diff options
Diffstat (limited to 'scene/main')
-rw-r--r-- | scene/main/node.cpp | 32 | ||||
-rw-r--r-- | scene/main/node.h | 8 | ||||
-rw-r--r-- | scene/main/scene_tree.cpp | 62 | ||||
-rw-r--r-- | scene/main/scene_tree.h | 6 |
4 files changed, 54 insertions, 54 deletions
diff --git a/scene/main/node.cpp b/scene/main/node.cpp index 67ee246252..e6ea4e4b4a 100644 --- a/scene/main/node.cpp +++ b/scene/main/node.cpp @@ -477,7 +477,7 @@ bool Node::is_network_master() const { ERR_FAIL_COND_V(!is_inside_tree(), false); - return get_multiplayer_api()->get_network_unique_id() == data.network_master; + return get_multiplayer()->get_network_unique_id() == data.network_master; } /***** RPC CONFIG ********/ @@ -668,12 +668,12 @@ Variant Node::_rpc_unreliable_id_bind(const Variant **p_args, int p_argcount, Va void Node::rpcp(int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount) { ERR_FAIL_COND(!is_inside_tree()); - get_multiplayer_api()->rpcp(this, p_peer_id, p_unreliable, p_method, p_arg, p_argcount); + get_multiplayer()->rpcp(this, p_peer_id, p_unreliable, p_method, p_arg, p_argcount); } void Node::rsetp(int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value) { ERR_FAIL_COND(!is_inside_tree()); - get_multiplayer_api()->rsetp(this, p_peer_id, p_unreliable, p_property, p_value); + get_multiplayer()->rsetp(this, p_peer_id, p_unreliable, p_property, p_value); } /******** RSET *********/ @@ -698,21 +698,21 @@ void Node::rset_unreliable_id(int p_peer_id, const StringName &p_property, const } //////////// end of rpc -Ref<MultiplayerAPI> Node::get_multiplayer_api() const { - if (multiplayer_api.is_valid()) - return multiplayer_api; +Ref<MultiplayerAPI> Node::get_multiplayer() const { + if (multiplayer.is_valid()) + return multiplayer; if (!is_inside_tree()) return Ref<MultiplayerAPI>(); - return get_tree()->get_multiplayer_api(); + return get_tree()->get_multiplayer(); } -Ref<MultiplayerAPI> Node::get_custom_multiplayer_api() const { - return multiplayer_api; +Ref<MultiplayerAPI> Node::get_custom_multiplayer() const { + return multiplayer; } -void Node::set_custom_multiplayer_api(Ref<MultiplayerAPI> p_multiplayer_api) { +void Node::set_custom_multiplayer(Ref<MultiplayerAPI> p_multiplayer) { - multiplayer_api = p_multiplayer_api; + multiplayer = p_multiplayer; } const Map<StringName, Node::RPCMode>::Element *Node::get_node_rpc_mode(const StringName &p_method) { @@ -2748,9 +2748,9 @@ void Node::_bind_methods() { ClassDB::bind_method(D_METHOD("is_network_master"), &Node::is_network_master); - ClassDB::bind_method(D_METHOD("get_multiplayer_api"), &Node::get_multiplayer_api); - ClassDB::bind_method(D_METHOD("get_custom_multiplayer_api"), &Node::get_custom_multiplayer_api); - ClassDB::bind_method(D_METHOD("set_custom_multiplayer_api", "api"), &Node::set_custom_multiplayer_api); + ClassDB::bind_method(D_METHOD("get_multiplayer"), &Node::get_multiplayer); + ClassDB::bind_method(D_METHOD("get_custom_multiplayer"), &Node::get_custom_multiplayer); + ClassDB::bind_method(D_METHOD("set_custom_multiplayer", "api"), &Node::set_custom_multiplayer); ClassDB::bind_method(D_METHOD("rpc_config", "method", "mode"), &Node::rpc_config); ClassDB::bind_method(D_METHOD("rset_config", "property", "mode"), &Node::rset_config); @@ -2830,8 +2830,8 @@ void Node::_bind_methods() { ADD_PROPERTYNZ(PropertyInfo(Variant::STRING, "name", PROPERTY_HINT_NONE, "", 0), "set_name", "get_name"); ADD_PROPERTYNZ(PropertyInfo(Variant::STRING, "filename", PROPERTY_HINT_NONE, "", 0), "set_filename", "get_filename"); ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "owner", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "set_owner", "get_owner"); - ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "multiplayer_api", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "", "get_multiplayer_api"); - ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "custom_multiplayer_api", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "set_custom_multiplayer_api", "get_custom_multiplayer_api"); + ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "multiplayer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "", "get_multiplayer"); + ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "custom_multiplayer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "set_custom_multiplayer", "get_custom_multiplayer"); BIND_VMETHOD(MethodInfo("_process", PropertyInfo(Variant::REAL, "delta"))); BIND_VMETHOD(MethodInfo("_physics_process", PropertyInfo(Variant::REAL, "delta"))); diff --git a/scene/main/node.h b/scene/main/node.h index b5a956116d..4ff1247e14 100644 --- a/scene/main/node.h +++ b/scene/main/node.h @@ -151,7 +151,7 @@ private: NAME_CASING_SNAKE_CASE }; - Ref<MultiplayerAPI> multiplayer_api; + Ref<MultiplayerAPI> multiplayer; void _print_tree_pretty(const String prefix, const bool last); void _print_tree(const Node *p_node); @@ -419,9 +419,9 @@ public: void rpcp(int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount); void rsetp(int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value); - Ref<MultiplayerAPI> get_multiplayer_api() const; - Ref<MultiplayerAPI> get_custom_multiplayer_api() const; - void set_custom_multiplayer_api(Ref<MultiplayerAPI> p_multiplayer_api); + 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); 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); diff --git a/scene/main/scene_tree.h b/scene/main/scene_tree.h index 9c06e4ded3..6e0156546e 100644 --- a/scene/main/scene_tree.h +++ b/scene/main/scene_tree.h @@ -185,7 +185,7 @@ private: ///network/// - Ref<MultiplayerAPI> multiplayer_api; + Ref<MultiplayerAPI> multiplayer; void _network_peer_connected(int p_id); void _network_peer_disconnected(int p_id); @@ -410,8 +410,8 @@ public: //network API - Ref<MultiplayerAPI> get_multiplayer_api() const; - void set_multiplayer_api(Ref<MultiplayerAPI> p_multiplayer_api); + Ref<MultiplayerAPI> get_multiplayer() const; + void set_multiplayer(Ref<MultiplayerAPI> p_multiplayer); void set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_network_peer); Ref<NetworkedMultiplayerPeer> get_network_peer() const; bool is_network_server() const; |