netfishing/network/network_session.gd

816 lines
22 KiB
GDScript

class_name NetworkSession
extends Node
const DEFAULT_PORT: int = 7777
const DEFAULT_SESSION_MAX_PLAYERS: int = 8
const DEFAULT_TRANSPORT_MAX_CLIENTS: int = 31
const CONNECTION_TIMEOUT_SECONDS: float = 10.0
const AUTHENTICATION_TIMEOUT_SECONDS: float = 8.0
const INPUT_INTERVAL: float = 1.0 / 25.0
const SNAPSHOT_INTERVAL: float = 1.0 / 15.0
signal state_changed(state: State)
signal status_message_changed(message: String)
signal connection_error(message: String)
signal peer_authenticated(peer_id: int, display_name: String)
signal peer_removed(peer_id: int)
signal host_openness_changed(is_open: bool)
signal peer_count_changed(player_count: int, max_players: int)
signal join_authenticated
signal server_lost
signal remote_recovery_requested(peer_id: int, entry_position: Vector3)
enum State {
INACTIVE,
STARTING_PRIVATE_HOST,
PRIVATE_HOST,
OPEN_HOST,
CONNECTING,
AUTHENTICATING,
JOINED_CLIENT,
DISCONNECTING,
CONNECTION_FAILED,
SERVER_LOST,
}
@export_range(2, 128, 1) var session_max_players: int = (
DEFAULT_SESSION_MAX_PLAYERS
)
@export_range(1, 256, 1) var transport_max_clients: int = (
DEFAULT_TRANSPORT_MAX_CLIENTS
)
var state: State = State.INACTIVE
var _transport: DirectEnetTransport
var _profile: NetworkProfilePreferences
var _saved_servers: SavedServerStore
var _spawn_service: PlayerSpawnService
var _registry := PeerRegistry.new()
var _pending_authentication: Dictionary[int, float] = {}
var _session_id: String = ""
var _operation_generation: int = 0
var _connection_deadline: float = 0.0
var _client_nonce: String = ""
var _current_route: ConnectionRoute
var _input_sequence: int = 0
var _input_accumulator: float = 0.0
var _snapshot_accumulator: float = 0.0
var _last_server_max_players: int = DEFAULT_SESSION_MAX_PLAYERS
var _profile_ready: bool = false
func _ready() -> void:
transport_max_clients = maxi(
transport_max_clients,
session_max_players - 1
)
_connect_multiplayer_signals()
func setup(
profile: NetworkProfilePreferences,
saved_servers: SavedServerStore,
spawn_service: PlayerSpawnService,
) -> void:
_profile = profile
_saved_servers = saved_servers
_spawn_service = spawn_service
if _profile != null:
_profile_ready = _profile.load_or_create()
func start_private_host(port: int = DEFAULT_PORT) -> bool:
if (
state != State.INACTIVE
or not _profile_ready
or _profile == null
or _spawn_service == null
):
return false
if port < 1 or port > 65535:
_fail("The hosting port must be from 1 to 65535.")
return false
_operation_generation += 1
_set_state(State.STARTING_PRIVATE_HOST, "Starting private game...")
_replace_transport()
var error: Error = _transport.start_host(
port,
transport_max_clients,
)
if error != OK:
_fail("Could not start a private game on UDP port %d." % port)
return false
var peer: MultiplayerPeer = _transport.get_multiplayer_peer()
peer.refuse_new_connections = true
multiplayer.multiplayer_peer = peer
_session_id = Crypto.new().generate_random_bytes(16).hex_encode()
_registry.clear()
_registry.add_peer(
1,
_profile.profile_id,
_profile.display_name,
NetworkProtocol.PROTOCOL_VERSION
)
_spawn_service.clear_remote_players()
_spawn_service.register_local_player(1)
_set_state(State.PRIVATE_HOST, "Private game • UDP %d" % port)
host_openness_changed.emit(false)
_emit_peer_count()
return true
func join_direct(endpoint_text: String) -> bool:
if (
state != State.INACTIVE
or not _profile_ready
or _profile == null
or _spawn_service == null
):
return false
var endpoint: ConnectionEndpoint = EndpointParser.parse(endpoint_text)
if not endpoint.is_valid():
_fail(endpoint.error_message)
return false
_operation_generation += 1
var generation: int = _operation_generation
_current_route = ConnectionRoute.direct(endpoint)
_set_state(
State.CONNECTING,
"Connecting to %s..." % endpoint.normalized_display
)
_replace_transport()
var error: Error = _transport.connect_to_route(_current_route)
if error != OK:
_fail("Could not begin the direct connection.")
return false
multiplayer.multiplayer_peer = _transport.get_multiplayer_peer()
_connection_deadline = (
Time.get_ticks_msec() / 1000.0 + CONNECTION_TIMEOUT_SECONDS
)
# The generation is checked by the process timeout and all state-gated
# multiplayer callbacks.
if generation != _operation_generation:
return false
return true
func cancel_connection() -> void:
if state not in [State.CONNECTING, State.AUTHENTICATING]:
return
_operation_generation += 1
_teardown_peer()
_set_state(State.INACTIVE, "Connection cancelled.")
func reset_failure() -> void:
if state not in [State.CONNECTION_FAILED, State.SERVER_LOST]:
return
_teardown_peer()
_set_state(State.INACTIVE, "Ready for a direct connection.")
func disconnect_session(message: String = "Disconnected.") -> void:
if state == State.INACTIVE:
return
if state in [State.CONNECTION_FAILED, State.SERVER_LOST]:
_teardown_peer()
_set_state(State.INACTIVE, message)
return
_operation_generation += 1
_set_state(State.DISCONNECTING, "Disconnecting...")
_teardown_peer()
_set_state(State.INACTIVE, message)
func set_host_open(is_open: bool) -> bool:
if state not in [State.PRIVATE_HOST, State.OPEN_HOST]:
return false
var peer: MultiplayerPeer = multiplayer.multiplayer_peer
if peer == null:
return false
peer.refuse_new_connections = not is_open
_set_state(
State.OPEN_HOST if is_open else State.PRIVATE_HOST,
(
"Open game • %d / %d players"
if is_open
else "Private game • %d / %d players"
) % [_registry.size(), session_max_players]
)
host_openness_changed.emit(is_open)
return true
func is_host() -> bool:
return state in [State.PRIVATE_HOST, State.OPEN_HOST]
func is_open_host() -> bool:
return state == State.OPEN_HOST
func is_joined_client() -> bool:
return state == State.JOINED_CLIENT
func get_player_count() -> int:
return _registry.size()
func get_session_max_players() -> int:
return session_max_players
func get_current_route_display() -> String:
return (
_current_route.display_description
if _current_route != null
else _transport.get_route_description() if _transport != null else ""
)
func can_use_host_gameplay() -> bool:
return is_host()
func _process(delta: float) -> void:
var now: float = Time.get_ticks_msec() / 1000.0
if (
state in [State.CONNECTING, State.AUTHENTICATING]
and _connection_deadline > 0.0
and now >= _connection_deadline
):
_fail("Connection timed out.")
_teardown_peer()
return
if is_host():
_expire_pending_authentication(now)
if state not in [State.OPEN_HOST, State.PRIVATE_HOST, State.JOINED_CLIENT]:
return
_input_accumulator += delta
_snapshot_accumulator += delta
if state == State.JOINED_CLIENT and _input_accumulator >= INPUT_INTERVAL:
_input_accumulator = fmod(_input_accumulator, INPUT_INTERVAL)
_send_local_input()
if is_host() and _snapshot_accumulator >= SNAPSHOT_INTERVAL:
_snapshot_accumulator = fmod(_snapshot_accumulator, SNAPSHOT_INTERVAL)
_broadcast_movement_snapshots()
func _connect_multiplayer_signals() -> void:
if not multiplayer.peer_connected.is_connected(_on_peer_connected):
multiplayer.peer_connected.connect(_on_peer_connected)
if not multiplayer.peer_disconnected.is_connected(_on_peer_disconnected):
multiplayer.peer_disconnected.connect(_on_peer_disconnected)
if not multiplayer.connected_to_server.is_connected(
_on_connected_to_server
):
multiplayer.connected_to_server.connect(_on_connected_to_server)
if not multiplayer.connection_failed.is_connected(_on_connection_failed):
multiplayer.connection_failed.connect(_on_connection_failed)
if not multiplayer.server_disconnected.is_connected(
_on_server_disconnected
):
multiplayer.server_disconnected.connect(_on_server_disconnected)
func _replace_transport() -> void:
if _transport != null:
_transport.disconnect_transport()
_transport.queue_free()
_transport = DirectEnetTransport.new()
add_child(_transport)
_transport.transport_error.connect(connection_error.emit)
func _on_peer_connected(peer_id: int) -> void:
if not is_host():
return
if state != State.OPEN_HOST:
multiplayer.multiplayer_peer.disconnect_peer(peer_id)
return
_pending_authentication[peer_id] = (
Time.get_ticks_msec() / 1000.0 + AUTHENTICATION_TIMEOUT_SECONDS
)
func _on_connected_to_server() -> void:
if state != State.CONNECTING:
return
_set_state(State.AUTHENTICATING, "Authenticating...")
_client_nonce = Crypto.new().generate_random_bytes(16).hex_encode()
var hello: Dictionary = NetworkProtocol.make_client_hello(
_profile.profile_id,
_profile.display_name,
_client_nonce
)
submit_client_hello.rpc_id(1, hello)
func _on_connection_failed() -> void:
if state not in [State.CONNECTING, State.AUTHENTICATING]:
return
_teardown_peer()
_fail("Could not connect. The server may be private, unavailable, or unreachable.")
func _on_server_disconnected() -> void:
if state in [State.INACTIVE, State.DISCONNECTING]:
return
_operation_generation += 1
_teardown_peer()
_set_state(State.SERVER_LOST, "The server connection was lost.")
server_lost.emit()
connection_error.emit("The server connection was lost.")
func _on_peer_disconnected(peer_id: int) -> void:
_pending_authentication.erase(peer_id)
if _registry.has_peer(peer_id):
_registry.remove_peer(peer_id)
_spawn_service.remove_peer(peer_id)
if is_host():
receive_peer_despawn.rpc(peer_id)
peer_removed.emit(peer_id)
_emit_peer_count()
@rpc("any_peer", "call_remote", "reliable", 0)
func submit_client_hello(data: Dictionary) -> void:
var sender_id: int = multiplayer.get_remote_sender_id()
if not is_host() or sender_id <= 1 or not _pending_authentication.has(sender_id):
return
var validation_error: String = NetworkProtocol.validate_client_hello(data)
if not validation_error.is_empty():
_reject_peer(
sender_id,
NetworkProtocol.RejectionCode.MALFORMED_HANDSHAKE
)
return
if int(data["protocol_version"]) != NetworkProtocol.PROTOCOL_VERSION:
_reject_peer(
sender_id,
NetworkProtocol.RejectionCode.PROTOCOL_MISMATCH
)
return
if _registry.size() >= session_max_players:
_reject_peer(sender_id, NetworkProtocol.RejectionCode.SERVER_FULL)
return
var profile_id: String = data["local_profile_id"]
if _registry.has_profile(profile_id):
_reject_peer(
sender_id,
NetworkProtocol.RejectionCode.DUPLICATE_PROFILE
)
return
var display_name: String = data["display_name"]
if not _registry.add_peer(
sender_id,
profile_id,
display_name,
NetworkProtocol.PROTOCOL_VERSION
):
_reject_peer(
sender_id,
NetworkProtocol.RejectionCode.MALFORMED_HANDSHAKE
)
return
_pending_authentication.erase(sender_id)
var spawn_index: int = _registry.get_peer_ids().find(sender_id)
var spawn_transform: Transform3D = (
_spawn_service.get_spawn_transform_for_index(spawn_index)
)
_spawn_service.spawn_remote_player(sender_id, spawn_transform, true)
receive_server_hello.rpc_id(
sender_id,
NetworkProtocol.make_server_hello(
true,
NetworkProtocol.RejectionCode.NONE,
_session_id,
sender_id,
_registry.size(),
session_max_players
)
)
receive_spawn_list.rpc_id(sender_id, _build_spawn_list())
receive_peer_spawn.rpc(
_make_spawn_entry(sender_id, display_name, spawn_transform)
)
peer_authenticated.emit(sender_id, display_name)
_emit_peer_count()
func _reject_peer(
peer_id: int,
code: NetworkProtocol.RejectionCode,
) -> void:
receive_server_hello.rpc_id(
peer_id,
NetworkProtocol.make_server_hello(
false,
code,
_session_id,
peer_id,
_registry.size(),
session_max_players
)
)
_pending_authentication.erase(peer_id)
call_deferred("_disconnect_rejected_peer", peer_id)
func _disconnect_rejected_peer(peer_id: int) -> void:
if (
is_host()
and multiplayer.multiplayer_peer != null
and multiplayer.multiplayer_peer.get_connection_status()
== MultiplayerPeer.CONNECTION_CONNECTED
):
multiplayer.multiplayer_peer.disconnect_peer(peer_id)
@rpc("authority", "call_remote", "reliable", 0)
func receive_server_hello(data: Dictionary) -> void:
if state != State.AUTHENTICATING:
return
if (
typeof(data.get("accepted")) != TYPE_BOOL
or typeof(data.get("protocol_version")) != TYPE_INT
or typeof(data.get("rejection_code")) != TYPE_INT
):
_teardown_peer()
_fail("The server sent an invalid handshake response.")
return
if not bool(data["accepted"]):
var message: String = NetworkProtocol.rejection_text(
int(data["rejection_code"])
)
_teardown_peer()
_fail(message)
return
if int(data["protocol_version"]) != NetworkProtocol.PROTOCOL_VERSION:
_teardown_peer()
_fail("The server uses a different network protocol.")
return
_session_id = str(data.get("session_id", ""))
_last_server_max_players = int(data.get(
"max_players",
DEFAULT_SESSION_MAX_PLAYERS
))
var local_peer_id: int = multiplayer.get_unique_id()
_registry.clear()
_registry.add_peer(
local_peer_id,
_profile.profile_id,
_profile.display_name,
NetworkProtocol.PROTOCOL_VERSION
)
_spawn_service.clear_remote_players()
_spawn_service.register_local_player(local_peer_id)
_connection_deadline = 0.0
_set_state(
State.JOINED_CLIENT,
"Connected • %d / %d players" % [
int(data.get("player_count", 1)),
_last_server_max_players,
]
)
if _current_route != null and _saved_servers != null:
_saved_servers.record_successful_connection(
_current_route.direct_endpoint,
_last_server_max_players
)
join_authenticated.emit()
@rpc("authority", "call_remote", "reliable", 0)
func receive_spawn_list(entries: Array) -> void:
if state != State.JOINED_CLIENT:
return
for value: Variant in entries:
if typeof(value) == TYPE_DICTIONARY:
_apply_spawn_entry(value)
_emit_peer_count()
@rpc("authority", "call_remote", "reliable", 0)
func receive_peer_spawn(entry: Dictionary) -> void:
if state != State.JOINED_CLIENT:
return
_apply_spawn_entry(entry)
_emit_peer_count()
@rpc("authority", "call_remote", "reliable", 0)
func receive_peer_despawn(peer_id: int) -> void:
if state != State.JOINED_CLIENT:
return
_registry.remove_peer(peer_id)
_spawn_service.remove_peer(peer_id)
peer_removed.emit(peer_id)
_emit_peer_count()
func _apply_spawn_entry(entry: Dictionary) -> void:
if (
typeof(entry.get("peer_id")) != TYPE_INT
or typeof(entry.get("profile_id")) != TYPE_STRING
or typeof(entry.get("display_name")) != TYPE_STRING
or typeof(entry.get("position")) != TYPE_ARRAY
or typeof(entry.get("yaw")) not in [TYPE_FLOAT, TYPE_INT]
):
return
var peer_id: int = entry["peer_id"]
if peer_id == multiplayer.get_unique_id():
var own_position: Array = entry["position"]
if own_position.size() == 3:
var own_avatar: Player = _spawn_service.get_avatar(peer_id)
if own_avatar != null:
var own_snapshot: Dictionary = own_avatar.make_network_snapshot(
peer_id
)
own_snapshot["position"] = own_position
own_snapshot["visual_yaw"] = float(entry["yaw"])
own_avatar.apply_network_teleport(own_snapshot)
return
if not _registry.has_peer(peer_id):
_registry.add_peer(
peer_id,
entry["profile_id"],
entry["display_name"],
NetworkProtocol.PROTOCOL_VERSION
)
var transform: Transform3D = _spawn_service.get_spawn_transform_for_index(0)
var position: Array = entry["position"]
if position.size() != 3:
return
transform.origin = Vector3(
float(position[0]),
float(position[1]),
float(position[2])
)
transform.basis = Basis(Vector3.UP, float(entry["yaw"]))
_spawn_service.spawn_remote_player(peer_id, transform, false)
func _build_spawn_list() -> Array[Dictionary]:
var entries: Array[Dictionary] = []
for peer_id: int in _registry.get_peer_ids():
var record: PeerRegistry.PeerRecord = _registry.get_peer(peer_id)
var avatar: Player = _spawn_service.get_avatar(peer_id)
if record != null and avatar != null:
entries.append(_make_spawn_entry(
peer_id,
record.display_name,
avatar.global_transform
))
return entries
func _make_spawn_entry(
peer_id: int,
display_name: String,
transform: Transform3D,
) -> Dictionary:
var record: PeerRegistry.PeerRecord = _registry.get_peer(peer_id)
return {
"peer_id": peer_id,
"profile_id": record.profile_id if record != null else "",
"display_name": display_name,
"position": [
transform.origin.x,
transform.origin.y,
transform.origin.z,
],
"yaw": transform.basis.get_euler().y,
}
func _send_local_input() -> void:
var peer_id: int = multiplayer.get_unique_id()
var avatar: Player = _spawn_service.get_avatar(peer_id)
if avatar == null:
return
_input_sequence += 1
var input: Dictionary = avatar.capture_network_input(_input_sequence)
submit_movement_input.rpc_id(1, input)
@rpc("any_peer", "call_remote", "unreliable_ordered", 1)
func submit_movement_input(data: Dictionary) -> void:
var sender_id: int = multiplayer.get_remote_sender_id()
if not is_host() or not _registry.has_peer(sender_id):
return
var avatar: Player = _spawn_service.get_avatar(sender_id)
if avatar == null or not _is_valid_movement_input(data):
return
avatar.apply_authoritative_network_input(data)
func _is_valid_movement_input(data: Dictionary) -> bool:
if (
typeof(data.get("sequence")) != TYPE_INT
or typeof(data.get("axis")) != TYPE_ARRAY
or typeof(data.get("jump")) != TYPE_BOOL
or typeof(data.get("sprint")) != TYPE_BOOL
or typeof(data.get("sneak")) != TYPE_BOOL
or typeof(data.get("slow_walk")) != TYPE_BOOL
or typeof(data.get("camera_yaw")) not in [TYPE_FLOAT, TYPE_INT]
):
return false
var axis: Array = data["axis"]
if axis.size() != 2:
return false
var x: float = float(axis[0])
var y: float = float(axis[1])
var camera_yaw: float = float(data["camera_yaw"])
return (
is_finite(x)
and is_finite(y)
and is_finite(camera_yaw)
and absf(x) <= 1.01
and absf(y) <= 1.01
and absf(camera_yaw) <= TAU * 100.0
)
func _broadcast_movement_snapshots() -> void:
var snapshots: Array[Dictionary] = []
for peer_id: int in _registry.get_peer_ids():
var avatar: Player = _spawn_service.get_avatar(peer_id)
if avatar == null:
continue
snapshots.append(avatar.make_network_snapshot(peer_id))
receive_movement_snapshots.rpc(snapshots)
@rpc("authority", "call_remote", "unreliable_ordered", 2)
func receive_movement_snapshots(snapshots: Array) -> void:
if state != State.JOINED_CLIENT:
return
var local_peer_id: int = multiplayer.get_unique_id()
for value: Variant in snapshots:
if typeof(value) != TYPE_DICTIONARY:
continue
var snapshot: Dictionary = value
if typeof(snapshot.get("peer_id")) != TYPE_INT:
continue
var peer_id: int = snapshot["peer_id"]
var avatar: Player = _spawn_service.get_avatar(peer_id)
if avatar == null:
continue
if peer_id == local_peer_id:
avatar.apply_local_prediction_correction(snapshot)
else:
avatar.push_network_snapshot(snapshot)
func publish_authoritative_teleport(peer_id: int) -> void:
if not is_host():
return
var avatar: Player = _spawn_service.get_avatar(peer_id)
if avatar == null:
return
receive_authoritative_teleport.rpc(
avatar.make_network_snapshot(peer_id)
)
func request_safe_respawn(entry_position: Vector3) -> void:
if not entry_position.is_finite():
return
if is_host():
remote_recovery_requested.emit(1, entry_position)
elif state == State.JOINED_CLIENT:
submit_safe_respawn_request.rpc_id(
1,
[entry_position.x, entry_position.y, entry_position.z]
)
@rpc("any_peer", "call_remote", "reliable", 0)
func submit_safe_respawn_request(position_data: Array) -> void:
var sender_id: int = multiplayer.get_remote_sender_id()
if (
not is_host()
or not _registry.has_peer(sender_id)
or position_data.size() != 3
):
return
var entry_position := Vector3(
float(position_data[0]),
float(position_data[1]),
float(position_data[2])
)
if not entry_position.is_finite():
return
remote_recovery_requested.emit(sender_id, entry_position)
@rpc("authority", "call_remote", "reliable", 0)
func receive_authoritative_teleport(snapshot: Dictionary) -> void:
if state != State.JOINED_CLIENT:
return
var peer_id: int = int(snapshot.get("peer_id", 0))
var avatar: Player = _spawn_service.get_avatar(peer_id)
if avatar != null:
avatar.apply_network_teleport(snapshot)
func _expire_pending_authentication(now: float) -> void:
for peer_id: int in _pending_authentication.keys():
if now >= float(_pending_authentication[peer_id]):
_reject_peer(
peer_id,
NetworkProtocol.RejectionCode.AUTHENTICATION_TIMEOUT
)
func _emit_peer_count() -> void:
peer_count_changed.emit(_registry.size(), session_max_players)
func _set_state(new_state: State, message: String) -> void:
if not _is_transition_allowed(state, new_state):
push_warning(
"Rejected invalid network state transition %s -> %s."
% [State.keys()[state], State.keys()[new_state]]
)
return
state = new_state
state_changed.emit(state)
status_message_changed.emit(message)
func _is_transition_allowed(from_state: State, to_state: State) -> bool:
if from_state == to_state:
return true
var allowed: Dictionary[State, Array] = {
State.INACTIVE: [
State.STARTING_PRIVATE_HOST,
State.CONNECTING,
State.CONNECTION_FAILED,
],
State.STARTING_PRIVATE_HOST: [
State.PRIVATE_HOST,
State.CONNECTION_FAILED,
State.DISCONNECTING,
],
State.PRIVATE_HOST: [
State.OPEN_HOST,
State.DISCONNECTING,
],
State.OPEN_HOST: [
State.PRIVATE_HOST,
State.DISCONNECTING,
],
State.CONNECTING: [
State.AUTHENTICATING,
State.CONNECTION_FAILED,
State.DISCONNECTING,
State.INACTIVE,
],
State.AUTHENTICATING: [
State.JOINED_CLIENT,
State.CONNECTION_FAILED,
State.DISCONNECTING,
State.INACTIVE,
],
State.JOINED_CLIENT: [
State.DISCONNECTING,
State.SERVER_LOST,
],
State.DISCONNECTING: [
State.INACTIVE,
State.CONNECTING,
],
State.CONNECTION_FAILED: [
State.INACTIVE,
State.CONNECTING,
State.DISCONNECTING,
],
State.SERVER_LOST: [
State.INACTIVE,
State.CONNECTING,
State.DISCONNECTING,
],
}
return to_state in allowed.get(from_state, [])
func _fail(message: String) -> void:
_set_state(State.CONNECTION_FAILED, message)
connection_error.emit(message)
func _teardown_peer() -> void:
_pending_authentication.clear()
_registry.clear()
if _spawn_service != null:
_spawn_service.clear_remote_players()
if _transport != null:
_transport.disconnect_transport()
multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new()
_connection_deadline = 0.0
_input_accumulator = 0.0
_snapshot_accumulator = 0.0