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[MP] Fix relay protocol routing with negative targets
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Godot supports sending messages to "all but one peer" by sending a
packet with a negative target (the negated ID of the excluded peer).

The relay protocol was incorrectly interpreting the values and relaying
the message to the wrong peers.

This issue only affected "send_bytes" since the other subsystem (RPC
and replication) "resolves" the correct IDs client-side (to match
visibility information).
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Faless committed Aug 6, 2024
1 parent 4359c28 commit c5fa735
Showing 1 changed file with 8 additions and 5 deletions.
13 changes: 8 additions & 5 deletions modules/multiplayer/scene_multiplayer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -321,21 +321,24 @@ void SceneMultiplayer::_process_sys(int p_from, const uint8_t *p_packet, int p_p
multiplayer_peer->set_transfer_mode(p_mode);
multiplayer_peer->set_transfer_channel(p_channel);
if (peer > 0) {
// Single destination.
multiplayer_peer->set_target_peer(peer);
_send(data.ptr(), relay_buffer->get_position());
} else {
// Multiple destinations.
for (const int &P : connected_peers) {
// Not to sender, nor excluded.
if (P == p_from || (peer < 0 && P != -peer)) {
if (P == p_from || P == -peer) {
continue;
}
multiplayer_peer->set_target_peer(P);
_send(data.ptr(), relay_buffer->get_position());
}
}
if (peer == 0 || peer == -1) {
should_process = true;
peer = p_from; // Process as the source.
if (peer != -1) {
// The server is one of the targets, process the packet with sender as source.
should_process = true;
peer = p_from;
}
}
} else {
ERR_FAIL_COND(p_from != 1); // Bug.
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