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-rw-r--r--scene/main/node.h32
1 files changed, 15 insertions, 17 deletions
diff --git a/scene/main/node.h b/scene/main/node.h
index 4ff1247e14..4b8f584ba7 100644
--- a/scene/main/node.h
+++ b/scene/main/node.h
@@ -65,18 +65,14 @@ public:
#endif
};
- enum RPCMode {
+ struct Comparator {
- 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 other peers
- RPC_MODE_SYNC, // using rpc() on it will call method / set property in all other peers and locally
- RPC_MODE_MASTER, // usinc rpc() on it will call method on wherever the master is, be it local or remote
- RPC_MODE_SLAVE, // usinc rpc() on it will call method for all slaves, be it local or remote
+ bool operator()(const Node *p_a, const Node *p_b) const { return p_b->is_greater_than(p_a); }
};
- struct Comparator {
+ struct ComparatorWithPriority {
- bool operator()(const Node *p_a, const Node *p_b) const { return p_b->is_greater_than(p_a); }
+ bool operator()(const Node *p_a, const Node *p_b) const { return p_b->has_priority_higher_than(p_a) || p_b->is_greater_than(p_a); }
};
private:
@@ -120,13 +116,14 @@ private:
Node *pause_owner;
int network_master;
- Map<StringName, RPCMode> rpc_methods;
- Map<StringName, RPCMode> rpc_properties;
+ Map<StringName, MultiplayerAPI::RPCMode> rpc_methods;
+ Map<StringName, MultiplayerAPI::RPCMode> rpc_properties;
// variables used to properly sort the node when processing, ignored otherwise
//should move all the stuff below to bits
bool physics_process;
bool idle_process;
+ int process_priority;
bool physics_process_internal;
bool idle_process_internal;
@@ -237,6 +234,7 @@ public:
NOTIFICATION_TRANSLATION_CHANGED = 24,
NOTIFICATION_INTERNAL_PROCESS = 25,
NOTIFICATION_INTERNAL_PHYSICS_PROCESS = 26,
+ NOTIFICATION_POST_ENTER_TREE = 27,
};
@@ -267,6 +265,7 @@ public:
bool is_a_parent_of(const Node *p_node) const;
bool is_greater_than(const Node *p_node) const;
+ bool has_priority_higher_than(const Node *p_node) const;
NodePath get_path() const;
NodePath get_path_to(const Node *p_node) const;
@@ -327,6 +326,8 @@ public:
void set_process_internal(bool p_idle_process_internal);
bool is_processing_internal() const;
+ void set_process_priority(int p_priority);
+
void set_process_input(bool p_enable);
bool is_processing_input() const;
@@ -403,8 +404,8 @@ public:
int get_network_master() const;
bool is_network_master() const;
- void rpc_config(const StringName &p_method, RPCMode p_mode); // config a local method for RPC
- void rset_config(const StringName &p_property, RPCMode p_mode); // config a local property for RPC
+ void rpc_config(const StringName &p_method, MultiplayerAPI::RPCMode p_mode); // config a local method for RPC
+ void rset_config(const StringName &p_property, MultiplayerAPI::RPCMode p_mode); // config a local property for RPC
void rpc(const StringName &p_method, VARIANT_ARG_LIST); //rpc call, honors RPCMode
void rpc_unreliable(const StringName &p_method, VARIANT_ARG_LIST); //rpc call, honors RPCMode
@@ -422,11 +423,8 @@ public:
Ref<MultiplayerAPI> get_multiplayer() const;
Ref<MultiplayerAPI> get_custom_multiplayer() const;
void set_custom_multiplayer(Ref<MultiplayerAPI> p_multiplayer);
- const Map<StringName, RPCMode>::Element *get_node_rpc_mode(const StringName &p_method);
- const Map<StringName, RPCMode>::Element *get_node_rset_mode(const StringName &p_property);
-
- bool can_call_rpc(const StringName &p_method, int p_from) const;
- bool can_call_rset(const StringName &p_property, int p_from) const;
+ const Map<StringName, MultiplayerAPI::RPCMode>::Element *get_node_rpc_mode(const StringName &p_method);
+ const Map<StringName, MultiplayerAPI::RPCMode>::Element *get_node_rset_mode(const StringName &p_property);
Node();
~Node();