Pārlūkot izejas kodu

Rename multiplayer_api to just multiplayer.

Only the class name retain the MultiplayerAPI name
Fabio Alessandrelli 7 gadi atpakaļ
vecāks
revīzija
234914c42c
4 mainītis faili ar 54 papildinājumiem un 54 dzēšanām
  1. 16 16
      scene/main/node.cpp
  2. 4 4
      scene/main/node.h
  3. 31 31
      scene/main/scene_tree.cpp
  4. 3 3
      scene/main/scene_tree.h

+ 16 - 16
scene/main/node.cpp

@@ -477,7 +477,7 @@ bool Node::is_network_master() const {
 
 	ERR_FAIL_COND_V(!is_inside_tree(), false);
 
-	return get_multiplayer_api()->get_network_unique_id() == data.network_master;
+	return get_multiplayer()->get_network_unique_id() == data.network_master;
 }
 
 /***** RPC CONFIG ********/
@@ -668,12 +668,12 @@ Variant Node::_rpc_unreliable_id_bind(const Variant **p_args, int p_argcount, Va
 
 void Node::rpcp(int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount) {
 	ERR_FAIL_COND(!is_inside_tree());
-	get_multiplayer_api()->rpcp(this, p_peer_id, p_unreliable, p_method, p_arg, p_argcount);
+	get_multiplayer()->rpcp(this, p_peer_id, p_unreliable, p_method, p_arg, p_argcount);
 }
 
 void Node::rsetp(int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value) {
 	ERR_FAIL_COND(!is_inside_tree());
-	get_multiplayer_api()->rsetp(this, p_peer_id, p_unreliable, p_property, p_value);
+	get_multiplayer()->rsetp(this, p_peer_id, p_unreliable, p_property, p_value);
 }
 
 /******** RSET *********/
@@ -698,21 +698,21 @@ void Node::rset_unreliable_id(int p_peer_id, const StringName &p_property, const
 }
 
 //////////// end of rpc
-Ref<MultiplayerAPI> Node::get_multiplayer_api() const {
-	if (multiplayer_api.is_valid())
-		return multiplayer_api;
+Ref<MultiplayerAPI> Node::get_multiplayer() const {
+	if (multiplayer.is_valid())
+		return multiplayer;
 	if (!is_inside_tree())
 		return Ref<MultiplayerAPI>();
-	return get_tree()->get_multiplayer_api();
+	return get_tree()->get_multiplayer();
 }
 
-Ref<MultiplayerAPI> Node::get_custom_multiplayer_api() const {
-	return multiplayer_api;
+Ref<MultiplayerAPI> Node::get_custom_multiplayer() const {
+	return multiplayer;
 }
 
-void Node::set_custom_multiplayer_api(Ref<MultiplayerAPI> p_multiplayer_api) {
+void Node::set_custom_multiplayer(Ref<MultiplayerAPI> p_multiplayer) {
 
-	multiplayer_api = p_multiplayer_api;
+	multiplayer = p_multiplayer;
 }
 
 const Map<StringName, Node::RPCMode>::Element *Node::get_node_rpc_mode(const StringName &p_method) {
@@ -2748,9 +2748,9 @@ void Node::_bind_methods() {
 
 	ClassDB::bind_method(D_METHOD("is_network_master"), &Node::is_network_master);
 
-	ClassDB::bind_method(D_METHOD("get_multiplayer_api"), &Node::get_multiplayer_api);
-	ClassDB::bind_method(D_METHOD("get_custom_multiplayer_api"), &Node::get_custom_multiplayer_api);
-	ClassDB::bind_method(D_METHOD("set_custom_multiplayer_api", "api"), &Node::set_custom_multiplayer_api);
+	ClassDB::bind_method(D_METHOD("get_multiplayer"), &Node::get_multiplayer);
+	ClassDB::bind_method(D_METHOD("get_custom_multiplayer"), &Node::get_custom_multiplayer);
+	ClassDB::bind_method(D_METHOD("set_custom_multiplayer", "api"), &Node::set_custom_multiplayer);
 	ClassDB::bind_method(D_METHOD("rpc_config", "method", "mode"), &Node::rpc_config);
 	ClassDB::bind_method(D_METHOD("rset_config", "property", "mode"), &Node::rset_config);
 
@@ -2830,8 +2830,8 @@ void Node::_bind_methods() {
 	ADD_PROPERTYNZ(PropertyInfo(Variant::STRING, "name", PROPERTY_HINT_NONE, "", 0), "set_name", "get_name");
 	ADD_PROPERTYNZ(PropertyInfo(Variant::STRING, "filename", PROPERTY_HINT_NONE, "", 0), "set_filename", "get_filename");
 	ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "owner", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "set_owner", "get_owner");
-	ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "multiplayer_api", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "", "get_multiplayer_api");
-	ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "custom_multiplayer_api", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "set_custom_multiplayer_api", "get_custom_multiplayer_api");
+	ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "multiplayer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "", "get_multiplayer");
+	ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "custom_multiplayer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "set_custom_multiplayer", "get_custom_multiplayer");
 
 	BIND_VMETHOD(MethodInfo("_process", PropertyInfo(Variant::REAL, "delta")));
 	BIND_VMETHOD(MethodInfo("_physics_process", PropertyInfo(Variant::REAL, "delta")));

+ 4 - 4
scene/main/node.h

@@ -151,7 +151,7 @@ private:
 		NAME_CASING_SNAKE_CASE
 	};
 
-	Ref<MultiplayerAPI> multiplayer_api;
+	Ref<MultiplayerAPI> multiplayer;
 
 	void _print_tree_pretty(const String prefix, const bool last);
 	void _print_tree(const Node *p_node);
@@ -419,9 +419,9 @@ public:
 	void rpcp(int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount);
 	void rsetp(int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value);
 
-	Ref<MultiplayerAPI> get_multiplayer_api() const;
-	Ref<MultiplayerAPI> get_custom_multiplayer_api() const;
-	void set_custom_multiplayer_api(Ref<MultiplayerAPI> p_multiplayer_api);
+	Ref<MultiplayerAPI> get_multiplayer() const;
+	Ref<MultiplayerAPI> get_custom_multiplayer() const;
+	void set_custom_multiplayer(Ref<MultiplayerAPI> p_multiplayer);
 	const Map<StringName, RPCMode>::Element *get_node_rpc_mode(const StringName &p_method);
 	const Map<StringName, RPCMode>::Element *get_node_rset_mode(const StringName &p_property);
 

+ 31 - 31
scene/main/scene_tree.cpp

@@ -485,7 +485,7 @@ bool SceneTree::idle(float p_time) {
 
 	idle_process_time = p_time;
 
-	multiplayer_api->poll();
+	multiplayer->poll();
 
 	emit_signal("idle_frame");
 
@@ -1668,70 +1668,70 @@ void SceneTree::_server_disconnected() {
 	emit_signal("server_disconnected");
 }
 
-Ref<MultiplayerAPI> SceneTree::get_multiplayer_api() const {
-	return multiplayer_api;
+Ref<MultiplayerAPI> SceneTree::get_multiplayer() const {
+	return multiplayer;
 }
 
-void SceneTree::set_multiplayer_api(Ref<MultiplayerAPI> p_multiplayer_api) {
-	ERR_FAIL_COND(!p_multiplayer_api.is_valid());
+void SceneTree::set_multiplayer(Ref<MultiplayerAPI> p_multiplayer) {
+	ERR_FAIL_COND(!p_multiplayer.is_valid());
 
-	if (multiplayer_api.is_valid()) {
-		multiplayer_api->disconnect("network_peer_connected", this, "_network_peer_connected");
-		multiplayer_api->disconnect("network_peer_disconnected", this, "_network_peer_disconnected");
-		multiplayer_api->disconnect("connected_to_server", this, "_connected_to_server");
-		multiplayer_api->disconnect("connection_failed", this, "_connection_failed");
-		multiplayer_api->disconnect("server_disconnected", this, "_server_disconnected");
+	if (multiplayer.is_valid()) {
+		multiplayer->disconnect("network_peer_connected", this, "_network_peer_connected");
+		multiplayer->disconnect("network_peer_disconnected", this, "_network_peer_disconnected");
+		multiplayer->disconnect("connected_to_server", this, "_connected_to_server");
+		multiplayer->disconnect("connection_failed", this, "_connection_failed");
+		multiplayer->disconnect("server_disconnected", this, "_server_disconnected");
 	}
 
-	multiplayer_api = p_multiplayer_api;
-	multiplayer_api->set_root_node(root);
+	multiplayer = p_multiplayer;
+	multiplayer->set_root_node(root);
 
-	multiplayer_api->connect("network_peer_connected", this, "_network_peer_connected");
-	multiplayer_api->connect("network_peer_disconnected", this, "_network_peer_disconnected");
-	multiplayer_api->connect("connected_to_server", this, "_connected_to_server");
-	multiplayer_api->connect("connection_failed", this, "_connection_failed");
-	multiplayer_api->connect("server_disconnected", this, "_server_disconnected");
+	multiplayer->connect("network_peer_connected", this, "_network_peer_connected");
+	multiplayer->connect("network_peer_disconnected", this, "_network_peer_disconnected");
+	multiplayer->connect("connected_to_server", this, "_connected_to_server");
+	multiplayer->connect("connection_failed", this, "_connection_failed");
+	multiplayer->connect("server_disconnected", this, "_server_disconnected");
 }
 
 void SceneTree::set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_network_peer) {
 
-	multiplayer_api->set_network_peer(p_network_peer);
+	multiplayer->set_network_peer(p_network_peer);
 }
 
 Ref<NetworkedMultiplayerPeer> SceneTree::get_network_peer() const {
 
-	return multiplayer_api->get_network_peer();
+	return multiplayer->get_network_peer();
 }
 
 bool SceneTree::is_network_server() const {
 
-	return multiplayer_api->is_network_server();
+	return multiplayer->is_network_server();
 }
 
 bool SceneTree::has_network_peer() const {
-	return multiplayer_api->has_network_peer();
+	return multiplayer->has_network_peer();
 }
 
 int SceneTree::get_network_unique_id() const {
 
-	return multiplayer_api->get_network_unique_id();
+	return multiplayer->get_network_unique_id();
 }
 
 Vector<int> SceneTree::get_network_connected_peers() const {
 
-	return multiplayer_api->get_network_connected_peers();
+	return multiplayer->get_network_connected_peers();
 }
 
 int SceneTree::get_rpc_sender_id() const {
-	return multiplayer_api->get_rpc_sender_id();
+	return multiplayer->get_rpc_sender_id();
 }
 
 void SceneTree::set_refuse_new_network_connections(bool p_refuse) {
-	multiplayer_api->set_refuse_new_network_connections(p_refuse);
+	multiplayer->set_refuse_new_network_connections(p_refuse);
 }
 
 bool SceneTree::is_refusing_new_network_connections() const {
-	return multiplayer_api->is_refusing_new_network_connections();
+	return multiplayer->is_refusing_new_network_connections();
 }
 
 void SceneTree::_bind_methods() {
@@ -1800,8 +1800,8 @@ void SceneTree::_bind_methods() {
 
 	ClassDB::bind_method(D_METHOD("_change_scene"), &SceneTree::_change_scene);
 
-	ClassDB::bind_method(D_METHOD("set_multiplayer_api", "multiplayer_api"), &SceneTree::set_multiplayer_api);
-	ClassDB::bind_method(D_METHOD("get_multiplayer_api"), &SceneTree::get_multiplayer_api);
+	ClassDB::bind_method(D_METHOD("set_multiplayer", "multiplayer"), &SceneTree::set_multiplayer);
+	ClassDB::bind_method(D_METHOD("get_multiplayer"), &SceneTree::get_multiplayer);
 	ClassDB::bind_method(D_METHOD("set_network_peer", "peer"), &SceneTree::set_network_peer);
 	ClassDB::bind_method(D_METHOD("get_network_peer"), &SceneTree::get_network_peer);
 	ClassDB::bind_method(D_METHOD("is_network_server"), &SceneTree::is_network_server);
@@ -1829,7 +1829,7 @@ void SceneTree::_bind_methods() {
 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "current_scene", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "set_current_scene", "get_current_scene");
 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "network_peer", PROPERTY_HINT_RESOURCE_TYPE, "NetworkedMultiplayerPeer", 0), "set_network_peer", "get_network_peer");
 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "root", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "", "get_root");
-	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multiplayer_api", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "set_multiplayer_api", "get_multiplayer_api");
+	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multiplayer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "set_multiplayer", "get_multiplayer");
 
 	ADD_SIGNAL(MethodInfo("tree_changed"));
 	ADD_SIGNAL(MethodInfo("node_added", PropertyInfo(Variant::OBJECT, "node")));
@@ -1934,7 +1934,7 @@ SceneTree::SceneTree() {
 		root->set_world(Ref<World>(memnew(World)));
 
 	// Initialize network state
-	set_multiplayer_api(Ref<MultiplayerAPI>(memnew(MultiplayerAPI)));
+	set_multiplayer(Ref<MultiplayerAPI>(memnew(MultiplayerAPI)));
 
 	//root->set_world_2d( Ref<World2D>( memnew( World2D )));
 	root->set_as_audio_listener(true);

+ 3 - 3
scene/main/scene_tree.h

@@ -185,7 +185,7 @@ private:
 
 	///network///
 
-	Ref<MultiplayerAPI> multiplayer_api;
+	Ref<MultiplayerAPI> multiplayer;
 
 	void _network_peer_connected(int p_id);
 	void _network_peer_disconnected(int p_id);
@@ -410,8 +410,8 @@ public:
 
 	//network API
 
-	Ref<MultiplayerAPI> get_multiplayer_api() const;
-	void set_multiplayer_api(Ref<MultiplayerAPI> p_multiplayer_api);
+	Ref<MultiplayerAPI> get_multiplayer() const;
+	void set_multiplayer(Ref<MultiplayerAPI> p_multiplayer);
 	void set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_network_peer);
 	Ref<NetworkedMultiplayerPeer> get_network_peer() const;
 	bool is_network_server() const;