From 33dda2e68a40888a7fd41e9a8d421873d9dc7fde Mon Sep 17 00:00:00 2001 From: Fabio Alessandrelli Date: Mon, 31 Oct 2022 14:18:22 +0100 Subject: [PATCH] [MP] Remove connection state signals from MultiplayerPeer. Now handled directly by the MultiplayerAPI implementation. --- doc/classes/MultiplayerPeer.xml | 35 ++++++------------- modules/enet/enet_multiplayer_peer.cpp | 9 +---- modules/multiplayer/scene_multiplayer.cpp | 27 +++++--------- modules/multiplayer/scene_multiplayer.h | 3 -- .../doc_classes/WebRTCMultiplayerPeer.xml | 2 +- modules/webrtc/webrtc_multiplayer_peer.cpp | 5 --- .../websocket/websocket_multiplayer_peer.cpp | 5 +-- scene/main/multiplayer_peer.cpp | 3 -- 8 files changed, 21 insertions(+), 68 deletions(-) diff --git a/doc/classes/MultiplayerPeer.xml b/doc/classes/MultiplayerPeer.xml index 6661fbfe0bb..dd7dac3f23c 100644 --- a/doc/classes/MultiplayerPeer.xml +++ b/doc/classes/MultiplayerPeer.xml @@ -1,11 +1,11 @@ - A high-level network interface to simplify multiplayer interactions. + Abstract class for specialized [PacketPeer]s used by the [MultiplayerAPI]. - Manages the connection to multiplayer peers. Assigns unique IDs to each client connected to the server. See also [MultiplayerAPI]. - [b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice. + Manages the connection with one or more remote peers acting as server or client and assigning unique IDs to each of them. See also [MultiplayerAPI]. + [b]Note:[/b] The [MultiplayerAPI] protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice. [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android. @@ -97,49 +97,34 @@ - - - Emitted when a connection attempt fails. - - - - - Emitted when a connection attempt succeeds. - - - Emitted by the server when a client connects. + Emitted when a remote peer connects. - Emitted by the server when a client disconnects. - - - - - Emitted by clients when the server disconnects. + Emitted when a remote peer has disconnected. - The ongoing connection disconnected. + The MultiplayerPeer is disconnected. - A connection attempt is ongoing. + The MultiplayerPeer is currently connecting to a server. - The connection attempt succeeded. + This MultiplayerPeer is connected. - Packets are sent to the server and then redistributed to other peers. + Packets are sent to all connected peers. - Packets are sent to the server alone. + Packets are sent to the remote peer acting as server. Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than [constant TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always consider whether the order matters. diff --git a/modules/enet/enet_multiplayer_peer.cpp b/modules/enet/enet_multiplayer_peer.cpp index 31ae643b59c..43c512ae16d 100644 --- a/modules/enet/enet_multiplayer_peer.cpp +++ b/modules/enet/enet_multiplayer_peer.cpp @@ -159,10 +159,7 @@ void ENetMultiplayerPeer::_disconnect_inactive_peers() { if (hosts.has(P)) { hosts.erase(P); } - if (active_mode == MODE_CLIENT) { - ERR_CONTINUE(P != TARGET_PEER_SERVER); - emit_signal(SNAME("server_disconnected")); - } + ERR_CONTINUE(active_mode == MODE_CLIENT && P != TARGET_PEER_SERVER); emit_signal(SNAME("peer_disconnected"), P); } } @@ -186,14 +183,10 @@ void ENetMultiplayerPeer::poll() { if (ret == ENetConnection::EVENT_CONNECT) { connection_status = CONNECTION_CONNECTED; emit_signal(SNAME("peer_connected"), 1); - emit_signal(SNAME("connection_succeeded")); } else if (ret == ENetConnection::EVENT_DISCONNECT) { if (connection_status == CONNECTION_CONNECTED) { // Client just disconnected from server. - emit_signal(SNAME("server_disconnected")); emit_signal(SNAME("peer_disconnected"), 1); - } else { - emit_signal(SNAME("connection_failed")); } close(); } else if (ret == ENetConnection::EVENT_RECEIVE) { diff --git a/modules/multiplayer/scene_multiplayer.cpp b/modules/multiplayer/scene_multiplayer.cpp index 73c4346d937..db7c5037cd2 100644 --- a/modules/multiplayer/scene_multiplayer.cpp +++ b/modules/multiplayer/scene_multiplayer.cpp @@ -55,6 +55,11 @@ void SceneMultiplayer::_update_status() { MultiplayerPeer::ConnectionStatus status = multiplayer_peer.is_valid() ? multiplayer_peer->get_connection_status() : MultiplayerPeer::CONNECTION_DISCONNECTED; if (last_connection_status != status) { if (status == MultiplayerPeer::CONNECTION_DISCONNECTED) { + if (last_connection_status == MultiplayerPeer::CONNECTION_CONNECTING) { + emit_signal(SNAME("connection_failed")); + } else { + emit_signal(SNAME("server_disconnected")); + } clear(); } last_connection_status = status; @@ -195,9 +200,6 @@ void SceneMultiplayer::set_multiplayer_peer(const Ref &p_peer) if (multiplayer_peer.is_valid()) { multiplayer_peer->disconnect("peer_connected", callable_mp(this, &SceneMultiplayer::_add_peer)); multiplayer_peer->disconnect("peer_disconnected", callable_mp(this, &SceneMultiplayer::_del_peer)); - multiplayer_peer->disconnect("connection_succeeded", callable_mp(this, &SceneMultiplayer::_connected_to_server)); - multiplayer_peer->disconnect("connection_failed", callable_mp(this, &SceneMultiplayer::_connection_failed)); - multiplayer_peer->disconnect("server_disconnected", callable_mp(this, &SceneMultiplayer::_server_disconnected)); clear(); } @@ -206,9 +208,6 @@ void SceneMultiplayer::set_multiplayer_peer(const Ref &p_peer) if (multiplayer_peer.is_valid()) { multiplayer_peer->connect("peer_connected", callable_mp(this, &SceneMultiplayer::_add_peer)); multiplayer_peer->connect("peer_disconnected", callable_mp(this, &SceneMultiplayer::_del_peer)); - multiplayer_peer->connect("connection_succeeded", callable_mp(this, &SceneMultiplayer::_connected_to_server)); - multiplayer_peer->connect("connection_failed", callable_mp(this, &SceneMultiplayer::_connection_failed)); - multiplayer_peer->connect("server_disconnected", callable_mp(this, &SceneMultiplayer::_server_disconnected)); } _update_status(); } @@ -385,6 +384,9 @@ void SceneMultiplayer::_admit_peer(int p_id) { connected_peers.insert(p_id); cache->on_peer_change(p_id, true); replicator->on_peer_change(p_id, true); + if (p_id == 1) { + emit_signal(SNAME("connected_to_server")); + } emit_signal(SNAME("peer_connected"), p_id); } @@ -430,19 +432,6 @@ void SceneMultiplayer::disconnect_peer(int p_id) { multiplayer_peer->disconnect_peer(p_id); } -void SceneMultiplayer::_connected_to_server() { - emit_signal(SNAME("connected_to_server")); -} - -void SceneMultiplayer::_connection_failed() { - emit_signal(SNAME("connection_failed")); -} - -void SceneMultiplayer::_server_disconnected() { - replicator->on_reset(); - emit_signal(SNAME("server_disconnected")); -} - Error SceneMultiplayer::send_bytes(Vector p_data, int p_to, MultiplayerPeer::TransferMode p_mode, int p_channel) { ERR_FAIL_COND_V_MSG(p_data.size() < 1, ERR_INVALID_DATA, "Trying to send an empty raw packet."); ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), ERR_UNCONFIGURED, "Trying to send a raw packet while no multiplayer peer is active."); diff --git a/modules/multiplayer/scene_multiplayer.h b/modules/multiplayer/scene_multiplayer.h index a8e182db92e..b0ecc48f8ce 100644 --- a/modules/multiplayer/scene_multiplayer.h +++ b/modules/multiplayer/scene_multiplayer.h @@ -113,9 +113,6 @@ protected: void _add_peer(int p_id); void _admit_peer(int p_id); void _del_peer(int p_id); - void _connected_to_server(); - void _connection_failed(); - void _server_disconnected(); void _update_status(); public: diff --git a/modules/webrtc/doc_classes/WebRTCMultiplayerPeer.xml b/modules/webrtc/doc_classes/WebRTCMultiplayerPeer.xml index 91ee65e9bde..5266a366371 100644 --- a/modules/webrtc/doc_classes/WebRTCMultiplayerPeer.xml +++ b/modules/webrtc/doc_classes/WebRTCMultiplayerPeer.xml @@ -6,7 +6,7 @@ This class constructs a full mesh of [WebRTCPeerConnection] (one connection for each peer) that can be used as a [member MultiplayerAPI.multiplayer_peer]. You can add each [WebRTCPeerConnection] via [method add_peer] or remove them via [method remove_peer]. Peers must be added in [constant WebRTCPeerConnection.STATE_NEW] state to allow it to create the appropriate channels. This class will not create offers nor set descriptions, it will only poll them, and notify connections and disconnections. - [signal MultiplayerPeer.connection_succeeded] and [signal MultiplayerPeer.server_disconnected] will not be emitted unless the peer is created using [method create_client]. Beside that data transfer works like in a [MultiplayerPeer]. + When creating the peer via [method create_client] or [method create_server] the [method MultiplayerPeer.is_server_relay_supported] method will return [code]true[/code] enabling peer exchange and packet relaying when supported by the [MultiplayerAPI] implementation. [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android. diff --git a/modules/webrtc/webrtc_multiplayer_peer.cpp b/modules/webrtc/webrtc_multiplayer_peer.cpp index 163b17fa6fe..38c33a2dbc6 100644 --- a/modules/webrtc/webrtc_multiplayer_peer.cpp +++ b/modules/webrtc/webrtc_multiplayer_peer.cpp @@ -341,11 +341,6 @@ void WebRTCMultiplayerPeer::remove_peer(int p_peer_id) { peer->connected = false; emit_signal(SNAME("peer_disconnected"), p_peer_id); if (network_mode == MODE_CLIENT && p_peer_id == TARGET_PEER_SERVER) { - if (connection_status == CONNECTION_CONNECTING) { - emit_signal(SNAME("connection_failed")); - } else { - emit_signal(SNAME("server_disconnected")); - } connection_status = CONNECTION_DISCONNECTED; } } diff --git a/modules/websocket/websocket_multiplayer_peer.cpp b/modules/websocket/websocket_multiplayer_peer.cpp index 827c618e4ee..14f9c0ba4d6 100644 --- a/modules/websocket/websocket_multiplayer_peer.cpp +++ b/modules/websocket/websocket_multiplayer_peer.cpp @@ -264,9 +264,7 @@ void WebSocketMultiplayerPeer::_poll_client() { } } else if (peer->get_ready_state() == WebSocketPeer::STATE_CLOSED) { if (connection_status == CONNECTION_CONNECTED) { - emit_signal(SNAME("server_disconnected")); - } else { - emit_signal(SNAME("connection_failed")); + emit_signal(SNAME("peer_disconnected"), 1); } _clear(); return; @@ -276,7 +274,6 @@ void WebSocketMultiplayerPeer::_poll_client() { ERR_FAIL_COND(!pending_peers.has(1)); // Bug. if (OS::get_singleton()->get_ticks_msec() - pending_peers[1].time > handshake_timeout) { print_verbose(vformat("WebSocket handshake timed out after %.3f seconds.", handshake_timeout * 0.001)); - emit_signal(SNAME("connection_failed")); _clear(); return; } diff --git a/scene/main/multiplayer_peer.cpp b/scene/main/multiplayer_peer.cpp index b4e5b11abde..92ba3debd11 100644 --- a/scene/main/multiplayer_peer.cpp +++ b/scene/main/multiplayer_peer.cpp @@ -123,9 +123,6 @@ void MultiplayerPeer::_bind_methods() { ADD_SIGNAL(MethodInfo("peer_connected", PropertyInfo(Variant::INT, "id"))); ADD_SIGNAL(MethodInfo("peer_disconnected", PropertyInfo(Variant::INT, "id"))); - ADD_SIGNAL(MethodInfo("server_disconnected")); - ADD_SIGNAL(MethodInfo("connection_succeeded")); - ADD_SIGNAL(MethodInfo("connection_failed")); } /*************/