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[Net] Refactor RPCs, remove RSETs
In this PR: - Removed rset - rpc_config can now optionally configure transfer mode (reliable/unreliable/ordered) and channel (channels are not actually implemented yet.) - Refactor how the RPC id is computed to minimize the logic in Node and scripts that now only needs a single `get_rpc_methods` function.
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@@ -897,68 +897,10 @@ void GDScript::get_members(Set<StringName> *p_members) {
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}
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}
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Vector<ScriptNetData> GDScript::get_rpc_methods() const {
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const Vector<MultiplayerAPI::RPCConfig> GDScript::get_rpc_methods() const {
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return rpc_functions;
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}
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uint16_t GDScript::get_rpc_method_id(const StringName &p_method) const {
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for (int i = 0; i < rpc_functions.size(); i++) {
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if (rpc_functions[i].name == p_method) {
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return i;
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}
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}
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return UINT16_MAX;
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}
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StringName GDScript::get_rpc_method(const uint16_t p_rpc_method_id) const {
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if (p_rpc_method_id >= rpc_functions.size()) {
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return StringName();
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}
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return rpc_functions[p_rpc_method_id].name;
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}
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MultiplayerAPI::RPCMode GDScript::get_rpc_mode_by_id(const uint16_t p_rpc_method_id) const {
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if (p_rpc_method_id >= rpc_functions.size()) {
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return MultiplayerAPI::RPC_MODE_DISABLED;
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}
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return rpc_functions[p_rpc_method_id].mode;
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}
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MultiplayerAPI::RPCMode GDScript::get_rpc_mode(const StringName &p_method) const {
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return get_rpc_mode_by_id(get_rpc_method_id(p_method));
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}
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Vector<ScriptNetData> GDScript::get_rset_properties() const {
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return rpc_variables;
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}
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uint16_t GDScript::get_rset_property_id(const StringName &p_variable) const {
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for (int i = 0; i < rpc_variables.size(); i++) {
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if (rpc_variables[i].name == p_variable) {
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return i;
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}
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}
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return UINT16_MAX;
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}
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StringName GDScript::get_rset_property(const uint16_t p_rset_member_id) const {
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if (p_rset_member_id >= rpc_variables.size()) {
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return StringName();
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}
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return rpc_variables[p_rset_member_id].name;
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}
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MultiplayerAPI::RPCMode GDScript::get_rset_mode_by_id(const uint16_t p_rset_member_id) const {
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if (p_rset_member_id >= rpc_variables.size()) {
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return MultiplayerAPI::RPC_MODE_DISABLED;
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}
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return rpc_variables[p_rset_member_id].mode;
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}
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MultiplayerAPI::RPCMode GDScript::get_rset_mode(const StringName &p_variable) const {
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return get_rset_mode_by_id(get_rset_property_id(p_variable));
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}
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Variant GDScript::call(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
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GDScript *top = this;
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while (top) {
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@@ -1210,10 +1152,8 @@ void GDScript::_save_orphaned_subclasses() {
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void GDScript::_init_rpc_methods_properties() {
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// Copy the base rpc methods so we don't mask their IDs.
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rpc_functions.clear();
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rpc_variables.clear();
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if (base.is_valid()) {
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rpc_functions = base->rpc_functions;
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rpc_variables = base->rpc_variables;
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}
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GDScript *cscript = this;
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@@ -1222,25 +1162,17 @@ void GDScript::_init_rpc_methods_properties() {
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// RPC Methods
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for (Map<StringName, GDScriptFunction *>::Element *E = cscript->member_functions.front(); E; E = E->next()) {
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if (E->get()->get_rpc_mode() != MultiplayerAPI::RPC_MODE_DISABLED) {
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ScriptNetData nd;
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MultiplayerAPI::RPCConfig nd;
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nd.name = E->key();
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nd.mode = E->get()->get_rpc_mode();
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nd.rpc_mode = E->get()->get_rpc_mode();
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// TODO
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nd.transfer_mode = NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE;
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nd.channel = 0;
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if (-1 == rpc_functions.find(nd)) {
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rpc_functions.push_back(nd);
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}
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}
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}
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// RSet
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for (Map<StringName, MemberInfo>::Element *E = cscript->member_indices.front(); E; E = E->next()) {
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if (E->get().rpc_mode != MultiplayerAPI::RPC_MODE_DISABLED) {
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ScriptNetData nd;
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nd.name = E->key();
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nd.mode = E->get().rpc_mode;
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if (-1 == rpc_variables.find(nd)) {
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rpc_variables.push_back(nd);
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}
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}
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}
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if (cscript != this) {
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sub_E = sub_E->next();
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@@ -1254,8 +1186,7 @@ void GDScript::_init_rpc_methods_properties() {
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}
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// Sort so we are 100% that they are always the same.
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rpc_functions.sort_custom<SortNetData>();
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rpc_variables.sort_custom<SortNetData>();
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rpc_functions.sort_custom<MultiplayerAPI::SortRPCConfig>();
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}
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GDScript::~GDScript() {
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@@ -1611,46 +1542,10 @@ ScriptLanguage *GDScriptInstance::get_language() {
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return GDScriptLanguage::get_singleton();
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}
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Vector<ScriptNetData> GDScriptInstance::get_rpc_methods() const {
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const Vector<MultiplayerAPI::RPCConfig> GDScriptInstance::get_rpc_methods() const {
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return script->get_rpc_methods();
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}
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uint16_t GDScriptInstance::get_rpc_method_id(const StringName &p_method) const {
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return script->get_rpc_method_id(p_method);
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}
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StringName GDScriptInstance::get_rpc_method(const uint16_t p_rpc_method_id) const {
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return script->get_rpc_method(p_rpc_method_id);
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}
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MultiplayerAPI::RPCMode GDScriptInstance::get_rpc_mode_by_id(const uint16_t p_rpc_method_id) const {
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return script->get_rpc_mode_by_id(p_rpc_method_id);
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}
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MultiplayerAPI::RPCMode GDScriptInstance::get_rpc_mode(const StringName &p_method) const {
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return script->get_rpc_mode(p_method);
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}
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Vector<ScriptNetData> GDScriptInstance::get_rset_properties() const {
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return script->get_rset_properties();
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}
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uint16_t GDScriptInstance::get_rset_property_id(const StringName &p_variable) const {
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return script->get_rset_property_id(p_variable);
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}
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StringName GDScriptInstance::get_rset_property(const uint16_t p_rset_member_id) const {
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return script->get_rset_property(p_rset_member_id);
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}
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MultiplayerAPI::RPCMode GDScriptInstance::get_rset_mode_by_id(const uint16_t p_rset_member_id) const {
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return script->get_rset_mode_by_id(p_rset_member_id);
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}
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MultiplayerAPI::RPCMode GDScriptInstance::get_rset_mode(const StringName &p_variable) const {
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return script->get_rset_mode(p_variable);
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}
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void GDScriptInstance::reload_members() {
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#ifdef DEBUG_ENABLED
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