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path: root/core/io/multiplayer_api.cpp
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* MultiplayerAPI cleanup cache when peer disconnectsFabio Alessandrelli2019-10-251-1/+10
| | | | | We used to only cleanup path_get_cache and not path_send_cache causing issues when a peer disconnects and then reconnects with the same ID.
* Added some obvious errors explanationsqarmin2019-09-251-2/+1
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* Add network profilerjfons2019-09-051-0/+146
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* Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'Braden Bodily2019-08-171-109/+53
| | | | | | | | | Condensed some if and ERR statements. Added dots to end of error messages Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?), core/os/memory.cpp, drivers/png/png_driver_common.cpp, drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
* Add default values to the editor help, docs, and generated RSTBojidar Marinov2019-06-271-0/+1
| | | | | Also, make spacing of "=" in the editor help a bit more consistent. Closes #16086
* Better handle some self-RSET/RPC in MultiplayerAPIFabio Alessandrelli2019-05-121-6/+10
| | | | | Allow calling yourself via RPC/RSET if the mode allows it. Better error messages when you are not allowed to call yourself.
* Avoid _can_call_mode resetting error message in MultiplayerAPIFabio Alessandrelli2019-05-081-4/+6
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* Sender network id is now set to local network id for local rpc calls.Daniel Eliasinski2019-04-161-0/+13
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* Revert "Properly explain RPC/RSET mode failure."Rémi Verschelde2019-04-051-9/+7
| | | | | This reverts commit 95ad747deaa474b30c04b01f60634f2be9a5ea18. It introduced regressions, see #27655.
* Fix -Wimplicit-fallthrough warnings from GCC 8Rémi Verschelde2019-04-051-1/+2
| | | | | | | | | | | | Adds `FALLTHROUGH` macro to specify when a fallthrough is intentional. Can be replaced by `[[fallthrough]]` if/when we switch to C++17. The warning is now enabled by default for GCC on `extra` warnings level (part of GCC's `-Wextra`). It's not enabled in Clang's `-Wextra` yet, but we could enable it manually once we switch to C++11. There's no equivalent feature in MSVC for now. Fixes #26135.
* Properly explain RPC/RSET mode failure.Fabio Alessandrelli2019-04-031-7/+9
| | | | | | | | _can_call_mode used to call is_network_master/get_network_master internally. This would reset any potential last error set via ERR_EXPLAIN, preventing it from being displayed correctly. _can_call_mode now expects the node master ID to be passed instead.
* Add object encoding param to serialization methodsFabio Alessandrelli2019-04-011-7/+22
| | | | | | | | | Network peers get_var/put_var File get_var/store_var GDScript/Mono/VisualScript bytes2var/var2bytes Add MultiplayerAPI.allow_object_decoding member which deprecates PacketPeer.allow_object_decoding. Break ABI compatibaility (API compatibility for GDNative).
* Multiplayer API now respects allow_object_decodingFabio Alessandrelli2019-04-011-6/+6
| | | | Add doc about allow_object_decoding in PacketPeer
* Don't reset MultiplayerAPI when setting same peer.Fabio Alessandrelli2019-01-151-0/+2
| | | | | | | | | | | | | | A GDScript call to: `multiplayer.network_peer.some_prop = true` seems to transalte to: ``` var temp = multiplayer.network_peer temp.some_prop = true multiplayer.network_peer = temp ``` Which caused the MultiplayerAPI to be resetted. The call to set_network_peer is now ignored if the peer that's beeing set is the same as the currently set one.
* Fix MultiplayerAPI initialization, clear.Fabio Alessandrelli2019-01-151-0/+3
| | | | | | | | | rpc_sender_id is now correctly initialized to 0 so get_rpc_sender_id() work reliably even if called before receiving any RPC. root_node is initialized to NULL (fix crashes when incorrectly using the MultiplayerAPI). clear function now resets the packet cache size to free more memory when not running.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Remove redundant "== false" codeAaron Franke2018-10-061-1/+1
| | | | | | Some of this code has been re-organized. f
* Remove redundant "== true" codeAaron Franke2018-10-061-1/+1
| | | If it can be compared to a boolean, it can be evaluated as one in-place.
* Better MultiplayerAPI error logs.Fabio Alessandrelli2018-09-251-54/+98
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* Skip RPC/RSET when MASTERSYNC and we are master.Fabio Alessandrelli2018-09-251-5/+8
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* doc: Sync classref with current sourceRémi Verschelde2018-09-151-2/+2
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* Clearly deprecate sync too in favor of remotesync.Fabio Alessandrelli2018-09-151-7/+3
| | | | | NOTE: This changes the RPC_MODE_* enum values. Games should be re-exported. GDNative rebuilt.
* Rename slave keyword to puppetFabio Alessandrelli2018-09-151-5/+6
| | | | | The slave keyword will still be available as deprecated in 3.1 but will be dropped from future releases.
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-1/+2
| | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* doc: Sync classref with current sourceRémi Verschelde2018-07-261-1/+1
| | | | Fix various missing arguments in bindings.
* Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam2018-07-261-18/+18
| | | | | | | | | | | | | | | | | | | | | | | This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
* MultiplayerAPI::send_bytes transfer mode support.Fabio Alessandrelli2018-07-081-2/+5
| | | | | Added as extra parameter, allow you to specify which transfer mode to use for those specific bytes
* New sync RPC modes to match all combinationsFabio Alessandrelli2018-05-291-0/+9
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* Refactor RPCMode enum and checksFabio Alessandrelli2018-05-291-64/+83
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* Revert "RPCMode refactor, more sync modes"Max Hilbrunner2018-05-291-92/+64
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* New sync RPC modes to match all combinationsFabio Alessandrelli2018-05-261-0/+9
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* Refactor RPCMode enum and checksFabio Alessandrelli2018-05-261-64/+83
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* Add missing copyright headersGuilherme Felipe2018-05-161-0/+30
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* Allow sending raw bytes through MultiplayerAPIFabio Alessandrelli2018-05-121-1/+38
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* Internal methods in MultiplayerAPI start with _Fabio Alessandrelli2018-05-081-20/+20
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* Add new MultiplayerAPI classFabio Alessandrelli2018-03-031-0/+722
Handles all the high level networking stuff