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https://github.com/godotengine/godot
synced 2024-09-05 17:19:44 +00:00
[MP] Optimize internal authority checks
We already know which MultiplayerAPI a certain Node uses, so we don't need to retrieve it via SceneTree every time.
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parent
61cf7d180c
commit
9ce423914e
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@ -89,6 +89,10 @@ void SceneReplicationInterface::_free_remotes(const PeerInfo &p_info) {
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}
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}
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bool SceneReplicationInterface::_has_authority(const Node *p_node) {
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return multiplayer->has_multiplayer_peer() && p_node->get_multiplayer_authority() == multiplayer->get_unique_id();
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}
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void SceneReplicationInterface::on_peer_change(int p_id, bool p_connected) {
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if (p_connected) {
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peers_info[p_id] = PeerInfo();
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@ -184,7 +188,7 @@ void SceneReplicationInterface::_node_ready(const ObjectID &p_oid) {
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ERR_CONTINUE(!spawner);
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spawned_nodes.insert(oid);
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if (multiplayer->has_multiplayer_peer() && spawner->is_multiplayer_authority()) {
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if (_has_authority(spawner)) {
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if (tobj.net_id == 0) {
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tobj.net_id = ++last_net_id;
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}
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@ -342,7 +346,7 @@ bool SceneReplicationInterface::is_rpc_visible(const ObjectID &p_oid, int p_peer
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Error SceneReplicationInterface::_update_sync_visibility(int p_peer, MultiplayerSynchronizer *p_sync) {
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ERR_FAIL_NULL_V(p_sync, ERR_BUG);
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if (!multiplayer->has_multiplayer_peer() || !p_sync->is_multiplayer_authority() || p_peer == multiplayer->get_unique_id()) {
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if (!_has_authority(p_sync) || p_peer == multiplayer->get_unique_id()) {
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return OK;
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}
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@ -383,14 +387,16 @@ Error SceneReplicationInterface::_update_spawn_visibility(int p_peer, const Obje
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ERR_FAIL_NULL_V(tnode, ERR_BUG);
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MultiplayerSpawner *spawner = get_id_as<MultiplayerSpawner>(tnode->spawner);
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Node *node = get_id_as<Node>(p_oid);
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ERR_FAIL_COND_V(!node || !spawner || !spawner->is_multiplayer_authority(), ERR_BUG);
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ERR_FAIL_NULL_V(node, ERR_BUG);
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ERR_FAIL_NULL_V(spawner, ERR_BUG);
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ERR_FAIL_COND_V(!_has_authority(spawner), ERR_BUG);
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ERR_FAIL_COND_V(!tracked_nodes.has(p_oid), ERR_BUG);
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const HashSet<ObjectID> synchronizers = tracked_nodes[p_oid].synchronizers;
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bool is_visible = true;
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for (const ObjectID &sid : synchronizers) {
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MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(sid);
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ERR_CONTINUE(!sync);
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if (!sync->is_multiplayer_authority()) {
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if (!_has_authority(sync)) {
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continue;
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}
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// Spawn visibility is composed using OR when multiple synchronizers are present.
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@ -454,9 +460,9 @@ Error SceneReplicationInterface::_update_spawn_visibility(int p_peer, const Obje
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Error SceneReplicationInterface::_send_raw(const uint8_t *p_buffer, int p_size, int p_peer, bool p_reliable) {
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ERR_FAIL_COND_V(!p_buffer || p_size < 1, ERR_INVALID_PARAMETER);
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ERR_FAIL_COND_V(!multiplayer->has_multiplayer_peer(), ERR_UNCONFIGURED);
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Ref<MultiplayerPeer> peer = multiplayer->get_multiplayer_peer();
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ERR_FAIL_COND_V(peer.is_null(), ERR_UNCONFIGURED);
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peer->set_transfer_channel(0);
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peer->set_transfer_mode(p_reliable ? MultiplayerPeer::TRANSFER_MODE_RELIABLE : MultiplayerPeer::TRANSFER_MODE_UNRELIABLE);
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return multiplayer->send_command(p_peer, p_buffer, p_size);
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@ -488,7 +494,7 @@ Error SceneReplicationInterface::_make_spawn_packet(Node *p_node, MultiplayerSpa
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const HashSet<ObjectID> synchronizers = tnode->synchronizers;
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for (const ObjectID &sid : synchronizers) {
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MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(sid);
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if (!sync->is_multiplayer_authority()) {
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if (!_has_authority(sync)) {
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continue;
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}
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ERR_CONTINUE(!sync);
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@ -708,7 +714,7 @@ void SceneReplicationInterface::_send_delta(int p_peer, const HashSet<ObjectID>
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int ofs = 1;
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for (const ObjectID &oid : p_synchronizers) {
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MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(oid);
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ERR_CONTINUE(!sync || !sync->get_replication_config().is_valid() || !sync->is_multiplayer_authority());
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ERR_CONTINUE(!sync || !sync->get_replication_config().is_valid() || !_has_authority(sync));
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uint32_t net_id;
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if (!_verify_synchronizer(p_peer, sync, net_id)) {
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continue;
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@ -803,7 +809,7 @@ void SceneReplicationInterface::_send_sync(int p_peer, const HashSet<ObjectID> p
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// This is a lazy implementation, we could optimize much more here with by grouping by replication config.
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for (const ObjectID &oid : p_synchronizers) {
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MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(oid);
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ERR_CONTINUE(!sync || !sync->get_replication_config().is_valid() || !sync->is_multiplayer_authority());
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ERR_CONTINUE(!sync || !sync->get_replication_config().is_valid() || !_has_authority(sync));
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if (!sync->update_outbound_sync_time(p_usec)) {
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continue; // nothing to sync.
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}
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@ -95,6 +95,7 @@ private:
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void _untrack(const ObjectID &p_id);
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void _node_ready(const ObjectID &p_oid);
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bool _has_authority(const Node *p_node);
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bool _verify_synchronizer(int p_peer, MultiplayerSynchronizer *p_sync, uint32_t &r_net_id);
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MultiplayerSynchronizer *_find_synchronizer(int p_peer, uint32_t p_net_ida);
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@ -116,22 +116,6 @@ const SceneRPCInterface::RPCConfigCache &SceneRPCInterface::_get_node_config(con
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return rpc_cache[oid];
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}
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_FORCE_INLINE_ bool _can_call_mode(Node *p_node, MultiplayerAPI::RPCMode mode, int p_remote_id) {
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switch (mode) {
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case MultiplayerAPI::RPC_MODE_DISABLED: {
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return false;
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} break;
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case MultiplayerAPI::RPC_MODE_ANY_PEER: {
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return true;
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} break;
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case MultiplayerAPI::RPC_MODE_AUTHORITY: {
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return !p_node->is_multiplayer_authority() && p_remote_id == p_node->get_multiplayer_authority();
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} break;
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}
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return false;
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}
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String SceneRPCInterface::get_rpc_md5(const Object *p_obj) {
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const Node *node = Object::cast_to<Node>(p_obj);
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ERR_FAIL_NULL_V(node, "");
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@ -252,7 +236,19 @@ void SceneRPCInterface::_process_rpc(Node *p_node, const uint16_t p_rpc_method_i
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ERR_FAIL_COND(!cache_config.configs.has(p_rpc_method_id));
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const RPCConfig &config = cache_config.configs[p_rpc_method_id];
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bool can_call = _can_call_mode(p_node, config.rpc_mode, p_from);
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bool can_call = false;
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switch (config.rpc_mode) {
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case MultiplayerAPI::RPC_MODE_DISABLED: {
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can_call = false;
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} break;
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case MultiplayerAPI::RPC_MODE_ANY_PEER: {
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can_call = true;
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} break;
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case MultiplayerAPI::RPC_MODE_AUTHORITY: {
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can_call = p_from == p_node->get_multiplayer_authority();
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} break;
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}
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ERR_FAIL_COND_MSG(!can_call, "RPC '" + String(config.name) + "' is not allowed on node " + p_node->get_path() + " from: " + itos(p_from) + ". Mode is " + itos((int)config.rpc_mode) + ", authority is " + itos(p_node->get_multiplayer_authority()) + ".");
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int argc = 0;
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