // If one is missing, take note to add it.
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@ -225,7 +235,7 @@ bool SceneCacheInterface::send_object_cache(Object *p_obj, int p_peer_id, int &r
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}
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if (peers_to_add.size()) {
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_send_confirm_path(node, for_path, psc, peers_to_add);
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_send_confirm_path(node, psc, peers_to_add);
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}
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return has_all_peers;
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@ -58,12 +58,12 @@ private:
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HashMap<int, NodeInfo> nodes;
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};
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HashMap<NodePath, PathSentCache> path_send_cache;
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HashMap<ObjectID, PathSentCache> path_send_cache;
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HashMap<int, PathGetCache> path_get_cache;
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int last_send_cache_id = 1;
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protected:
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Error _send_confirm_path(Node *p_node, NodePath p_path, PathSentCache *psc, const List<int> &p_peers);
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Error _send_confirm_path(Node *p_node, PathSentCache *psc, const List<int> &p_peers);
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public:
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void clear();
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@ -75,7 +75,7 @@ public:
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bool send_object_cache(Object *p_obj, int p_target, int &p_id);
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int make_object_cache(Object *p_obj);
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Object *get_cached_object(int p_from, uint32_t p_cache_id);
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bool is_cache_confirmed(NodePath p_path, int p_peer);
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bool is_cache_confirmed(Node *p_path, int p_peer);
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SceneCacheInterface(SceneMultiplayer *p_multiplayer) { multiplayer = p_multiplayer; }
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};
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@ -443,15 +443,14 @@ void SceneRPCInterface::_send_rpc(Node *p_node, int p_to, uint16_t p_rpc_id, con
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// Not all verified path, so send one by one.
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// Append path at the end, since we will need it for some packets.
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NodePath from_path = multiplayer->get_root_path().rel_path_to(p_node->get_path());
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CharString pname = String(from_path).utf8();
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CharString pname = String(multiplayer->get_root_path().rel_path_to(p_node->get_path())).utf8();
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int path_len = encode_cstring(pname.get_data(), nullptr);
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MAKE_ROOM(ofs + path_len);
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encode_cstring(pname.get_data(), &(packet_cache.write[ofs]));
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// Not all verified path, so check which needs the longer packet.
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for (const int P : targets) {
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bool confirmed = multiplayer->get_path_cache()->is_cache_confirmed(from_path, P);
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bool confirmed = multiplayer->get_path_cache()->is_cache_confirmed(p_node, P);
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if (confirmed) {
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// This one confirmed path, so use id.
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encode_uint32(psc_id, &(packet_cache.write[1]));
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