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authorFabio Alessandrelli <fabio.alessandrelli@gmail.com>2023-09-27 01:12:58 +0200
committerFabio Alessandrelli <fabio.alessandrelli@gmail.com>2023-10-10 14:42:54 +0200
commit9ce423914ec4a392e42dbf894dc7929befcc7e1d (patch)
tree6efcc40b5d6b9f8a922c8b2f0db554b387bc9103 /modules/multiplayer/scene_replication_interface.h
parent61cf7d180cc6ac1be1f9cb1c7369b2cae5d99b25 (diff)
downloadredot-engine-9ce423914ec4a392e42dbf894dc7929befcc7e1d.tar.gz
[MP] Optimize internal authority checks
We already know which MultiplayerAPI a certain Node uses, so we don't need to retrieve it via SceneTree every time.
Diffstat (limited to 'modules/multiplayer/scene_replication_interface.h')
-rw-r--r--modules/multiplayer/scene_replication_interface.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/modules/multiplayer/scene_replication_interface.h b/modules/multiplayer/scene_replication_interface.h
index 267d329ca7..4cc2f20ffa 100644
--- a/modules/multiplayer/scene_replication_interface.h
+++ b/modules/multiplayer/scene_replication_interface.h
@@ -95,6 +95,7 @@ private:
void _untrack(const ObjectID &p_id);
void _node_ready(const ObjectID &p_oid);
+ bool _has_authority(const Node *p_node);
bool _verify_synchronizer(int p_peer, MultiplayerSynchronizer *p_sync, uint32_t &r_net_id);
MultiplayerSynchronizer *_find_synchronizer(int p_peer, uint32_t p_net_ida);