diff options
Diffstat (limited to 'core/io/multiplayer_api.cpp')
-rw-r--r-- | core/io/multiplayer_api.cpp | 141 |
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(); } |