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mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

[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:
Fabio Alessandrelli
2022-10-17 12:17:07 +02:00
parent 0a0e99cadc
commit 9773803e4e
3 changed files with 271 additions and 12 deletions

View File

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