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![Fabio Alessandrelli](/assets/img/avatar_default.png)
It's possible that after sending a cached node reference (e.g. RPC or static MultiplayerSynchronizer) the reference node is removed from tree before the remote peer(s) can confirm the referenced path. To better detect that case, and avoid spamming errors when it happens, this commit modifies the multiplayer API caching protocol, to send the received ID instead of the Node path when sending the confirmation packet. **This is a breaking change** because it makes the runtime multiplayer protocol incompatible with previous versions of Godot.
84 lines
3.7 KiB
C++
84 lines
3.7 KiB
C++
/**************************************************************************/
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/* scene_cache_interface.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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_CACHE_INTERFACE_H
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#define SCENE_CACHE_INTERFACE_H
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#include "scene/main/multiplayer_api.h"
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class Node;
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class SceneMultiplayer;
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class SceneCacheInterface : public RefCounted {
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GDCLASS(SceneCacheInterface, RefCounted);
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private:
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SceneMultiplayer *multiplayer = nullptr;
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//path sent caches
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struct NodeCache {
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int cache_id = 0;
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HashMap<int, int> recv_ids; // peer id, remote cache id
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HashMap<int, bool> confirmed_peers; // peer id, confirmed
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};
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struct PeerInfo {
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HashMap<int, ObjectID> recv_nodes; // remote cache id, ObjectID
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HashSet<ObjectID> sent_nodes;
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};
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HashMap<ObjectID, NodeCache> nodes_cache;
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HashMap<int, ObjectID> assigned_ids;
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HashMap<int, PeerInfo> peers_info;
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int last_send_cache_id = 1;
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void _remove_node_cache(ObjectID p_oid);
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NodeCache &_track(Node *p_node);
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protected:
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Error _send_confirm_path(Node *p_node, NodeCache &p_cache, const List<int> &p_peers);
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public:
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void clear();
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void on_peer_change(int p_id, bool p_connected);
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void process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len);
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void process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len);
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// Returns true if all peers have cached path.
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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(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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#endif // SCENE_CACHE_INTERFACE_H
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