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author | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2018-05-08 10:51:04 +0200 |
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committer | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2018-05-08 10:51:04 +0200 |
commit | 234914c42ceebfb3c8d05b9071248cdd993b673b (patch) | |
tree | db5ad3ab6e7681935b8582d995e15134d8ec70b9 /scene/main/scene_tree.cpp | |
parent | de9683b6059ed709441f28c42757de311cb409bb (diff) |
Rename multiplayer_api to just multiplayer.
Only the class name retain the MultiplayerAPI name
Diffstat (limited to 'scene/main/scene_tree.cpp')
-rw-r--r-- | scene/main/scene_tree.cpp | 62 |
1 files changed, 31 insertions, 31 deletions
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp index 011087b487..607dbebf6c 100644 --- a/scene/main/scene_tree.cpp +++ b/scene/main/scene_tree.cpp @@ -485,7 +485,7 @@ bool SceneTree::idle(float p_time) { idle_process_time = p_time; - multiplayer_api->poll(); + multiplayer->poll(); emit_signal("idle_frame"); @@ -1668,70 +1668,70 @@ void SceneTree::_server_disconnected() { emit_signal("server_disconnected"); } -Ref<MultiplayerAPI> SceneTree::get_multiplayer_api() const { - return multiplayer_api; +Ref<MultiplayerAPI> SceneTree::get_multiplayer() const { + return multiplayer; } -void SceneTree::set_multiplayer_api(Ref<MultiplayerAPI> p_multiplayer_api) { - ERR_FAIL_COND(!p_multiplayer_api.is_valid()); +void SceneTree::set_multiplayer(Ref<MultiplayerAPI> p_multiplayer) { + ERR_FAIL_COND(!p_multiplayer.is_valid()); - if (multiplayer_api.is_valid()) { - multiplayer_api->disconnect("network_peer_connected", this, "_network_peer_connected"); - multiplayer_api->disconnect("network_peer_disconnected", this, "_network_peer_disconnected"); - multiplayer_api->disconnect("connected_to_server", this, "_connected_to_server"); - multiplayer_api->disconnect("connection_failed", this, "_connection_failed"); - multiplayer_api->disconnect("server_disconnected", this, "_server_disconnected"); + if (multiplayer.is_valid()) { + multiplayer->disconnect("network_peer_connected", this, "_network_peer_connected"); + multiplayer->disconnect("network_peer_disconnected", this, "_network_peer_disconnected"); + multiplayer->disconnect("connected_to_server", this, "_connected_to_server"); + multiplayer->disconnect("connection_failed", this, "_connection_failed"); + multiplayer->disconnect("server_disconnected", this, "_server_disconnected"); } - multiplayer_api = p_multiplayer_api; - multiplayer_api->set_root_node(root); + multiplayer = p_multiplayer; + multiplayer->set_root_node(root); - multiplayer_api->connect("network_peer_connected", this, "_network_peer_connected"); - multiplayer_api->connect("network_peer_disconnected", this, "_network_peer_disconnected"); - multiplayer_api->connect("connected_to_server", this, "_connected_to_server"); - multiplayer_api->connect("connection_failed", this, "_connection_failed"); - multiplayer_api->connect("server_disconnected", this, "_server_disconnected"); + multiplayer->connect("network_peer_connected", this, "_network_peer_connected"); + multiplayer->connect("network_peer_disconnected", this, "_network_peer_disconnected"); + multiplayer->connect("connected_to_server", this, "_connected_to_server"); + multiplayer->connect("connection_failed", this, "_connection_failed"); + multiplayer->connect("server_disconnected", this, "_server_disconnected"); } void SceneTree::set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_network_peer) { - multiplayer_api->set_network_peer(p_network_peer); + multiplayer->set_network_peer(p_network_peer); } Ref<NetworkedMultiplayerPeer> SceneTree::get_network_peer() const { - return multiplayer_api->get_network_peer(); + return multiplayer->get_network_peer(); } bool SceneTree::is_network_server() const { - return multiplayer_api->is_network_server(); + return multiplayer->is_network_server(); } bool SceneTree::has_network_peer() const { - return multiplayer_api->has_network_peer(); + return multiplayer->has_network_peer(); } int SceneTree::get_network_unique_id() const { - return multiplayer_api->get_network_unique_id(); + return multiplayer->get_network_unique_id(); } Vector<int> SceneTree::get_network_connected_peers() const { - return multiplayer_api->get_network_connected_peers(); + return multiplayer->get_network_connected_peers(); } int SceneTree::get_rpc_sender_id() const { - return multiplayer_api->get_rpc_sender_id(); + return multiplayer->get_rpc_sender_id(); } void SceneTree::set_refuse_new_network_connections(bool p_refuse) { - multiplayer_api->set_refuse_new_network_connections(p_refuse); + multiplayer->set_refuse_new_network_connections(p_refuse); } bool SceneTree::is_refusing_new_network_connections() const { - return multiplayer_api->is_refusing_new_network_connections(); + return multiplayer->is_refusing_new_network_connections(); } void SceneTree::_bind_methods() { @@ -1800,8 +1800,8 @@ void SceneTree::_bind_methods() { ClassDB::bind_method(D_METHOD("_change_scene"), &SceneTree::_change_scene); - ClassDB::bind_method(D_METHOD("set_multiplayer_api", "multiplayer_api"), &SceneTree::set_multiplayer_api); - ClassDB::bind_method(D_METHOD("get_multiplayer_api"), &SceneTree::get_multiplayer_api); + ClassDB::bind_method(D_METHOD("set_multiplayer", "multiplayer"), &SceneTree::set_multiplayer); + ClassDB::bind_method(D_METHOD("get_multiplayer"), &SceneTree::get_multiplayer); ClassDB::bind_method(D_METHOD("set_network_peer", "peer"), &SceneTree::set_network_peer); ClassDB::bind_method(D_METHOD("get_network_peer"), &SceneTree::get_network_peer); ClassDB::bind_method(D_METHOD("is_network_server"), &SceneTree::is_network_server); @@ -1829,7 +1829,7 @@ void SceneTree::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "current_scene", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "set_current_scene", "get_current_scene"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "network_peer", PROPERTY_HINT_RESOURCE_TYPE, "NetworkedMultiplayerPeer", 0), "set_network_peer", "get_network_peer"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "root", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "", "get_root"); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multiplayer_api", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "set_multiplayer_api", "get_multiplayer_api"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multiplayer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "set_multiplayer", "get_multiplayer"); ADD_SIGNAL(MethodInfo("tree_changed")); ADD_SIGNAL(MethodInfo("node_added", PropertyInfo(Variant::OBJECT, "node"))); @@ -1934,7 +1934,7 @@ SceneTree::SceneTree() { root->set_world(Ref<World>(memnew(World))); // Initialize network state - set_multiplayer_api(Ref<MultiplayerAPI>(memnew(MultiplayerAPI))); + set_multiplayer(Ref<MultiplayerAPI>(memnew(MultiplayerAPI))); //root->set_world_2d( Ref<World2D>( memnew( World2D ))); root->set_as_audio_listener(true); |