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[MP] Add optional authentication to SceneMultiplayer.
Add few methods to allow peers to exchange authentication information. - `set_auth_callback(callback)`: Enable the authentication features. The callback is a `Callable` that accepts an `int` (the peer ID), and a `PackedByteArray` of data. - The `peer_authenticating(id)` signal will be emitted instead of `peer_connected` when a new peer connects. - Use `send_auth(id: int, data: PackedByteArray)` to exchange data. - Call `complete_auth(id: int)` when the authentication process is complete and you expect to start receiving game data. - The `peer_connected` signal will be emitted as soon as both parties complete the authentication. - Use `disconnect_peer(id)` to disconnect a connected peer. - If the `peer_connected` signal didn't fire for that peer (i.e. it was still in the authentication phase), the `peer_auth_failed` signal will be emitted instead of `peer_disconnected`.
This commit is contained in:
@@ -51,14 +51,27 @@ void SceneMultiplayer::profile_bandwidth(const String &p_inout, int p_size) {
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}
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#endif
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void SceneMultiplayer::_update_status() {
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MultiplayerPeer::ConnectionStatus status = multiplayer_peer.is_valid() ? multiplayer_peer->get_connection_status() : MultiplayerPeer::CONNECTION_DISCONNECTED;
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if (last_connection_status != status) {
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if (status == MultiplayerPeer::CONNECTION_DISCONNECTED) {
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clear();
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}
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last_connection_status = status;
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}
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}
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Error SceneMultiplayer::poll() {
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if (!multiplayer_peer.is_valid() || multiplayer_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED) {
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return ERR_UNCONFIGURED;
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_update_status();
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if (last_connection_status == MultiplayerPeer::CONNECTION_DISCONNECTED) {
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return OK;
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}
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multiplayer_peer->poll();
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if (!multiplayer_peer.is_valid()) { // It's possible that polling might have resulted in a disconnection, so check here.
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_update_status();
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if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) {
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// We might be still connecting, or polling might have resulted in a disconnection.
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return OK;
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}
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@@ -73,8 +86,48 @@ Error SceneMultiplayer::poll() {
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Error err = multiplayer_peer->get_packet(&packet, len);
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ERR_FAIL_COND_V_MSG(err != OK, err, vformat("Error getting packet! %d", err));
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if (pending_peers.has(sender)) {
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if (pending_peers[sender].local) {
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// If the auth is over, admit the peer at the first packet.
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pending_peers.erase(sender);
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_admit_peer(sender);
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} else {
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ERR_CONTINUE(len < 2 || (packet[0] & CMD_MASK) != NETWORK_COMMAND_SYS || packet[1] != SYS_COMMAND_AUTH);
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// Auth message.
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PackedByteArray pba;
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pba.resize(len - 2);
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if (pba.size()) {
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memcpy(pba.ptrw(), &packet[2], len - 2);
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// User callback
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const Variant sv = sender;
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const Variant pbav = pba;
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const Variant *argv[2] = { &sv, &pbav };
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Variant ret;
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Callable::CallError ce;
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auth_callback.callp(argv, 2, ret, ce);
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ERR_CONTINUE_MSG(ce.error != Callable::CallError::CALL_OK, "Failed to call authentication callback");
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} else {
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// Remote complete notification.
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pending_peers[sender].remote = true;
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if (pending_peers[sender].local) {
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pending_peers.erase(sender);
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_admit_peer(sender);
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}
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}
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continue; // Auth in progress.
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}
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}
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ERR_CONTINUE(!connected_peers.has(sender));
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if (len && (packet[0] & CMD_MASK) == NETWORK_COMMAND_SYS) {
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// Sys messages are processed separately since they might call _process_packet themselves.
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if (len > 1 && packet[1] == SYS_COMMAND_AUTH) {
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ERR_CONTINUE(len != 2);
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// If we are here, we already admitted the peer locally, and this is just a confirmation packet.
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continue;
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}
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_process_sys(sender, packet, len, mode, channel);
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} else {
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remote_sender_id = sender;
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@@ -82,17 +135,42 @@ Error SceneMultiplayer::poll() {
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remote_sender_id = 0;
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}
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if (!multiplayer_peer.is_valid()) {
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return OK; // It's also possible that a packet or RPC caused a disconnection, so also check here.
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_update_status();
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if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) { // It's possible that processing a packet might have resulted in a disconnection, so check here.
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return OK;
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}
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}
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if (pending_peers.size() && auth_timeout) {
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HashSet<int> to_drop;
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uint64_t time = OS::get_singleton()->get_ticks_msec();
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for (const KeyValue<int, PendingPeer> &pending : pending_peers) {
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if (pending.value.time + auth_timeout <= time) {
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multiplayer_peer->disconnect_peer(pending.key);
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to_drop.insert(pending.key);
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}
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}
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for (const int &P : to_drop) {
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// Each signal might trigger a disconnection.
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pending_peers.erase(P);
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emit_signal(SNAME("peer_authentication_failed"), P);
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}
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}
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_update_status();
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if (last_connection_status != MultiplayerPeer::CONNECTION_CONNECTED) { // Signals might have triggered disconnection.
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return OK;
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}
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replicator->on_network_process();
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return OK;
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}
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void SceneMultiplayer::clear() {
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last_connection_status = MultiplayerPeer::CONNECTION_DISCONNECTED;
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pending_peers.clear();
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connected_peers.clear();
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packet_cache.clear();
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replicator->on_reset();
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cache->clear();
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relay_buffer->clear();
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}
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@@ -132,7 +210,7 @@ void SceneMultiplayer::set_multiplayer_peer(const Ref<MultiplayerPeer> &p_peer)
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multiplayer_peer->connect("connection_failed", callable_mp(this, &SceneMultiplayer::_connection_failed));
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multiplayer_peer->connect("server_disconnected", callable_mp(this, &SceneMultiplayer::_server_disconnected));
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}
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replicator->on_reset();
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_update_status();
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}
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Ref<MultiplayerPeer> SceneMultiplayer::get_multiplayer_peer() {
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@@ -193,18 +271,19 @@ Error SceneMultiplayer::send_command(int p_to, const uint8_t *p_packet, int p_pa
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const Vector<uint8_t> data = relay_buffer->get_data_array();
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return multiplayer_peer->put_packet(data.ptr(), relay_buffer->get_position());
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}
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if (p_to < 0) {
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if (p_to > 0) {
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ERR_FAIL_COND_V(!connected_peers.has(p_to), ERR_BUG);
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multiplayer_peer->set_target_peer(p_to);
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return multiplayer_peer->put_packet(p_packet, p_packet_len);
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} else {
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for (const int &pid : connected_peers) {
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if (pid == -p_to) {
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if (p_to && pid == -p_to) {
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continue;
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}
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multiplayer_peer->set_target_peer(pid);
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multiplayer_peer->put_packet(p_packet, p_packet_len);
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}
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return OK;
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} else {
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multiplayer_peer->set_target_peer(p_to);
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return multiplayer_peer->put_packet(p_packet, p_packet_len);
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}
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}
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@@ -215,7 +294,7 @@ void SceneMultiplayer::_process_sys(int p_from, const uint8_t *p_packet, int p_p
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switch (sys_cmd_type) {
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case SYS_COMMAND_ADD_PEER: {
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ERR_FAIL_COND(!server_relay || !multiplayer_peer->is_server_relay_supported() || get_unique_id() == 1 || p_from != 1);
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_add_peer(peer);
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_admit_peer(peer); // Relayed peers are automatically accepted.
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} break;
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case SYS_COMMAND_DEL_PEER: {
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ERR_FAIL_COND(!server_relay || !multiplayer_peer->is_server_relay_supported() || get_unique_id() == 1 || p_from != 1);
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@@ -273,6 +352,17 @@ void SceneMultiplayer::_process_sys(int p_from, const uint8_t *p_packet, int p_p
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}
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void SceneMultiplayer::_add_peer(int p_id) {
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if (auth_callback.is_valid()) {
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pending_peers[p_id] = PendingPeer();
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pending_peers[p_id].time = OS::get_singleton()->get_ticks_msec();
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emit_signal(SNAME("peer_authenticating"), p_id);
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return;
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} else {
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_admit_peer(p_id);
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}
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}
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void SceneMultiplayer::_admit_peer(int p_id) {
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if (server_relay && get_unique_id() == 1 && multiplayer_peer->is_server_relay_supported()) {
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// Notify others of connection, and send connected peers to newly connected one.
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uint8_t buf[SYS_CMD_SIZE];
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@@ -299,6 +389,14 @@ void SceneMultiplayer::_add_peer(int p_id) {
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}
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void SceneMultiplayer::_del_peer(int p_id) {
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if (pending_peers.has(p_id)) {
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pending_peers.erase(p_id);
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emit_signal(SNAME("peer_authentication_failed"), p_id);
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return;
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} else if (!connected_peers.has(p_id)) {
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return;
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}
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if (server_relay && get_unique_id() == 1 && multiplayer_peer->is_server_relay_supported()) {
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// Notify others of disconnection.
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uint8_t buf[SYS_CMD_SIZE];
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@@ -322,6 +420,16 @@ void SceneMultiplayer::_del_peer(int p_id) {
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emit_signal(SNAME("peer_disconnected"), p_id);
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}
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void SceneMultiplayer::disconnect_peer(int p_id) {
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ERR_FAIL_COND(multiplayer_peer.is_null() || multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED);
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if (pending_peers.has(p_id)) {
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pending_peers.erase(p_id);
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} else if (connected_peers.has(p_id)) {
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connected_peers.has(p_id);
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}
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multiplayer_peer->disconnect_peer(p_id);
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}
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void SceneMultiplayer::_connected_to_server() {
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emit_signal(SNAME("connected_to_server"));
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}
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@@ -353,6 +461,61 @@ Error SceneMultiplayer::send_bytes(Vector<uint8_t> p_data, int p_to, Multiplayer
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return send_command(p_to, packet_cache.ptr(), p_data.size() + 1);
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}
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Error SceneMultiplayer::send_auth(int p_to, Vector<uint8_t> p_data) {
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ERR_FAIL_COND_V(multiplayer_peer.is_null() || multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED);
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ERR_FAIL_COND_V(!pending_peers.has(p_to), ERR_INVALID_PARAMETER);
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ERR_FAIL_COND_V(p_data.size() < 1, ERR_INVALID_PARAMETER);
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ERR_FAIL_COND_V_MSG(pending_peers[p_to].local, ERR_FILE_CANT_WRITE, "The authentication session was previously marked as completed, no more authentication data can be sent.");
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ERR_FAIL_COND_V_MSG(pending_peers[p_to].remote, ERR_FILE_CANT_WRITE, "The remote peer notified that the authentication session was completed, no more authentication data can be sent.");
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if (packet_cache.size() < p_data.size() + 2) {
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packet_cache.resize(p_data.size() + 2);
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}
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packet_cache.write[0] = NETWORK_COMMAND_SYS;
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packet_cache.write[1] = SYS_COMMAND_AUTH;
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memcpy(&packet_cache.write[2], p_data.ptr(), p_data.size());
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multiplayer_peer->set_target_peer(p_to);
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multiplayer_peer->set_transfer_channel(0);
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multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
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return multiplayer_peer->put_packet(packet_cache.ptr(), p_data.size() + 2);
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}
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Error SceneMultiplayer::complete_auth(int p_peer) {
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ERR_FAIL_COND_V(multiplayer_peer.is_null() || multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED);
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ERR_FAIL_COND_V(!pending_peers.has(p_peer), ERR_INVALID_PARAMETER);
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ERR_FAIL_COND_V_MSG(pending_peers[p_peer].local, ERR_FILE_CANT_WRITE, "The authentication session was already marked as completed.");
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pending_peers[p_peer].local = true;
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// Notify the remote peer that the authentication has completed.
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uint8_t buf[2] = { NETWORK_COMMAND_SYS, SYS_COMMAND_AUTH };
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Error err = multiplayer_peer->put_packet(buf, 2);
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// The remote peer already reported the authentication as completed, so admit the peer.
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// May generate new packets, so it must happen after sending confirmation.
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if (pending_peers[p_peer].remote) {
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pending_peers.erase(p_peer);
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_admit_peer(p_peer);
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}
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return err;
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}
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void SceneMultiplayer::set_auth_callback(Callable p_callback) {
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auth_callback = p_callback;
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}
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Callable SceneMultiplayer::get_auth_callback() const {
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return auth_callback;
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}
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void SceneMultiplayer::set_auth_timeout(double p_timeout) {
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ERR_FAIL_COND_MSG(p_timeout < 0, "Timeout must be greater or equal to 0 (where 0 means no timeout)");
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auth_timeout = uint64_t(p_timeout * 1000);
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}
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double SceneMultiplayer::get_auth_timeout() const {
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return double(auth_timeout) / 1000.0;
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}
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void SceneMultiplayer::_process_raw(int p_from, const uint8_t *p_packet, int p_packet_len) {
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ERR_FAIL_COND_MSG(p_packet_len < 2, "Invalid packet received. Size too small.");
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@@ -392,6 +555,16 @@ Vector<int> SceneMultiplayer::get_peer_ids() {
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return ret;
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}
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Vector<int> SceneMultiplayer::get_authenticating_peer_ids() {
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Vector<int> out;
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out.resize(pending_peers.size());
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int idx = 0;
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for (const KeyValue<int, PendingPeer> &E : pending_peers) {
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out.write[idx++] = E.key;
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}
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return out;
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}
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void SceneMultiplayer::set_allow_object_decoding(bool p_enable) {
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allow_object_decoding = p_enable;
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}
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@@ -453,6 +626,18 @@ void SceneMultiplayer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_root_path", "path"), &SceneMultiplayer::set_root_path);
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ClassDB::bind_method(D_METHOD("get_root_path"), &SceneMultiplayer::get_root_path);
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ClassDB::bind_method(D_METHOD("clear"), &SceneMultiplayer::clear);
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ClassDB::bind_method(D_METHOD("disconnect_peer", "id"), &SceneMultiplayer::disconnect_peer);
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ClassDB::bind_method(D_METHOD("get_authenticating_peers"), &SceneMultiplayer::get_authenticating_peer_ids);
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ClassDB::bind_method(D_METHOD("send_auth", "id", "data"), &SceneMultiplayer::send_auth);
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ClassDB::bind_method(D_METHOD("complete_auth", "id"), &SceneMultiplayer::complete_auth);
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ClassDB::bind_method(D_METHOD("set_auth_callback", "callback"), &SceneMultiplayer::set_auth_callback);
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ClassDB::bind_method(D_METHOD("get_auth_callback"), &SceneMultiplayer::get_auth_callback);
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ClassDB::bind_method(D_METHOD("set_auth_timeout", "timeout"), &SceneMultiplayer::set_auth_timeout);
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ClassDB::bind_method(D_METHOD("get_auth_timeout"), &SceneMultiplayer::get_auth_timeout);
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ClassDB::bind_method(D_METHOD("set_refuse_new_connections", "refuse"), &SceneMultiplayer::set_refuse_new_connections);
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ClassDB::bind_method(D_METHOD("is_refusing_new_connections"), &SceneMultiplayer::is_refusing_new_connections);
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ClassDB::bind_method(D_METHOD("set_allow_object_decoding", "enable"), &SceneMultiplayer::set_allow_object_decoding);
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@@ -462,12 +647,16 @@ void SceneMultiplayer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("send_bytes", "bytes", "id", "mode", "channel"), &SceneMultiplayer::send_bytes, DEFVAL(MultiplayerPeer::TARGET_PEER_BROADCAST), DEFVAL(MultiplayerPeer::TRANSFER_MODE_RELIABLE), DEFVAL(0));
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_path"), "set_root_path", "get_root_path");
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ADD_PROPERTY(PropertyInfo(Variant::CALLABLE, "auth_callback"), "set_auth_callback", "get_auth_callback");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "auth_timeout", PROPERTY_HINT_RANGE, "0,30,0.1,or_greater,suffix:s"), "set_auth_timeout", "get_auth_timeout");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "allow_object_decoding"), "set_allow_object_decoding", "is_object_decoding_allowed");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_connections"), "set_refuse_new_connections", "is_refusing_new_connections");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "server_relay"), "set_server_relay_enabled", "is_server_relay_enabled");
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ADD_PROPERTY_DEFAULT("refuse_new_connections", false);
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ADD_SIGNAL(MethodInfo("peer_authenticating", PropertyInfo(Variant::INT, "id")));
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ADD_SIGNAL(MethodInfo("peer_authentication_failed", PropertyInfo(Variant::INT, "id")));
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ADD_SIGNAL(MethodInfo("peer_packet", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::PACKED_BYTE_ARRAY, "packet")));
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}
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