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Internal methods in MultiplayerAPI start with _

Fabio Alessandrelli 7 gadi atpakaļ
vecāks
revīzija
e391b493d5
2 mainītis faili ar 25 papildinājumiem un 25 dzēšanām
  1. 20 20
      core/io/multiplayer_api.cpp
  2. 5 5
      core/io/multiplayer_api.h

+ 20 - 20
core/io/multiplayer_api.cpp

@@ -47,11 +47,11 @@ void MultiplayerAPI::set_root_node(Node *p_node) {
 void MultiplayerAPI::set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_peer) {
 
 	if (network_peer.is_valid()) {
-		network_peer->disconnect("peer_connected", this, "add_peer");
-		network_peer->disconnect("peer_disconnected", this, "del_peer");
-		network_peer->disconnect("connection_succeeded", this, "connected_to_server");
-		network_peer->disconnect("connection_failed", this, "connection_failed");
-		network_peer->disconnect("server_disconnected", this, "server_disconnected");
+		network_peer->disconnect("peer_connected", this, "_add_peer");
+		network_peer->disconnect("peer_disconnected", this, "_del_peer");
+		network_peer->disconnect("connection_succeeded", this, "_connected_to_server");
+		network_peer->disconnect("connection_failed", this, "_connection_failed");
+		network_peer->disconnect("server_disconnected", this, "_server_disconnected");
 		clear();
 	}
 
@@ -61,11 +61,11 @@ void MultiplayerAPI::set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_pee
 	ERR_FAIL_COND(p_peer.is_valid() && p_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED);
 
 	if (network_peer.is_valid()) {
-		network_peer->connect("peer_connected", this, "add_peer");
-		network_peer->connect("peer_disconnected", this, "del_peer");
-		network_peer->connect("connection_succeeded", this, "connected_to_server");
-		network_peer->connect("connection_failed", this, "connection_failed");
-		network_peer->connect("server_disconnected", this, "server_disconnected");
+		network_peer->connect("peer_connected", this, "_add_peer");
+		network_peer->connect("peer_disconnected", this, "_del_peer");
+		network_peer->connect("connection_succeeded", this, "_connected_to_server");
+		network_peer->connect("connection_failed", this, "_connection_failed");
+		network_peer->connect("server_disconnected", this, "_server_disconnected");
 	}
 }
 
@@ -458,29 +458,29 @@ void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p
 	}
 }
 
-void MultiplayerAPI::add_peer(int p_id) {
+void MultiplayerAPI::_add_peer(int p_id) {
 	connected_peers.insert(p_id);
 	path_get_cache.insert(p_id, PathGetCache());
 	emit_signal("network_peer_connected", p_id);
 }
 
-void MultiplayerAPI::del_peer(int p_id) {
+void MultiplayerAPI::_del_peer(int p_id) {
 	connected_peers.erase(p_id);
 	path_get_cache.erase(p_id); //I no longer need your cache, sorry
 	emit_signal("network_peer_disconnected", p_id);
 }
 
-void MultiplayerAPI::connected_to_server() {
+void MultiplayerAPI::_connected_to_server() {
 
 	emit_signal("connected_to_server");
 }
 
-void MultiplayerAPI::connection_failed() {
+void MultiplayerAPI::_connection_failed() {
 
 	emit_signal("connection_failed");
 }
 
-void MultiplayerAPI::server_disconnected() {
+void MultiplayerAPI::_server_disconnected() {
 
 	emit_signal("server_disconnected");
 }
@@ -691,15 +691,15 @@ void MultiplayerAPI::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("get_network_unique_id"), &MultiplayerAPI::get_network_unique_id);
 	ClassDB::bind_method(D_METHOD("is_network_server"), &MultiplayerAPI::is_network_server);
 	ClassDB::bind_method(D_METHOD("get_rpc_sender_id"), &MultiplayerAPI::get_rpc_sender_id);
-	ClassDB::bind_method(D_METHOD("add_peer", "id"), &MultiplayerAPI::add_peer);
-	ClassDB::bind_method(D_METHOD("del_peer", "id"), &MultiplayerAPI::del_peer);
+	ClassDB::bind_method(D_METHOD("_add_peer", "id"), &MultiplayerAPI::_add_peer);
+	ClassDB::bind_method(D_METHOD("_del_peer", "id"), &MultiplayerAPI::_del_peer);
 	ClassDB::bind_method(D_METHOD("set_network_peer", "peer"), &MultiplayerAPI::set_network_peer);
 	ClassDB::bind_method(D_METHOD("poll"), &MultiplayerAPI::poll);
 	ClassDB::bind_method(D_METHOD("clear"), &MultiplayerAPI::clear);
 
-	ClassDB::bind_method(D_METHOD("connected_to_server"), &MultiplayerAPI::connected_to_server);
-	ClassDB::bind_method(D_METHOD("connection_failed"), &MultiplayerAPI::connection_failed);
-	ClassDB::bind_method(D_METHOD("server_disconnected"), &MultiplayerAPI::server_disconnected);
+	ClassDB::bind_method(D_METHOD("_connected_to_server"), &MultiplayerAPI::_connected_to_server);
+	ClassDB::bind_method(D_METHOD("_connection_failed"), &MultiplayerAPI::_connection_failed);
+	ClassDB::bind_method(D_METHOD("_server_disconnected"), &MultiplayerAPI::_server_disconnected);
 	ClassDB::bind_method(D_METHOD("get_network_connected_peers"), &MultiplayerAPI::get_network_connected_peers);
 	ClassDB::bind_method(D_METHOD("set_refuse_new_network_connections", "refuse"), &MultiplayerAPI::set_refuse_new_network_connections);
 	ClassDB::bind_method(D_METHOD("is_refusing_new_network_connections"), &MultiplayerAPI::is_refusing_new_network_connections);

+ 5 - 5
core/io/multiplayer_api.h

@@ -66,11 +66,11 @@ public:
 	// Called by Node.rset
 	void rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value);
 
-	void add_peer(int p_id);
-	void del_peer(int p_id);
-	void connected_to_server();
-	void connection_failed();
-	void server_disconnected();
+	void _add_peer(int p_id);
+	void _del_peer(int p_id);
+	void _connected_to_server();
+	void _connection_failed();
+	void _server_disconnected();
 
 	bool has_network_peer() const { return network_peer.is_valid(); }
 	Vector<int> get_network_connected_peers() const;