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-rw-r--r--core/io/multiplayer_api.cpp141
1 files changed, 59 insertions, 82 deletions
diff --git a/core/io/multiplayer_api.cpp b/core/io/multiplayer_api.cpp
index c29df07624..2f17d9e746 100644
--- a/core/io/multiplayer_api.cpp
+++ b/core/io/multiplayer_api.cpp
@@ -33,6 +33,7 @@
#include "core/debugger/engine_debugger.h"
#include "core/io/marshalls.h"
#include "scene/main/node.h"
+
#include <stdint.h>
#define NODE_ID_COMPRESSION_SHIFT 3
@@ -44,9 +45,7 @@
#endif
_FORCE_INLINE_ bool _should_call_local(MultiplayerAPI::RPCMode mode, bool is_master, bool &r_skip_rpc) {
-
switch (mode) {
-
case MultiplayerAPI::RPC_MODE_DISABLED: {
// Do nothing.
} break;
@@ -54,8 +53,9 @@ _FORCE_INLINE_ bool _should_call_local(MultiplayerAPI::RPCMode mode, bool is_mas
// Do nothing also. Remote cannot produce a local call.
} break;
case MultiplayerAPI::RPC_MODE_MASTERSYNC: {
- if (is_master)
+ if (is_master) {
r_skip_rpc = true; // I am the master, so skip remote call.
+ }
[[fallthrough]];
}
case MultiplayerAPI::RPC_MODE_REMOTESYNC:
@@ -64,8 +64,9 @@ _FORCE_INLINE_ bool _should_call_local(MultiplayerAPI::RPCMode mode, bool is_mas
return true;
} break;
case MultiplayerAPI::RPC_MODE_MASTER: {
- if (is_master)
+ if (is_master) {
r_skip_rpc = true; // I am the master, so skip remote call.
+ }
return is_master;
} break;
case MultiplayerAPI::RPC_MODE_PUPPET: {
@@ -77,7 +78,6 @@ _FORCE_INLINE_ bool _should_call_local(MultiplayerAPI::RPCMode mode, bool is_mas
_FORCE_INLINE_ bool _can_call_mode(Node *p_node, MultiplayerAPI::RPCMode mode, int p_remote_id) {
switch (mode) {
-
case MultiplayerAPI::RPC_MODE_DISABLED: {
return false;
} break;
@@ -99,17 +99,17 @@ _FORCE_INLINE_ bool _can_call_mode(Node *p_node, MultiplayerAPI::RPCMode mode, i
}
void MultiplayerAPI::poll() {
-
- if (!network_peer.is_valid() || network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED)
+ if (!network_peer.is_valid() || network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED) {
return;
+ }
network_peer->poll();
- if (!network_peer.is_valid()) // It's possible that polling might have resulted in a disconnection, so check here.
+ if (!network_peer.is_valid()) { // It's possible that polling might have resulted in a disconnection, so check here.
return;
+ }
while (network_peer->get_available_packet_count()) {
-
int sender = network_peer->get_packet_peer();
const uint8_t *packet;
int len;
@@ -143,8 +143,9 @@ void MultiplayerAPI::set_root_node(Node *p_node) {
}
void MultiplayerAPI::set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_peer) {
-
- if (p_peer == network_peer) return; // Nothing to do
+ if (p_peer == network_peer) {
+ return; // Nothing to do
+ }
ERR_FAIL_COND_MSG(p_peer.is_valid() && p_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED,
"Supplied NetworkedMultiplayerPeer must be connecting or connected.");
@@ -183,6 +184,7 @@ void _profile_node_data(const String &p_what, ObjectID p_id) {
EngineDebugger::profiler_add_frame_data("multiplayer", values);
}
}
+
void _profile_bandwidth_data(const String &p_inout, int p_size) {
if (EngineDebugger::is_profiling("multiplayer")) {
Array values;
@@ -206,8 +208,7 @@ int get_packet_len(uint32_t p_node_target, int p_packet_len) {
}
void MultiplayerAPI::_process_packet(int p_from, const uint8_t *p_packet, int p_packet_len) {
-
- ERR_FAIL_COND_MSG(root_node == NULL, "Multiplayer root node was not initialized. If you are using custom multiplayer, remember to set the root node via MultiplayerAPI.set_root_node before using it.");
+ ERR_FAIL_COND_MSG(root_node == nullptr, "Multiplayer root node was not initialized. If you are using custom multiplayer, remember to set the root node via MultiplayerAPI.set_root_node before using it.");
ERR_FAIL_COND_MSG(p_packet_len < 1, "Invalid packet received. Size too small.");
#ifdef DEBUG_ENABLED
@@ -218,20 +219,16 @@ void MultiplayerAPI::_process_packet(int p_from, const uint8_t *p_packet, int p_
uint8_t packet_type = p_packet[0] & 7;
switch (packet_type) {
-
case NETWORK_COMMAND_SIMPLIFY_PATH: {
-
_process_simplify_path(p_from, p_packet, p_packet_len);
} break;
case NETWORK_COMMAND_CONFIRM_PATH: {
-
_process_confirm_path(p_from, p_packet, p_packet_len);
} break;
case NETWORK_COMMAND_REMOTE_CALL:
case NETWORK_COMMAND_REMOTE_SET: {
-
// Extract packet meta
int packet_min_size = 1;
int name_id_offset = 1;
@@ -285,7 +282,7 @@ void MultiplayerAPI::_process_packet(int p_from, const uint8_t *p_packet, int p_
}
Node *node = _process_get_node(p_from, p_packet, node_target, p_packet_len);
- ERR_FAIL_COND_MSG(node == NULL, "Invalid packet received. Requested node was not found.");
+ ERR_FAIL_COND_MSG(node == nullptr, "Invalid packet received. Requested node was not found.");
uint16_t name_id = 0;
switch (name_id_compression) {
@@ -302,33 +299,29 @@ void MultiplayerAPI::_process_packet(int p_from, const uint8_t *p_packet, int p_
const int packet_len = get_packet_len(node_target, p_packet_len);
if (packet_type == NETWORK_COMMAND_REMOTE_CALL) {
-
_process_rpc(node, name_id, p_from, p_packet, packet_len, packet_min_size);
} else {
-
_process_rset(node, name_id, p_from, p_packet, packet_len, packet_min_size);
}
} break;
case NETWORK_COMMAND_RAW: {
-
_process_raw(p_from, p_packet, p_packet_len);
} break;
}
}
Node *MultiplayerAPI::_process_get_node(int p_from, const uint8_t *p_packet, uint32_t p_node_target, int p_packet_len) {
-
- Node *node = NULL;
+ Node *node = nullptr;
if (p_node_target & 0x80000000) {
// Use full path (not cached yet).
int ofs = p_node_target & 0x7FFFFFFF;
- ERR_FAIL_COND_V_MSG(ofs >= p_packet_len, NULL, "Invalid packet received. Size smaller than declared.");
+ ERR_FAIL_COND_V_MSG(ofs >= p_packet_len, nullptr, "Invalid packet received. Size smaller than declared.");
String paths;
paths.parse_utf8((const char *)&p_packet[ofs], p_packet_len - ofs);
@@ -337,30 +330,31 @@ Node *MultiplayerAPI::_process_get_node(int p_from, const uint8_t *p_packet, uin
node = root_node->get_node(np);
- if (!node)
+ if (!node) {
ERR_PRINT("Failed to get path from RPC: " + String(np) + ".");
+ }
} else {
// Use cached path.
int id = p_node_target;
Map<int, PathGetCache>::Element *E = path_get_cache.find(p_from);
- ERR_FAIL_COND_V_MSG(!E, NULL, "Invalid packet received. Requests invalid peer cache.");
+ ERR_FAIL_COND_V_MSG(!E, nullptr, "Invalid packet received. Requests invalid peer cache.");
Map<int, PathGetCache::NodeInfo>::Element *F = E->get().nodes.find(id);
- ERR_FAIL_COND_V_MSG(!F, NULL, "Invalid packet received. Unabled to find requested cached node.");
+ ERR_FAIL_COND_V_MSG(!F, nullptr, "Invalid packet received. Unabled to find requested cached node.");
PathGetCache::NodeInfo *ni = &F->get();
// Do proper caching later.
node = root_node->get_node(ni->path);
- if (!node)
+ if (!node) {
ERR_PRINT("Failed to get cached path from RPC: " + String(ni->path) + ".");
+ }
}
return node;
}
void MultiplayerAPI::_process_rpc(Node *p_node, const uint16_t p_rpc_method_id, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset) {
-
ERR_FAIL_COND_MSG(p_offset > p_packet_len, "Invalid packet received. Size too small.");
// Check that remote can call the RPC on this node.
@@ -413,7 +407,6 @@ void MultiplayerAPI::_process_rpc(Node *p_node, const uint16_t p_rpc_method_id,
p_offset += len;
} else {
for (int i = 0; i < argc; i++) {
-
ERR_FAIL_COND_MSG(p_offset >= p_packet_len, "Invalid packet received. Size too small.");
int vlen;
@@ -436,7 +429,6 @@ void MultiplayerAPI::_process_rpc(Node *p_node, const uint16_t p_rpc_method_id,
}
void MultiplayerAPI::_process_rset(Node *p_node, const uint16_t p_rpc_property_id, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset) {
-
ERR_FAIL_COND_MSG(p_offset >= p_packet_len, "Invalid packet received. Size too small.");
// Check that remote can call the RSET on this node.
@@ -456,7 +448,7 @@ void MultiplayerAPI::_process_rset(Node *p_node, const uint16_t p_rpc_property_i
#endif
Variant value;
- Error err = _decode_and_decompress_variant(value, &p_packet[p_offset], p_packet_len - p_offset, NULL);
+ Error err = _decode_and_decompress_variant(value, &p_packet[p_offset], p_packet_len - p_offset, nullptr);
ERR_FAIL_COND_MSG(err != OK, "Invalid packet received. Unable to decode RSET value.");
@@ -470,7 +462,6 @@ void MultiplayerAPI::_process_rset(Node *p_node, const uint16_t p_rpc_property_i
}
void MultiplayerAPI::_process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len) {
-
ERR_FAIL_COND_MSG(p_packet_len < 38, "Invalid packet received. Size too small.");
int ofs = 1;
@@ -491,7 +482,7 @@ void MultiplayerAPI::_process_simplify_path(int p_from, const uint8_t *p_packet,
}
Node *node = root_node->get_node(path);
- ERR_FAIL_COND(node == NULL);
+ ERR_FAIL_COND(node == nullptr);
const bool valid_rpc_checksum = node->get_rpc_md5() == methods_md5;
if (valid_rpc_checksum == false) {
ERR_PRINT("The rpc node checksum failed. Make sure to have the same methods on both nodes. Node path: " + path);
@@ -504,7 +495,7 @@ void MultiplayerAPI::_process_simplify_path(int p_from, const uint8_t *p_packet,
// Encode path to send ack.
CharString pname = String(path).utf8();
- int len = encode_cstring(pname.get_data(), NULL);
+ int len = encode_cstring(pname.get_data(), nullptr);
Vector<uint8_t> packet;
@@ -519,7 +510,6 @@ void MultiplayerAPI::_process_simplify_path(int p_from, const uint8_t *p_packet,
}
void MultiplayerAPI::_process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len) {
-
ERR_FAIL_COND_MSG(p_packet_len < 3, "Invalid packet received. Size too small.");
const bool valid_rpc_checksum = p_packet[1];
@@ -546,12 +536,13 @@ bool MultiplayerAPI::_send_confirm_path(Node *p_node, NodePath p_path, PathSentC
List<int> peers_to_add; // If one is missing, take note to add it.
for (Set<int>::Element *E = connected_peers.front(); E; E = E->next()) {
-
- if (p_target < 0 && E->get() == -p_target)
+ if (p_target < 0 && E->get() == -p_target) {
continue; // Continue, excluded.
+ }
- if (p_target > 0 && E->get() != p_target)
+ if (p_target > 0 && E->get() != p_target) {
continue; // Continue, not for this peer.
+ }
Map<int, bool>::Element *F = psc->confirmed_peers.find(E->get());
@@ -567,12 +558,11 @@ bool MultiplayerAPI::_send_confirm_path(Node *p_node, NodePath p_path, PathSentC
}
if (peers_to_add.size() > 0) {
-
// Those that need to be added, send a message for this.
// Encode function name.
const CharString path = String(p_path).utf8();
- const int path_len = encode_cstring(path.get_data(), NULL);
+ const int path_len = encode_cstring(path.get_data(), nullptr);
// Extract MD5 from rpc methods list.
const String methods_md5 = p_node->get_rpc_md5();
@@ -592,7 +582,6 @@ bool MultiplayerAPI::_send_confirm_path(Node *p_node, NodePath p_path, PathSentC
ofs += encode_cstring(path.get_data(), &packet.write[ofs]);
for (List<int>::Element *E = peers_to_add.front(); E; E = E->next()) {
-
network_peer->set_target_peer(E->get()); // To all of you.
network_peer->set_transfer_mode(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
network_peer->put_packet(packet.ptr(), packet.size());
@@ -617,7 +606,6 @@ bool MultiplayerAPI::_send_confirm_path(Node *p_node, NodePath p_path, PathSentC
#define ENCODE_32 2 << 5
#define ENCODE_64 3 << 5
Error MultiplayerAPI::_encode_and_compress_variant(const Variant &p_variant, uint8_t *r_buffer, int &r_len) {
-
// Unreachable because `VARIANT_MAX` == 27 and `ENCODE_VARIANT_MASK` == 31
CRASH_COND(p_variant.get_type() > VARIANT_META_TYPE_MASK);
@@ -679,8 +667,9 @@ Error MultiplayerAPI::_encode_and_compress_variant(const Variant &p_variant, uin
default:
// Any other case is not yet compressed.
Error err = encode_variant(p_variant, r_buffer, r_len, allow_object_decoding);
- if (err != OK)
+ if (err != OK) {
return err;
+ }
if (r_buffer) {
// The first byte is not used by the marshaling, so store the type
// so we know how to decompress and decode this variant.
@@ -690,8 +679,8 @@ Error MultiplayerAPI::_encode_and_compress_variant(const Variant &p_variant, uin
return OK;
}
-Error MultiplayerAPI::_decode_and_decompress_variant(Variant &r_variant, const uint8_t *p_buffer, int p_len, int *r_len) {
+Error MultiplayerAPI::_decode_and_decompress_variant(Variant &r_variant, const uint8_t *p_buffer, int p_len, int *r_len) {
const uint8_t *buf = p_buffer;
int len = p_len;
@@ -705,55 +694,61 @@ Error MultiplayerAPI::_decode_and_decompress_variant(Variant &r_variant, const u
case Variant::BOOL: {
bool val = (buf[0] & VARIANT_META_BOOL_MASK) > 0;
r_variant = val;
- if (r_len)
+ if (r_len) {
*r_len = 1;
+ }
} break;
case Variant::INT: {
buf += 1;
len -= 1;
- if (r_len)
+ if (r_len) {
*r_len = 1;
+ }
if (encode_mode == ENCODE_8) {
// 8 bits.
ERR_FAIL_COND_V(len < 1, ERR_INVALID_DATA);
int8_t val = buf[0];
r_variant = val;
- if (r_len)
+ if (r_len) {
(*r_len) += 1;
+ }
} else if (encode_mode == ENCODE_16) {
// 16 bits.
ERR_FAIL_COND_V(len < 2, ERR_INVALID_DATA);
int16_t val = decode_uint16(buf);
r_variant = val;
- if (r_len)
+ if (r_len) {
(*r_len) += 2;
+ }
} else if (encode_mode == ENCODE_32) {
// 32 bits.
ERR_FAIL_COND_V(len < 4, ERR_INVALID_DATA);
int32_t val = decode_uint32(buf);
r_variant = val;
- if (r_len)
+ if (r_len) {
(*r_len) += 4;
+ }
} else {
// 64 bits.
ERR_FAIL_COND_V(len < 8, ERR_INVALID_DATA);
int64_t val = decode_uint64(buf);
r_variant = val;
- if (r_len)
+ if (r_len) {
(*r_len) += 8;
+ }
}
} break;
default:
Error err = decode_variant(r_variant, p_buffer, p_len, r_len, allow_object_decoding);
- if (err != OK)
+ if (err != OK) {
return err;
+ }
}
return OK;
}
void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p_set, const StringName &p_name, const Variant **p_arg, int p_argcount) {
-
ERR_FAIL_COND_MSG(network_peer.is_null(), "Attempt to remote call/set when networking is not active in SceneTree.");
ERR_FAIL_COND_MSG(network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_CONNECTING, "Attempt to remote call/set when networking is not connected yet in SceneTree.");
@@ -787,8 +782,9 @@ void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p
int ofs = 0;
-#define MAKE_ROOM(m_amount) \
- if (packet_cache.size() < m_amount) packet_cache.resize(m_amount);
+#define MAKE_ROOM(m_amount) \
+ if (packet_cache.size() < m_amount) \
+ packet_cache.resize(m_amount);
// Encode meta.
// The meta is composed by a single byte that contains (starting from the least segnificant bit):
@@ -838,7 +834,6 @@ void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p
}
if (p_set) {
-
// Take the rpc property ID
uint16_t property_id = p_from->get_node_rset_property_id(p_name);
if (property_id == UINT16_MAX && p_from->get_script_instance()) {
@@ -862,7 +857,7 @@ void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p
// Set argument.
int len(0);
- Error err = _encode_and_compress_variant(*p_arg[0], NULL, len);
+ Error err = _encode_and_compress_variant(*p_arg[0], nullptr, len);
ERR_FAIL_COND_MSG(err != OK, "Unable to encode RSET value. THIS IS LIKELY A BUG IN THE ENGINE!");
MAKE_ROOM(ofs + len);
_encode_and_compress_variant(*p_arg[0], &(packet_cache.write[ofs]), len);
@@ -907,7 +902,7 @@ void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p
ofs += 1;
for (int i = 0; i < p_argcount; i++) {
int len(0);
- Error err = _encode_and_compress_variant(*p_arg[i], NULL, len);
+ Error err = _encode_and_compress_variant(*p_arg[i], nullptr, len);
ERR_FAIL_COND_MSG(err != OK, "Unable to encode RPC argument. THIS IS LIKELY A BUG IN THE ENGINE!");
MAKE_ROOM(ofs + len);
_encode_and_compress_variant(*p_arg[i], &(packet_cache.write[ofs]), len);
@@ -931,7 +926,6 @@ void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p
network_peer->set_transfer_mode(p_unreliable ? NetworkedMultiplayerPeer::TRANSFER_MODE_UNRELIABLE : NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
if (has_all_peers) {
-
// They all have verified paths, so send fast.
network_peer->set_target_peer(p_to); // To all of you.
network_peer->put_packet(packet_cache.ptr(), ofs); // A message with love.
@@ -943,17 +937,18 @@ void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p
// Append path at the end, since we will need it for some packets.
CharString pname = String(from_path).utf8();
- int path_len = encode_cstring(pname.get_data(), NULL);
+ int path_len = encode_cstring(pname.get_data(), nullptr);
MAKE_ROOM(ofs + path_len);
encode_cstring(pname.get_data(), &(packet_cache.write[ofs]));
for (Set<int>::Element *E = connected_peers.front(); E; E = E->next()) {
-
- if (p_to < 0 && E->get() == -p_to)
+ if (p_to < 0 && E->get() == -p_to) {
continue; // Continue, excluded.
+ }
- if (p_to > 0 && E->get() != p_to)
+ if (p_to > 0 && E->get() != p_to) {
continue; // Continue, not for this peer.
+ }
Map<int, bool>::Element *F = psc->confirmed_peers.find(E->get());
ERR_CONTINUE(!F); // Should never happen.
@@ -995,22 +990,18 @@ void MultiplayerAPI::_del_peer(int p_id) {
}
void MultiplayerAPI::_connected_to_server() {
-
emit_signal("connected_to_server");
}
void MultiplayerAPI::_connection_failed() {
-
emit_signal("connection_failed");
}
void MultiplayerAPI::_server_disconnected() {
-
emit_signal("server_disconnected");
}
void MultiplayerAPI::rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount) {
-
ERR_FAIL_COND_MSG(!network_peer.is_valid(), "Trying to call an RPC while no network peer is active.");
ERR_FAIL_COND_MSG(!p_node->is_inside_tree(), "Trying to call an RPC on a node which is not inside SceneTree.");
ERR_FAIL_COND_MSG(network_peer->get_connection_status() != NetworkedMultiplayerPeer::CONNECTION_CONNECTED, "Trying to call an RPC via a network peer which is not connected.");
@@ -1037,7 +1028,6 @@ void MultiplayerAPI::rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const
}
if (!skip_rpc) {
-
#ifdef DEBUG_ENABLED
_profile_node_data("out_rpc", p_node->get_instance_id());
#endif
@@ -1078,7 +1068,6 @@ void MultiplayerAPI::rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const
}
void MultiplayerAPI::rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value) {
-
ERR_FAIL_COND_MSG(!network_peer.is_valid(), "Trying to RSET while no network peer is active.");
ERR_FAIL_COND_MSG(!p_node->is_inside_tree(), "Trying to RSET on a node which is not inside SceneTree.");
ERR_FAIL_COND_MSG(network_peer->get_connection_status() != NetworkedMultiplayerPeer::CONNECTION_CONNECTED, "Trying to send an RSET via a network peer which is not connected.");
@@ -1143,7 +1132,6 @@ void MultiplayerAPI::rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const
}
Error MultiplayerAPI::send_bytes(Vector<uint8_t> p_data, int p_to, NetworkedMultiplayerPeer::TransferMode p_mode) {
-
ERR_FAIL_COND_V_MSG(p_data.size() < 1, ERR_INVALID_DATA, "Trying to send an empty raw packet.");
ERR_FAIL_COND_V_MSG(!network_peer.is_valid(), ERR_UNCONFIGURED, "Trying to send a raw packet while no network peer is active.");
ERR_FAIL_COND_V_MSG(network_peer->get_connection_status() != NetworkedMultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED, "Trying to send a raw packet via a network peer which is not connected.");
@@ -1160,7 +1148,6 @@ Error MultiplayerAPI::send_bytes(Vector<uint8_t> p_data, int p_to, NetworkedMult
}
void MultiplayerAPI::_process_raw(int p_from, const uint8_t *p_packet, int p_packet_len) {
-
ERR_FAIL_COND_MSG(p_packet_len < 2, "Invalid packet received. Size too small.");
Vector<uint8_t> out;
@@ -1174,32 +1161,27 @@ void MultiplayerAPI::_process_raw(int p_from, const uint8_t *p_packet, int p_pac
}
int MultiplayerAPI::get_network_unique_id() const {
-
ERR_FAIL_COND_V_MSG(!network_peer.is_valid(), 0, "No network peer is assigned. Unable to get unique network ID.");
return network_peer->get_unique_id();
}
bool MultiplayerAPI::is_network_server() const {
-
// XXX Maybe fail silently? Maybe should actually return true to make development of both local and online multiplayer easier?
ERR_FAIL_COND_V_MSG(!network_peer.is_valid(), false, "No network peer is assigned. I can't be a server.");
return network_peer->is_server();
}
void MultiplayerAPI::set_refuse_new_network_connections(bool p_refuse) {
-
ERR_FAIL_COND_MSG(!network_peer.is_valid(), "No network peer is assigned. Unable to set 'refuse_new_connections'.");
network_peer->set_refuse_new_connections(p_refuse);
}
bool MultiplayerAPI::is_refusing_new_network_connections() const {
-
ERR_FAIL_COND_V_MSG(!network_peer.is_valid(), false, "No network peer is assigned. Unable to get 'refuse_new_connections'.");
return network_peer->is_refusing_new_connections();
}
Vector<int> MultiplayerAPI::get_network_connected_peers() const {
-
ERR_FAIL_COND_V_MSG(!network_peer.is_valid(), Vector<int>(), "No network peer is assigned. Assume no peers are connected.");
Vector<int> ret;
@@ -1211,12 +1193,10 @@ Vector<int> MultiplayerAPI::get_network_connected_peers() const {
}
void MultiplayerAPI::set_allow_object_decoding(bool p_enable) {
-
allow_object_decoding = p_enable;
}
bool MultiplayerAPI::is_object_decoding_allowed() const {
-
return allow_object_decoding;
}
@@ -1259,10 +1239,7 @@ void MultiplayerAPI::_bind_methods() {
BIND_ENUM_CONSTANT(RPC_MODE_PUPPETSYNC);
}
-MultiplayerAPI::MultiplayerAPI() :
- allow_object_decoding(false) {
- rpc_sender_id = 0;
- root_node = NULL;
+MultiplayerAPI::MultiplayerAPI() {
clear();
}