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[Net] Rename NetworkedMultiplayerPeer to MultiplayerPeer.
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@@ -149,7 +149,7 @@ _FORCE_INLINE_ bool _can_call_mode(Node *p_node, MultiplayerAPI::RPCMode mode, i
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}
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void MultiplayerAPI::poll() {
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if (!network_peer.is_valid() || network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED) {
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if (!network_peer.is_valid() || network_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED) {
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return;
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}
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@@ -196,13 +196,13 @@ Node *MultiplayerAPI::get_root_node() {
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return root_node;
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}
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void MultiplayerAPI::set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_peer) {
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void MultiplayerAPI::set_network_peer(const Ref<MultiplayerPeer> &p_peer) {
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if (p_peer == network_peer) {
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return; // Nothing to do
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}
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ERR_FAIL_COND_MSG(p_peer.is_valid() && p_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED,
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"Supplied NetworkedMultiplayerPeer must be connecting or connected.");
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ERR_FAIL_COND_MSG(p_peer.is_valid() && p_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED,
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"Supplied MultiplayerPeer must be connecting or connected.");
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if (network_peer.is_valid()) {
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network_peer->disconnect("peer_connected", callable_mp(this, &MultiplayerAPI::_add_peer));
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@@ -224,7 +224,7 @@ void MultiplayerAPI::set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_pee
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}
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}
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Ref<NetworkedMultiplayerPeer> MultiplayerAPI::get_network_peer() const {
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Ref<MultiplayerPeer> MultiplayerAPI::get_network_peer() const {
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return network_peer;
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}
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@@ -513,7 +513,7 @@ void MultiplayerAPI::_process_simplify_path(int p_from, const uint8_t *p_packet,
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packet.write[1] = valid_rpc_checksum;
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encode_cstring(pname.get_data(), &packet.write[2]);
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network_peer->set_transfer_mode(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
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network_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
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network_peer->set_target_peer(p_from);
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network_peer->put_packet(packet.ptr(), packet.size());
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}
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@@ -592,7 +592,7 @@ bool MultiplayerAPI::_send_confirm_path(Node *p_node, NodePath p_path, PathSentC
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for (List<int>::Element *E = peers_to_add.front(); E; E = E->next()) {
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network_peer->set_target_peer(E->get()); // To all of you.
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network_peer->set_transfer_mode(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
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network_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
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network_peer->put_packet(packet.ptr(), packet.size());
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psc->confirmed_peers.insert(E->get(), false); // Insert into confirmed, but as false since it was not confirmed.
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@@ -760,9 +760,9 @@ Error MultiplayerAPI::_decode_and_decompress_variant(Variant &r_variant, const u
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void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, uint16_t p_rpc_id, const RPCConfig &p_config, const StringName &p_name, const Variant **p_arg, int p_argcount) {
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ERR_FAIL_COND_MSG(network_peer.is_null(), "Attempt to remote call/set when networking is not active in SceneTree.");
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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.");
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ERR_FAIL_COND_MSG(network_peer->get_connection_status() == MultiplayerPeer::CONNECTION_CONNECTING, "Attempt to remote call/set when networking is not connected yet in SceneTree.");
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ERR_FAIL_COND_MSG(network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED, "Attempt to remote call/set when networking is disconnected.");
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ERR_FAIL_COND_MSG(network_peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED, "Attempt to remote call/set when networking is disconnected.");
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ERR_FAIL_COND_MSG(p_argcount > 255, "Too many arguments >255.");
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@@ -974,7 +974,7 @@ void MultiplayerAPI::_server_disconnected() {
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void MultiplayerAPI::rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount) {
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ERR_FAIL_COND_MSG(!network_peer.is_valid(), "Trying to call an RPC while no network peer is active.");
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ERR_FAIL_COND_MSG(!p_node->is_inside_tree(), "Trying to call an RPC on a node which is not inside SceneTree.");
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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.");
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ERR_FAIL_COND_MSG(network_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, "Trying to call an RPC via a network peer which is not connected.");
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int node_id = network_peer->get_unique_id();
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bool skip_rpc = node_id == p_peer_id;
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@@ -1033,10 +1033,10 @@ void MultiplayerAPI::rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const
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ERR_FAIL_COND_MSG(skip_rpc && !(call_local_native || call_local_script), "RPC '" + p_method + "' on yourself is not allowed by selected mode.");
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}
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Error MultiplayerAPI::send_bytes(Vector<uint8_t> p_data, int p_to, NetworkedMultiplayerPeer::TransferMode p_mode) {
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Error MultiplayerAPI::send_bytes(Vector<uint8_t> p_data, int p_to, MultiplayerPeer::TransferMode p_mode) {
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ERR_FAIL_COND_V_MSG(p_data.size() < 1, ERR_INVALID_DATA, "Trying to send an empty raw packet.");
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ERR_FAIL_COND_V_MSG(!network_peer.is_valid(), ERR_UNCONFIGURED, "Trying to send a raw packet while no network peer is active.");
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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.");
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ERR_FAIL_COND_V_MSG(network_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED, "Trying to send a raw packet via a network peer which is not connected.");
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MAKE_ROOM(p_data.size() + 1);
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const uint8_t *r = p_data.ptr();
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@@ -1105,7 +1105,7 @@ bool MultiplayerAPI::is_object_decoding_allowed() const {
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void MultiplayerAPI::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_root_node", "node"), &MultiplayerAPI::set_root_node);
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ClassDB::bind_method(D_METHOD("get_root_node"), &MultiplayerAPI::get_root_node);
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ClassDB::bind_method(D_METHOD("send_bytes", "bytes", "id", "mode"), &MultiplayerAPI::send_bytes, DEFVAL(NetworkedMultiplayerPeer::TARGET_PEER_BROADCAST), DEFVAL(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE));
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ClassDB::bind_method(D_METHOD("send_bytes", "bytes", "id", "mode"), &MultiplayerAPI::send_bytes, DEFVAL(MultiplayerPeer::TARGET_PEER_BROADCAST), DEFVAL(MultiplayerPeer::TRANSFER_MODE_RELIABLE));
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ClassDB::bind_method(D_METHOD("has_network_peer"), &MultiplayerAPI::has_network_peer);
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ClassDB::bind_method(D_METHOD("get_network_peer"), &MultiplayerAPI::get_network_peer);
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ClassDB::bind_method(D_METHOD("get_network_unique_id"), &MultiplayerAPI::get_network_unique_id);
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@@ -1123,7 +1123,7 @@ void MultiplayerAPI::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "allow_object_decoding"), "set_allow_object_decoding", "is_object_decoding_allowed");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_network_connections"), "set_refuse_new_network_connections", "is_refusing_new_network_connections");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "network_peer", PROPERTY_HINT_RESOURCE_TYPE, "NetworkedMultiplayerPeer", PROPERTY_USAGE_NONE), "set_network_peer", "get_network_peer");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "network_peer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerPeer", PROPERTY_USAGE_NONE), "set_network_peer", "get_network_peer");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "root_node", PROPERTY_HINT_RESOURCE_TYPE, "Node", PROPERTY_USAGE_NONE), "set_root_node", "get_root_node");
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ADD_PROPERTY_DEFAULT("refuse_new_network_connections", false);
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