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mirror of https://github.com/godotengine/godot.git synced 2025-11-11 13:10:58 +00:00

Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks

Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
This commit is contained in:
Rémi Verschelde
2020-05-14 13:23:58 +02:00
parent 710b34b702
commit 0be6d925dc
1552 changed files with 1 additions and 33876 deletions

View File

@@ -45,9 +45,7 @@
#endif
_FORCE_INLINE_ bool _should_call_local(MultiplayerAPI::RPCMode mode, bool is_master, bool &r_skip_rpc) {
switch (mode) {
case MultiplayerAPI::RPC_MODE_DISABLED: {
// Do nothing.
} break;
@@ -78,7 +76,6 @@ _FORCE_INLINE_ bool _should_call_local(MultiplayerAPI::RPCMode mode, bool is_mas
_FORCE_INLINE_ bool _can_call_mode(Node *p_node, MultiplayerAPI::RPCMode mode, int p_remote_id) {
switch (mode) {
case MultiplayerAPI::RPC_MODE_DISABLED: {
return false;
} break;
@@ -100,7 +97,6 @@ _FORCE_INLINE_ bool _can_call_mode(Node *p_node, MultiplayerAPI::RPCMode mode, i
}
void MultiplayerAPI::poll() {
if (!network_peer.is_valid() || network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED)
return;
@@ -110,7 +106,6 @@ void MultiplayerAPI::poll() {
return;
while (network_peer->get_available_packet_count()) {
int sender = network_peer->get_packet_peer();
const uint8_t *packet;
int len;
@@ -144,7 +139,6 @@ void MultiplayerAPI::set_root_node(Node *p_node) {
}
void MultiplayerAPI::set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_peer) {
if (p_peer == network_peer)
return; // Nothing to do
@@ -208,7 +202,6 @@ int get_packet_len(uint32_t p_node_target, int p_packet_len) {
}
void MultiplayerAPI::_process_packet(int p_from, const uint8_t *p_packet, int p_packet_len) {
ERR_FAIL_COND_MSG(root_node == nullptr, "Multiplayer root node was not initialized. If you are using custom multiplayer, remember to set the root node via MultiplayerAPI.set_root_node before using it.");
ERR_FAIL_COND_MSG(p_packet_len < 1, "Invalid packet received. Size too small.");
@@ -220,20 +213,16 @@ void MultiplayerAPI::_process_packet(int p_from, const uint8_t *p_packet, int p_
uint8_t packet_type = p_packet[0] & 7;
switch (packet_type) {
case NETWORK_COMMAND_SIMPLIFY_PATH: {
_process_simplify_path(p_from, p_packet, p_packet_len);
} break;
case NETWORK_COMMAND_CONFIRM_PATH: {
_process_confirm_path(p_from, p_packet, p_packet_len);
} break;
case NETWORK_COMMAND_REMOTE_CALL:
case NETWORK_COMMAND_REMOTE_SET: {
// Extract packet meta
int packet_min_size = 1;
int name_id_offset = 1;
@@ -304,25 +293,21 @@ void MultiplayerAPI::_process_packet(int p_from, const uint8_t *p_packet, int p_
const int packet_len = get_packet_len(node_target, p_packet_len);
if (packet_type == NETWORK_COMMAND_REMOTE_CALL) {
_process_rpc(node, name_id, p_from, p_packet, packet_len, packet_min_size);
} else {
_process_rset(node, name_id, p_from, p_packet, packet_len, packet_min_size);
}
} break;
case NETWORK_COMMAND_RAW: {
_process_raw(p_from, p_packet, p_packet_len);
} break;
}
}
Node *MultiplayerAPI::_process_get_node(int p_from, const uint8_t *p_packet, uint32_t p_node_target, int p_packet_len) {
Node *node = nullptr;
if (p_node_target & 0x80000000) {
@@ -362,7 +347,6 @@ Node *MultiplayerAPI::_process_get_node(int p_from, const uint8_t *p_packet, uin
}
void MultiplayerAPI::_process_rpc(Node *p_node, const uint16_t p_rpc_method_id, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset) {
ERR_FAIL_COND_MSG(p_offset > p_packet_len, "Invalid packet received. Size too small.");
// Check that remote can call the RPC on this node.
@@ -415,7 +399,6 @@ void MultiplayerAPI::_process_rpc(Node *p_node, const uint16_t p_rpc_method_id,
p_offset += len;
} else {
for (int i = 0; i < argc; i++) {
ERR_FAIL_COND_MSG(p_offset >= p_packet_len, "Invalid packet received. Size too small.");
int vlen;
@@ -438,7 +421,6 @@ void MultiplayerAPI::_process_rpc(Node *p_node, const uint16_t p_rpc_method_id,
}
void MultiplayerAPI::_process_rset(Node *p_node, const uint16_t p_rpc_property_id, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset) {
ERR_FAIL_COND_MSG(p_offset >= p_packet_len, "Invalid packet received. Size too small.");
// Check that remote can call the RSET on this node.
@@ -472,7 +454,6 @@ void MultiplayerAPI::_process_rset(Node *p_node, const uint16_t p_rpc_property_i
}
void MultiplayerAPI::_process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len) {
ERR_FAIL_COND_MSG(p_packet_len < 38, "Invalid packet received. Size too small.");
int ofs = 1;
@@ -521,7 +502,6 @@ void MultiplayerAPI::_process_simplify_path(int p_from, const uint8_t *p_packet,
}
void MultiplayerAPI::_process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len) {
ERR_FAIL_COND_MSG(p_packet_len < 3, "Invalid packet received. Size too small.");
const bool valid_rpc_checksum = p_packet[1];
@@ -548,7 +528,6 @@ bool MultiplayerAPI::_send_confirm_path(Node *p_node, NodePath p_path, PathSentC
List<int> peers_to_add; // If one is missing, take note to add it.
for (Set<int>::Element *E = connected_peers.front(); E; E = E->next()) {
if (p_target < 0 && E->get() == -p_target)
continue; // Continue, excluded.
@@ -569,7 +548,6 @@ bool MultiplayerAPI::_send_confirm_path(Node *p_node, NodePath p_path, PathSentC
}
if (peers_to_add.size() > 0) {
// Those that need to be added, send a message for this.
// Encode function name.
@@ -594,7 +572,6 @@ bool MultiplayerAPI::_send_confirm_path(Node *p_node, NodePath p_path, PathSentC
ofs += encode_cstring(path.get_data(), &packet.write[ofs]);
for (List<int>::Element *E = peers_to_add.front(); E; E = E->next()) {
network_peer->set_target_peer(E->get()); // To all of you.
network_peer->set_transfer_mode(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
network_peer->put_packet(packet.ptr(), packet.size());
@@ -619,7 +596,6 @@ bool MultiplayerAPI::_send_confirm_path(Node *p_node, NodePath p_path, PathSentC
#define ENCODE_32 2 << 5
#define ENCODE_64 3 << 5
Error MultiplayerAPI::_encode_and_compress_variant(const Variant &p_variant, uint8_t *r_buffer, int &r_len) {
// Unreachable because `VARIANT_MAX` == 27 and `ENCODE_VARIANT_MASK` == 31
CRASH_COND(p_variant.get_type() > VARIANT_META_TYPE_MASK);
@@ -693,7 +669,6 @@ Error MultiplayerAPI::_encode_and_compress_variant(const Variant &p_variant, uin
return OK;
}
Error MultiplayerAPI::_decode_and_decompress_variant(Variant &r_variant, const uint8_t *p_buffer, int p_len, int *r_len) {
const uint8_t *buf = p_buffer;
int len = p_len;
@@ -755,7 +730,6 @@ Error MultiplayerAPI::_decode_and_decompress_variant(Variant &r_variant, const u
}
void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p_set, const StringName &p_name, const Variant **p_arg, int p_argcount) {
ERR_FAIL_COND_MSG(network_peer.is_null(), "Attempt to remote call/set when networking is not active in SceneTree.");
ERR_FAIL_COND_MSG(network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_CONNECTING, "Attempt to remote call/set when networking is not connected yet in SceneTree.");
@@ -841,7 +815,6 @@ void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p
}
if (p_set) {
// Take the rpc property ID
uint16_t property_id = p_from->get_node_rset_property_id(p_name);
if (property_id == UINT16_MAX && p_from->get_script_instance()) {
@@ -934,7 +907,6 @@ void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p
network_peer->set_transfer_mode(p_unreliable ? NetworkedMultiplayerPeer::TRANSFER_MODE_UNRELIABLE : NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
if (has_all_peers) {
// They all have verified paths, so send fast.
network_peer->set_target_peer(p_to); // To all of you.
network_peer->put_packet(packet_cache.ptr(), ofs); // A message with love.
@@ -951,7 +923,6 @@ void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p
encode_cstring(pname.get_data(), &(packet_cache.write[ofs]));
for (Set<int>::Element *E = connected_peers.front(); E; E = E->next()) {
if (p_to < 0 && E->get() == -p_to)
continue; // Continue, excluded.
@@ -998,22 +969,18 @@ void MultiplayerAPI::_del_peer(int p_id) {
}
void MultiplayerAPI::_connected_to_server() {
emit_signal("connected_to_server");
}
void MultiplayerAPI::_connection_failed() {
emit_signal("connection_failed");
}
void MultiplayerAPI::_server_disconnected() {
emit_signal("server_disconnected");
}
void MultiplayerAPI::rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount) {
ERR_FAIL_COND_MSG(!network_peer.is_valid(), "Trying to call an RPC while no network peer is active.");
ERR_FAIL_COND_MSG(!p_node->is_inside_tree(), "Trying to call an RPC on a node which is not inside SceneTree.");
ERR_FAIL_COND_MSG(network_peer->get_connection_status() != NetworkedMultiplayerPeer::CONNECTION_CONNECTED, "Trying to call an RPC via a network peer which is not connected.");
@@ -1040,7 +1007,6 @@ void MultiplayerAPI::rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const
}
if (!skip_rpc) {
#ifdef DEBUG_ENABLED
_profile_node_data("out_rpc", p_node->get_instance_id());
#endif
@@ -1081,7 +1047,6 @@ void MultiplayerAPI::rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const
}
void MultiplayerAPI::rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value) {
ERR_FAIL_COND_MSG(!network_peer.is_valid(), "Trying to RSET while no network peer is active.");
ERR_FAIL_COND_MSG(!p_node->is_inside_tree(), "Trying to RSET on a node which is not inside SceneTree.");
ERR_FAIL_COND_MSG(network_peer->get_connection_status() != NetworkedMultiplayerPeer::CONNECTION_CONNECTED, "Trying to send an RSET via a network peer which is not connected.");
@@ -1146,7 +1111,6 @@ void MultiplayerAPI::rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const
}
Error MultiplayerAPI::send_bytes(Vector<uint8_t> p_data, int p_to, NetworkedMultiplayerPeer::TransferMode p_mode) {
ERR_FAIL_COND_V_MSG(p_data.size() < 1, ERR_INVALID_DATA, "Trying to send an empty raw packet.");
ERR_FAIL_COND_V_MSG(!network_peer.is_valid(), ERR_UNCONFIGURED, "Trying to send a raw packet while no network peer is active.");
ERR_FAIL_COND_V_MSG(network_peer->get_connection_status() != NetworkedMultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED, "Trying to send a raw packet via a network peer which is not connected.");
@@ -1163,7 +1127,6 @@ Error MultiplayerAPI::send_bytes(Vector<uint8_t> p_data, int p_to, NetworkedMult
}
void MultiplayerAPI::_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.");
Vector<uint8_t> out;
@@ -1177,32 +1140,27 @@ void MultiplayerAPI::_process_raw(int p_from, const uint8_t *p_packet, int p_pac
}
int MultiplayerAPI::get_network_unique_id() const {
ERR_FAIL_COND_V_MSG(!network_peer.is_valid(), 0, "No network peer is assigned. Unable to get unique network ID.");
return network_peer->get_unique_id();
}
bool MultiplayerAPI::is_network_server() const {
// XXX Maybe fail silently? Maybe should actually return true to make development of both local and online multiplayer easier?
ERR_FAIL_COND_V_MSG(!network_peer.is_valid(), false, "No network peer is assigned. I can't be a server.");
return network_peer->is_server();
}
void MultiplayerAPI::set_refuse_new_network_connections(bool p_refuse) {
ERR_FAIL_COND_MSG(!network_peer.is_valid(), "No network peer is assigned. Unable to set 'refuse_new_connections'.");
network_peer->set_refuse_new_connections(p_refuse);
}
bool MultiplayerAPI::is_refusing_new_network_connections() const {
ERR_FAIL_COND_V_MSG(!network_peer.is_valid(), false, "No network peer is assigned. Unable to get 'refuse_new_connections'.");
return network_peer->is_refusing_new_connections();
}
Vector<int> MultiplayerAPI::get_network_connected_peers() const {
ERR_FAIL_COND_V_MSG(!network_peer.is_valid(), Vector<int>(), "No network peer is assigned. Assume no peers are connected.");
Vector<int> ret;
@@ -1214,12 +1172,10 @@ Vector<int> MultiplayerAPI::get_network_connected_peers() const {
}
void MultiplayerAPI::set_allow_object_decoding(bool p_enable) {
allow_object_decoding = p_enable;
}
bool MultiplayerAPI::is_object_decoding_allowed() const {
return allow_object_decoding;
}