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[Net] Move RPC, Node cache out of MultiplayerAPI.

Now uses two interfaces so it can be overridden in the future, and
core no longer depends on Node.

The interfaces are implements in scene/multiplayer.
Replaces root_node with root_path.
Remove all Node references from MultiplayerAPI.
This commit is contained in:
Fabio Alessandrelli
2022-02-04 16:24:16 +01:00
parent 3db1d689ce
commit 347d2dfc42
10 changed files with 478 additions and 282 deletions

View File

@@ -79,8 +79,8 @@
<member name="refuse_new_connections" type="bool" setter="set_refuse_new_connections" getter="is_refusing_new_connections" default="false">
If [code]true[/code], the MultiplayerAPI's [member multiplayer_peer] refuses new incoming connections.
</member>
<member name="root_node" type="Node" setter="set_root_node" getter="get_root_node">
The root node to use for RPCs. Instead of an absolute path, a relative path will be used to find the node upon which the RPC should be executed.
<member name="root_path" type="NodePath" setter="set_root_path" getter="get_root_path" default="NodePath(&quot;&quot;)">
The root path to use for RPCs and replication. Instead of an absolute path, a relative path will be used to find the node upon which the RPC should be executed.
This effectively allows to have different branches of the scene tree to be managed by different MultiplayerAPI, allowing for example to run both client and server in the same scene.
</member>
</members>