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authorFabio Alessandrelli <fabio.alessandrelli@gmail.com>2018-05-13 07:07:56 +0200
committerFabio Alessandrelli <fabio.alessandrelli@gmail.com>2018-05-26 10:43:43 +0200
commit9de4ffde616266f5bcc2164590f36ef1143bc271 (patch)
tree669a745bd08e412bc72ec903cfef74c349715bca /core/io
parenta71b0830ab79709ec7f6daa1c9a03c6de6e9f83b (diff)
Refactor RPCMode enum and checks
Diffstat (limited to 'core/io')
-rw-r--r--core/io/multiplayer_api.cpp147
-rw-r--r--core/io/multiplayer_api.h11
2 files changed, 94 insertions, 64 deletions
diff --git a/core/io/multiplayer_api.cpp b/core/io/multiplayer_api.cpp
index b0f2ca754d..de98a195e4 100644
--- a/core/io/multiplayer_api.cpp
+++ b/core/io/multiplayer_api.cpp
@@ -32,6 +32,55 @@
#include "core/io/marshalls.h"
#include "scene/main/node.h"
+_FORCE_INLINE_ bool _should_call_local(MultiplayerAPI::RPCMode mode, bool is_master, bool &r_skip_rpc) {
+
+ switch (mode) {
+
+ case MultiplayerAPI::RPC_MODE_DISABLED: {
+ //do nothing
+ } break;
+ case MultiplayerAPI::RPC_MODE_REMOTE: {
+ //do nothing also, no need to call local
+ } break;
+ case MultiplayerAPI::RPC_MODE_SYNC: {
+ //call it, sync always results in call
+ return true;
+ } break;
+ case MultiplayerAPI::RPC_MODE_MASTER: {
+ if (is_master)
+ r_skip_rpc = true; //no other master so..
+ return is_master;
+ } break;
+ case MultiplayerAPI::RPC_MODE_SLAVE: {
+ return !is_master;
+ } break;
+ }
+ return false;
+}
+
+_FORCE_INLINE_ bool _can_call_mode(Node *p_node, MultiplayerAPI::RPCMode mode, int p_remote_id) {
+ switch (mode) {
+
+ case MultiplayerAPI::RPC_MODE_DISABLED: {
+ return false;
+ } break;
+ case MultiplayerAPI::RPC_MODE_REMOTE: {
+ return true;
+ } break;
+ case MultiplayerAPI::RPC_MODE_SYNC: {
+ return true;
+ } break;
+ case MultiplayerAPI::RPC_MODE_MASTER: {
+ return p_node->is_network_master();
+ } break;
+ case MultiplayerAPI::RPC_MODE_SLAVE: {
+ return !p_node->is_network_master() && p_remote_id == p_node->get_network_master();
+ } break;
+ }
+
+ return false;
+}
+
void MultiplayerAPI::poll() {
if (!network_peer.is_valid() || network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED)
@@ -202,11 +251,19 @@ Node *MultiplayerAPI::_process_get_node(int p_from, const uint8_t *p_packet, int
}
void MultiplayerAPI::_process_rpc(Node *p_node, const StringName &p_name, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset) {
- if (!p_node->can_call_rpc(p_name, p_from))
- return;
ERR_FAIL_COND(p_offset >= p_packet_len);
+ // Check that remote can call the RPC on this node
+ RPCMode rpc_mode = RPC_MODE_DISABLED;
+ const Map<StringName, RPCMode>::Element *E = p_node->get_node_rpc_mode(p_name);
+ if (E) {
+ rpc_mode = E->get();
+ } else if (p_node->get_script_instance()) {
+ rpc_mode = p_node->get_script_instance()->get_rpc_mode(p_name);
+ }
+ ERR_FAIL_COND(!_can_call_mode(p_node, rpc_mode, p_from));
+
int argc = p_packet[p_offset];
Vector<Variant> args;
Vector<const Variant *> argp;
@@ -238,11 +295,18 @@ void MultiplayerAPI::_process_rpc(Node *p_node, const StringName &p_name, int p_
void MultiplayerAPI::_process_rset(Node *p_node, const StringName &p_name, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset) {
- if (!p_node->can_call_rset(p_name, p_from))
- return;
-
ERR_FAIL_COND(p_offset >= p_packet_len);
+ // Check that remote can call the RSET on this node
+ RPCMode rset_mode = RPC_MODE_DISABLED;
+ const Map<StringName, RPCMode>::Element *E = p_node->get_node_rset_mode(p_name);
+ if (E) {
+ rset_mode = E->get();
+ } else if (p_node->get_script_instance()) {
+ rset_mode = p_node->get_script_instance()->get_rset_mode(p_name);
+ }
+ ERR_FAIL_COND(!_can_call_mode(p_node, rset_mode, p_from));
+
Variant value;
decode_variant(value, &p_packet[p_offset], p_packet_len - p_offset);
@@ -522,57 +586,6 @@ void MultiplayerAPI::_server_disconnected() {
emit_signal("server_disconnected");
}
-bool _should_call_native(Node::RPCMode mode, bool is_master, bool &r_skip_rpc) {
-
- switch (mode) {
-
- case Node::RPC_MODE_DISABLED: {
- //do nothing
- } break;
- case Node::RPC_MODE_REMOTE: {
- //do nothing also, no need to call local
- } break;
- case Node::RPC_MODE_SYNC: {
- //call it, sync always results in call
- return true;
- } break;
- case Node::RPC_MODE_MASTER: {
- if (is_master)
- r_skip_rpc = true; //no other master so..
- return is_master;
- } break;
- case Node::RPC_MODE_SLAVE: {
- return !is_master;
- } break;
- }
- return false;
-}
-
-bool _should_call_script(ScriptInstance::RPCMode mode, bool is_master, bool &r_skip_rpc) {
- switch (mode) {
-
- case ScriptInstance::RPC_MODE_DISABLED: {
- //do nothing
- } break;
- case ScriptInstance::RPC_MODE_REMOTE: {
- //do nothing also, no need to call local
- } break;
- case ScriptInstance::RPC_MODE_SYNC: {
- //call it, sync always results in call
- return true;
- } break;
- case ScriptInstance::RPC_MODE_MASTER: {
- if (is_master)
- r_skip_rpc = true; //no other master so..
- return is_master;
- } break;
- case ScriptInstance::RPC_MODE_SLAVE: {
- return !is_master;
- } break;
- }
- return false;
-}
-
void MultiplayerAPI::rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount) {
ERR_FAIL_COND(!p_node->is_inside_tree());
@@ -587,17 +600,17 @@ void MultiplayerAPI::rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const
if (p_peer_id == 0 || p_peer_id == node_id || (p_peer_id < 0 && p_peer_id != -node_id)) {
//check that send mode can use local call
- const Map<StringName, Node::RPCMode>::Element *E = p_node->get_node_rpc_mode(p_method);
+ const Map<StringName, RPCMode>::Element *E = p_node->get_node_rpc_mode(p_method);
if (E) {
- call_local_native = _should_call_native(E->get(), is_master, skip_rpc);
+ call_local_native = _should_call_local(E->get(), is_master, skip_rpc);
}
if (call_local_native) {
// done below
} else if (p_node->get_script_instance()) {
//attempt with script
- ScriptInstance::RPCMode rpc_mode = p_node->get_script_instance()->get_rpc_mode(p_method);
- call_local_script = _should_call_script(rpc_mode, is_master, skip_rpc);
+ RPCMode rpc_mode = p_node->get_script_instance()->get_rpc_mode(p_method);
+ call_local_script = _should_call_local(rpc_mode, is_master, skip_rpc);
}
}
@@ -643,10 +656,10 @@ void MultiplayerAPI::rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const
bool set_local = false;
- const Map<StringName, Node::RPCMode>::Element *E = p_node->get_node_rset_mode(p_property);
+ const Map<StringName, RPCMode>::Element *E = p_node->get_node_rset_mode(p_property);
if (E) {
- set_local = _should_call_native(E->get(), is_master, skip_rset);
+ set_local = _should_call_local(E->get(), is_master, skip_rset);
}
if (set_local) {
@@ -660,9 +673,9 @@ void MultiplayerAPI::rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const
}
} else if (p_node->get_script_instance()) {
//attempt with script
- ScriptInstance::RPCMode rpc_mode = p_node->get_script_instance()->get_rset_mode(p_property);
+ RPCMode rpc_mode = p_node->get_script_instance()->get_rset_mode(p_property);
- set_local = _should_call_script(rpc_mode, is_master, skip_rset);
+ set_local = _should_call_local(rpc_mode, is_master, skip_rset);
if (set_local) {
@@ -778,6 +791,12 @@ void MultiplayerAPI::_bind_methods() {
ADD_SIGNAL(MethodInfo("connected_to_server"));
ADD_SIGNAL(MethodInfo("connection_failed"));
ADD_SIGNAL(MethodInfo("server_disconnected"));
+
+ BIND_ENUM_CONSTANT(RPC_MODE_DISABLED);
+ BIND_ENUM_CONSTANT(RPC_MODE_REMOTE);
+ BIND_ENUM_CONSTANT(RPC_MODE_SYNC);
+ BIND_ENUM_CONSTANT(RPC_MODE_MASTER);
+ BIND_ENUM_CONSTANT(RPC_MODE_SLAVE);
}
MultiplayerAPI::MultiplayerAPI() {
diff --git a/core/io/multiplayer_api.h b/core/io/multiplayer_api.h
index 64f59d32d8..f9284a0bde 100644
--- a/core/io/multiplayer_api.h
+++ b/core/io/multiplayer_api.h
@@ -87,6 +87,15 @@ public:
NETWORK_COMMAND_RAW,
};
+ 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 / set property in all remote peers
+ RPC_MODE_SYNC, // Using rpc() on it will call method / set property in all remote peers and locally
+ RPC_MODE_MASTER, // Using rpc() on it will call method on wherever the master is, be it local or remote
+ RPC_MODE_SLAVE, // Using rpc() on it will call method for all slaves
+ };
+
void poll();
void clear();
void set_root_node(Node *p_node);
@@ -117,4 +126,6 @@ public:
~MultiplayerAPI();
};
+VARIANT_ENUM_CAST(MultiplayerAPI::RPCMode);
+
#endif // MULTIPLAYER_PROTOCOL_H