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