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[MP] Optimize internal authority checks

We already know which MultiplayerAPI a certain Node uses, so we don't
need to retrieve it via SceneTree every time.
This commit is contained in:
Fabio Alessandrelli
2023-09-27 01:12:58 +02:00
parent 61cf7d180c
commit 9ce423914e
3 changed files with 28 additions and 25 deletions

View File

@@ -89,6 +89,10 @@ void SceneReplicationInterface::_free_remotes(const PeerInfo &p_info) {
}
}
bool SceneReplicationInterface::_has_authority(const Node *p_node) {
return multiplayer->has_multiplayer_peer() && p_node->get_multiplayer_authority() == multiplayer->get_unique_id();
}
void SceneReplicationInterface::on_peer_change(int p_id, bool p_connected) {
if (p_connected) {
peers_info[p_id] = PeerInfo();
@@ -184,7 +188,7 @@ void SceneReplicationInterface::_node_ready(const ObjectID &p_oid) {
ERR_CONTINUE(!spawner);
spawned_nodes.insert(oid);
if (multiplayer->has_multiplayer_peer() && spawner->is_multiplayer_authority()) {
if (_has_authority(spawner)) {
if (tobj.net_id == 0) {
tobj.net_id = ++last_net_id;
}
@@ -342,7 +346,7 @@ bool SceneReplicationInterface::is_rpc_visible(const ObjectID &p_oid, int p_peer
Error SceneReplicationInterface::_update_sync_visibility(int p_peer, MultiplayerSynchronizer *p_sync) {
ERR_FAIL_NULL_V(p_sync, ERR_BUG);
if (!multiplayer->has_multiplayer_peer() || !p_sync->is_multiplayer_authority() || p_peer == multiplayer->get_unique_id()) {
if (!_has_authority(p_sync) || p_peer == multiplayer->get_unique_id()) {
return OK;
}
@@ -383,14 +387,16 @@ Error SceneReplicationInterface::_update_spawn_visibility(int p_peer, const Obje
ERR_FAIL_NULL_V(tnode, ERR_BUG);
MultiplayerSpawner *spawner = get_id_as<MultiplayerSpawner>(tnode->spawner);
Node *node = get_id_as<Node>(p_oid);
ERR_FAIL_COND_V(!node || !spawner || !spawner->is_multiplayer_authority(), ERR_BUG);
ERR_FAIL_NULL_V(node, ERR_BUG);
ERR_FAIL_NULL_V(spawner, ERR_BUG);
ERR_FAIL_COND_V(!_has_authority(spawner), ERR_BUG);
ERR_FAIL_COND_V(!tracked_nodes.has(p_oid), ERR_BUG);
const HashSet<ObjectID> synchronizers = tracked_nodes[p_oid].synchronizers;
bool is_visible = true;
for (const ObjectID &sid : synchronizers) {
MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(sid);
ERR_CONTINUE(!sync);
if (!sync->is_multiplayer_authority()) {
if (!_has_authority(sync)) {
continue;
}
// Spawn visibility is composed using OR when multiple synchronizers are present.
@@ -454,9 +460,9 @@ Error SceneReplicationInterface::_update_spawn_visibility(int p_peer, const Obje
Error SceneReplicationInterface::_send_raw(const uint8_t *p_buffer, int p_size, int p_peer, bool p_reliable) {
ERR_FAIL_COND_V(!p_buffer || p_size < 1, ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(!multiplayer->has_multiplayer_peer(), ERR_UNCONFIGURED);
Ref<MultiplayerPeer> peer = multiplayer->get_multiplayer_peer();
ERR_FAIL_COND_V(peer.is_null(), ERR_UNCONFIGURED);
peer->set_transfer_channel(0);
peer->set_transfer_mode(p_reliable ? MultiplayerPeer::TRANSFER_MODE_RELIABLE : MultiplayerPeer::TRANSFER_MODE_UNRELIABLE);
return multiplayer->send_command(p_peer, p_buffer, p_size);
@@ -488,7 +494,7 @@ Error SceneReplicationInterface::_make_spawn_packet(Node *p_node, MultiplayerSpa
const HashSet<ObjectID> synchronizers = tnode->synchronizers;
for (const ObjectID &sid : synchronizers) {
MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(sid);
if (!sync->is_multiplayer_authority()) {
if (!_has_authority(sync)) {
continue;
}
ERR_CONTINUE(!sync);
@@ -708,7 +714,7 @@ void SceneReplicationInterface::_send_delta(int p_peer, const HashSet<ObjectID>
int ofs = 1;
for (const ObjectID &oid : p_synchronizers) {
MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(oid);
ERR_CONTINUE(!sync || !sync->get_replication_config().is_valid() || !sync->is_multiplayer_authority());
ERR_CONTINUE(!sync || !sync->get_replication_config().is_valid() || !_has_authority(sync));
uint32_t net_id;
if (!_verify_synchronizer(p_peer, sync, net_id)) {
continue;
@@ -803,7 +809,7 @@ void SceneReplicationInterface::_send_sync(int p_peer, const HashSet<ObjectID> p
// This is a lazy implementation, we could optimize much more here with by grouping by replication config.
for (const ObjectID &oid : p_synchronizers) {
MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(oid);
ERR_CONTINUE(!sync || !sync->get_replication_config().is_valid() || !sync->is_multiplayer_authority());
ERR_CONTINUE(!sync || !sync->get_replication_config().is_valid() || !_has_authority(sync));
if (!sync->update_outbound_sync_time(p_usec)) {
continue; // nothing to sync.
}