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/*************************************************************************/
/*  gdscript_rpc_callable.cpp                                            */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#include "gdscript_rpc_callable.h"

#include "core/templates/hashfuncs.h"
#include "scene/main/node.h"

bool GDScriptRPCCallable::compare_equal(const CallableCustom *p_a, const CallableCustom *p_b) {
	return p_a->hash() == p_b->hash();
}

bool GDScriptRPCCallable::compare_less(const CallableCustom *p_a, const CallableCustom *p_b) {
	return p_a->hash() < p_b->hash();
}

uint32_t GDScriptRPCCallable::hash() const {
	return h;
}

String GDScriptRPCCallable::get_as_text() const {
	String class_name = node->get_class();
	Ref<Script> script = node->get_script();
	return class_name + "(" + script->get_path().get_file() + ")::" + String(method) + " (rpc)";
}

CallableCustom::CompareEqualFunc GDScriptRPCCallable::get_compare_equal_func() const {
	return compare_equal;
}

CallableCustom::CompareLessFunc GDScriptRPCCallable::get_compare_less_func() const {
	return compare_less;
}

ObjectID GDScriptRPCCallable::get_object() const {
	return node->get_instance_id();
}

void GDScriptRPCCallable::call(const Variant **p_arguments, int p_argcount, Variant &r_return_value, Callable::CallError &r_call_error) const {
	r_return_value = node->call(method, p_arguments, p_argcount, r_call_error);
}

GDScriptRPCCallable::GDScriptRPCCallable(Object *p_node, const StringName &p_method) {
	node = Object::cast_to<Node>(p_node);
	method = p_method;
	h = method.hash();
	h = hash_djb2_one_64(node->get_instance_id(), h);
}

void GDScriptRPCCallable::rpc(int p_peer_id, const Variant **p_arguments, int p_argcount, Callable::CallError &r_call_error) const {
	r_call_error.error = Callable::CallError::CALL_OK;
	node->rpcp(p_peer_id, method, p_arguments, p_argcount);
}