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authorFabio Alessandrelli <fabio.alessandrelli@gmail.com>2021-08-10 20:44:06 +0200
committerFabio Alessandrelli <fabio.alessandrelli@gmail.com>2021-08-30 00:54:38 +0200
commit64b9f30b9299c023ecbb8d2f0b140e1b48d38014 (patch)
tree2066ff69081df1ba7704557595c0da8c402c8078 /core/io/multiplayer_api.h
parent838a449d6466400fdf5b3a9088b850559cc64c8d (diff)
[Net] Rename RPC "puppet" to "auth" (authority). Drop "master".
This commit completely removes the RPC_MODE_MASTER ("master" keyword), and renames the RPC_MODE_PUPPET to RPC_MODE_AUTHORITY ("auth" keyword). This commit also renames the "Node.[get|set]_network_master" methods to "Node.[get|set]_network_authority". This commit also renames the RPC_MODE_REMOTE constant to RPC_MODE_ANY. RPC_MODE_MASTER in Godot 3.x meant that a given RPC would be callable by any puppet peer on the master, while RPC_MODE_PUPPET meant that it would be callable by the master on any puppet. Beside proving to be very confusing to the user (referring to where it could be called instead of who can call it) the RPC_MODE_MASTER is quite useless. It is almost the same as RPC_MODE_REMOTE (anyone can call) with the exception that the network master cannot. While this could be useful to check in some case, in such a function you would anyway need to check in code who is the caller via get_rpc_sender_id(), so adding the check there for those rare cases does not warrants a dedicated mode.
Diffstat (limited to 'core/io/multiplayer_api.h')
-rw-r--r--core/io/multiplayer_api.h5
1 files changed, 2 insertions, 3 deletions
diff --git a/core/io/multiplayer_api.h b/core/io/multiplayer_api.h
index 3cbc3c39cb..3c96a3eed1 100644
--- a/core/io/multiplayer_api.h
+++ b/core/io/multiplayer_api.h
@@ -43,9 +43,8 @@ class MultiplayerAPI : public RefCounted {
public:
enum RPCMode {
RPC_MODE_DISABLED, // No rpc for this method, calls to this will be blocked (default)
- RPC_MODE_REMOTE, // Using rpc() on it will call method in all remote peers
- RPC_MODE_MASTER, // Using rpc() on it will call method on wherever the master is, be it local or remote
- RPC_MODE_PUPPET, // Using rpc() on it will call method for all puppets
+ RPC_MODE_ANY, // Any peer can call this rpc()
+ RPC_MODE_AUTHORITY, // Only the node's network authority (server by default) can call this rpc()
};
struct RPCConfig {