[Net] Rename NetworkedMultiplayerPeer to MultiplayerPeer.

This commit is contained in:
Fabio Alessandrelli
2021-07-12 16:11:05 +02:00
parent 72240084ca
commit 88d68346ee
31 changed files with 102 additions and 102 deletions

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@ -6,7 +6,7 @@
<description>
This class implements a WebSocket client compatible with any RFC 6455-compliant WebSocket server.
This client can be optionally used as a network peer for the [MultiplayerAPI].
After starting the client ([method connect_to_url]), you will need to [method NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside [method Node._process]).
After starting the client ([method connect_to_url]), you will need to [method MultiplayerPeer.poll] it at regular intervals (e.g. inside [method Node._process]).
You will receive appropriate signals when connecting, disconnecting, or when new data is available.
</description>
<tutorials>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="WebSocketMultiplayerPeer" inherits="NetworkedMultiplayerPeer" version="4.0">
<class name="WebSocketMultiplayerPeer" inherits="MultiplayerPeer" version="4.0">
<brief_description>
Base class for WebSocket server and client.
</brief_description>
@ -39,7 +39,7 @@
</methods>
<members>
<member name="refuse_new_connections" type="bool" setter="set_refuse_new_connections" getter="is_refusing_new_connections" override="true" default="false" />
<member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" override="true" enum="NetworkedMultiplayerPeer.TransferMode" default="2" />
<member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" override="true" enum="MultiplayerPeer.TransferMode" default="2" />
</members>
<signals>
<signal name="peer_packet">

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@ -5,7 +5,7 @@
</brief_description>
<description>
This class implements a WebSocket server that can also support the high-level multiplayer API.
After starting the server ([method listen]), you will need to [method NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside [method Node._process]). When clients connect, disconnect, or send data, you will receive the appropriate signal.
After starting the server ([method listen]), you will need to [method MultiplayerPeer.poll] it at regular intervals (e.g. inside [method Node._process]). When clients connect, disconnect, or send data, you will receive the appropriate signal.
[b]Note:[/b] Not available in HTML5 exports.
</description>
<tutorials>

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@ -107,7 +107,7 @@ Ref<WebSocketPeer> EMWSClient::get_peer(int p_peer_id) const {
return _peer;
}
NetworkedMultiplayerPeer::ConnectionStatus EMWSClient::get_connection_status() const {
MultiplayerPeer::ConnectionStatus EMWSClient::get_connection_status() const {
if (_peer->is_connected_to_host()) {
if (_is_connecting)
return CONNECTION_CONNECTING;

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@ -123,13 +123,13 @@ Error WebSocketMultiplayerPeer::put_packet(const uint8_t *p_buffer, int p_buffer
}
//
// NetworkedMultiplayerPeer
// MultiplayerPeer
//
void WebSocketMultiplayerPeer::set_transfer_mode(TransferMode p_mode) {
// Websocket uses TCP, reliable
}
NetworkedMultiplayerPeer::TransferMode WebSocketMultiplayerPeer::get_transfer_mode() const {
MultiplayerPeer::TransferMode WebSocketMultiplayerPeer::get_transfer_mode() const {
// Websocket uses TCP, reliable
return TRANSFER_MODE_RELIABLE;
}

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@ -32,12 +32,12 @@
#define WEBSOCKET_MULTIPLAYER_PEER_H
#include "core/error/error_list.h"
#include "core/io/networked_multiplayer_peer.h"
#include "core/io/multiplayer_peer.h"
#include "core/templates/list.h"
#include "websocket_peer.h"
class WebSocketMultiplayerPeer : public NetworkedMultiplayerPeer {
GDCLASS(WebSocketMultiplayerPeer, NetworkedMultiplayerPeer);
class WebSocketMultiplayerPeer : public MultiplayerPeer {
GDCLASS(WebSocketMultiplayerPeer, MultiplayerPeer);
private:
Vector<uint8_t> _make_pkt(uint8_t p_type, int32_t p_from, int32_t p_to, const uint8_t *p_data, uint32_t p_data_size);
@ -78,7 +78,7 @@ protected:
int _gen_unique_id() const;
public:
/* NetworkedMultiplayerPeer */
/* MultiplayerPeer */
void set_transfer_mode(TransferMode p_mode) override;
TransferMode get_transfer_mode() const override;
void set_target_peer(int p_target_peer) override;

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@ -121,7 +121,7 @@ void WebSocketServer::set_handshake_timeout(float p_timeout) {
handshake_timeout = p_timeout * 1000;
}
NetworkedMultiplayerPeer::ConnectionStatus WebSocketServer::get_connection_status() const {
MultiplayerPeer::ConnectionStatus WebSocketServer::get_connection_status() const {
if (is_listening()) {
return CONNECTION_CONNECTED;
}

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@ -288,7 +288,7 @@ Ref<WebSocketPeer> WSLClient::get_peer(int p_peer_id) const {
return _peer;
}
NetworkedMultiplayerPeer::ConnectionStatus WSLClient::get_connection_status() const {
MultiplayerPeer::ConnectionStatus WSLClient::get_connection_status() const {
if (_peer->is_connected_to_host()) {
return CONNECTION_CONNECTED;
}