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Improve use of Ref.is_null/valid
Use `is_null` over `!is_valid` and vice versa.
This commit is contained in:
committed by
AThousandShips
parent
0f95e9f8e6
commit
a1846b27ea
@@ -490,7 +490,7 @@ void ReplicationEditor::_update_config() {
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tree->clear();
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tree->create_item();
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drop_label->set_visible(true);
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if (!config.is_valid()) {
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if (config.is_null()) {
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return;
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}
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TypedArray<NodePath> props = config->get_properties();
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@@ -440,7 +440,7 @@ void SceneMultiplayer::disconnect_peer(int p_id) {
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Error SceneMultiplayer::send_bytes(Vector<uint8_t> p_data, int p_to, MultiplayerPeer::TransferMode p_mode, int p_channel) {
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ERR_FAIL_COND_V_MSG(p_data.is_empty(), ERR_INVALID_DATA, "Trying to send an empty raw packet.");
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ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), ERR_UNCONFIGURED, "Trying to send a raw packet while no multiplayer peer is active.");
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ERR_FAIL_COND_V_MSG(multiplayer_peer.is_null(), ERR_UNCONFIGURED, "Trying to send a raw packet while no multiplayer peer is active.");
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ERR_FAIL_COND_V_MSG(multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED, "Trying to send a raw packet via a multiplayer peer which is not connected.");
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if (packet_cache.size() < p_data.size() + 1) {
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@@ -530,22 +530,22 @@ void SceneMultiplayer::_process_raw(int p_from, const uint8_t *p_packet, int p_p
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}
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int SceneMultiplayer::get_unique_id() {
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ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), 0, "No multiplayer peer is assigned. Unable to get unique ID.");
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ERR_FAIL_COND_V_MSG(multiplayer_peer.is_null(), 0, "No multiplayer peer is assigned. Unable to get unique ID.");
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return multiplayer_peer->get_unique_id();
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}
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void SceneMultiplayer::set_refuse_new_connections(bool p_refuse) {
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ERR_FAIL_COND_MSG(!multiplayer_peer.is_valid(), "No multiplayer peer is assigned. Unable to set 'refuse_new_connections'.");
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ERR_FAIL_COND_MSG(multiplayer_peer.is_null(), "No multiplayer peer is assigned. Unable to set 'refuse_new_connections'.");
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multiplayer_peer->set_refuse_new_connections(p_refuse);
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}
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bool SceneMultiplayer::is_refusing_new_connections() const {
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ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), false, "No multiplayer peer is assigned. Unable to get 'refuse_new_connections'.");
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ERR_FAIL_COND_V_MSG(multiplayer_peer.is_null(), false, "No multiplayer peer is assigned. Unable to get 'refuse_new_connections'.");
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return multiplayer_peer->is_refusing_new_connections();
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}
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Vector<int> SceneMultiplayer::get_peer_ids() {
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ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), Vector<int>(), "No multiplayer peer is assigned. Assume no peers are connected.");
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ERR_FAIL_COND_V_MSG(multiplayer_peer.is_null(), Vector<int>(), "No multiplayer peer is assigned. Assume no peers are connected.");
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Vector<int> ret;
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for (const int &E : connected_peers) {
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@@ -461,7 +461,7 @@ void SceneRPCInterface::_send_rpc(Node *p_node, int p_to, uint16_t p_rpc_id, con
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Error SceneRPCInterface::rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) {
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Ref<MultiplayerPeer> peer = multiplayer->get_multiplayer_peer();
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ERR_FAIL_COND_V_MSG(!peer.is_valid(), ERR_UNCONFIGURED, "Trying to call an RPC while no multiplayer peer is active.");
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ERR_FAIL_COND_V_MSG(peer.is_null(), ERR_UNCONFIGURED, "Trying to call an RPC while no multiplayer peer is active.");
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Node *node = Object::cast_to<Node>(p_obj);
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ERR_FAIL_COND_V_MSG(!node || !node->is_inside_tree(), ERR_INVALID_PARAMETER, "The object must be a valid Node inside the SceneTree");
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ERR_FAIL_COND_V_MSG(peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_CONNECTION_ERROR, "Trying to call an RPC via a multiplayer peer which is not connected.");
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