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author | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2021-08-10 20:44:06 +0200 |
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committer | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2021-08-30 00:54:38 +0200 |
commit | 64b9f30b9299c023ecbb8d2f0b140e1b48d38014 (patch) | |
tree | 2066ff69081df1ba7704557595c0da8c402c8078 /thirdparty/libvpx/vp9/common/vp9_pred_common.h | |
parent | 838a449d6466400fdf5b3a9088b850559cc64c8d (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 'thirdparty/libvpx/vp9/common/vp9_pred_common.h')
0 files changed, 0 insertions, 0 deletions