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[Net] Modularize multiplayer, expose MultiplayerAPI to extensions.
- RPC configurations are now dictionaries. - Script.get_rpc_methods renamed to Script.get_rpc_config. - Node.rpc[_id] and Callable.rpc now return an Error. - Refactor MultiplayerAPI to allow extension. - New MultiplayerAPI.rpc method with Array argument (for scripts). - Move the default MultiplayerAPI implementation to a module.
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@@ -32,7 +32,6 @@
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#define GDSCRIPT_PARSER_H
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#include "core/io/resource.h"
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#include "core/multiplayer/multiplayer.h"
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#include "core/object/ref_counted.h"
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#include "core/object/script_language.h"
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#include "core/string/string_name.h"
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@@ -750,7 +749,7 @@ public:
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SuiteNode *body = nullptr;
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bool is_static = false;
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bool is_coroutine = false;
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Multiplayer::RPCConfig rpc_config;
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Variant rpc_config;
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MethodInfo info;
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LambdaNode *source_lambda = nullptr;
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#ifdef TOOLS_ENABLED
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@@ -1371,8 +1370,7 @@ private:
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template <PropertyUsageFlags t_usage>
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bool export_group_annotations(const AnnotationNode *p_annotation, Node *p_target);
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bool warning_annotations(const AnnotationNode *p_annotation, Node *p_target);
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template <Multiplayer::RPCMode t_mode>
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bool network_annotations(const AnnotationNode *p_annotation, Node *p_target);
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bool rpc_annotation(const AnnotationNode *p_annotation, Node *p_target);
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// Statements.
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Node *parse_statement();
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VariableNode *parse_variable();
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