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mirror of https://github.com/godotengine/godot.git synced 2025-11-12 13:20:55 +00:00

[Net] Move multiplayer to core subdir, split RPCManager.

Move multiplayer classes to "core/multiplayer" subdir.

Move the RPCConfig and enums (TransferMode, RPCMode) to a separate
file (multiplayer.h), and bind them to the global namespace.

Move the RPC handling code to its own class (RPCManager).

Renames "get_rpc_sender_id" to "get_remote_sender_id".
This commit is contained in:
Fabio Alessandrelli
2021-09-03 19:40:47 +02:00
parent b0b30aaf41
commit bf9aae09ba
57 changed files with 976 additions and 767 deletions

View File

@@ -32,8 +32,8 @@
#define SCRIPT_LANGUAGE_H
#include "core/doc_data.h"
#include "core/io/multiplayer_api.h"
#include "core/io/resource.h"
#include "core/multiplayer/multiplayer.h"
#include "core/templates/map.h"
#include "core/templates/pair.h"
@@ -159,7 +159,7 @@ public:
virtual bool is_placeholder_fallback_enabled() const { return false; }
virtual const Vector<MultiplayerAPI::RPCConfig> get_rpc_methods() const = 0;
virtual const Vector<Multiplayer::RPCConfig> get_rpc_methods() const = 0;
Script() {}
};
@@ -200,7 +200,7 @@ public:
virtual void property_set_fallback(const StringName &p_name, const Variant &p_value, bool *r_valid);
virtual Variant property_get_fallback(const StringName &p_name, bool *r_valid);
virtual const Vector<MultiplayerAPI::RPCConfig> get_rpc_methods() const = 0;
virtual const Vector<Multiplayer::RPCConfig> get_rpc_methods() const = 0;
virtual ScriptLanguage *get_language() = 0;
virtual ~ScriptInstance();
@@ -419,7 +419,7 @@ public:
virtual void property_set_fallback(const StringName &p_name, const Variant &p_value, bool *r_valid = nullptr);
virtual Variant property_get_fallback(const StringName &p_name, bool *r_valid = nullptr);
virtual const Vector<MultiplayerAPI::RPCConfig> get_rpc_methods() const { return Vector<MultiplayerAPI::RPCConfig>(); }
virtual const Vector<Multiplayer::RPCConfig> get_rpc_methods() const { return Vector<Multiplayer::RPCConfig>(); }
PlaceHolderScriptInstance(ScriptLanguage *p_language, Ref<Script> p_script, Object *p_owner);
~PlaceHolderScriptInstance();