[MP] Remove connection state signals from MultiplayerPeer.

Now handled directly by the MultiplayerAPI implementation.
This commit is contained in:
Fabio Alessandrelli 2022-10-31 14:18:22 +01:00
parent 9773803e4e
commit 33dda2e68a
8 changed files with 21 additions and 68 deletions

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@ -1,11 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MultiplayerPeer" inherits="PacketPeer" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A high-level network interface to simplify multiplayer interactions.
Abstract class for specialized [PacketPeer]s used by the [MultiplayerAPI].
</brief_description>
<description>
Manages the connection to multiplayer peers. Assigns unique IDs to each client connected to the server. See also [MultiplayerAPI].
[b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.
Manages the connection with one or more remote peers acting as server or client and assigning unique IDs to each of them. See also [MultiplayerAPI].
[b]Note:[/b] The [MultiplayerAPI] protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.
[b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
</description>
<tutorials>
@ -97,49 +97,34 @@
</member>
</members>
<signals>
<signal name="connection_failed">
<description>
Emitted when a connection attempt fails.
</description>
</signal>
<signal name="connection_succeeded">
<description>
Emitted when a connection attempt succeeds.
</description>
</signal>
<signal name="peer_connected">
<param index="0" name="id" type="int" />
<description>
Emitted by the server when a client connects.
Emitted when a remote peer connects.
</description>
</signal>
<signal name="peer_disconnected">
<param index="0" name="id" type="int" />
<description>
Emitted by the server when a client disconnects.
</description>
</signal>
<signal name="server_disconnected">
<description>
Emitted by clients when the server disconnects.
Emitted when a remote peer has disconnected.
</description>
</signal>
</signals>
<constants>
<constant name="CONNECTION_DISCONNECTED" value="0" enum="ConnectionStatus">
The ongoing connection disconnected.
The MultiplayerPeer is disconnected.
</constant>
<constant name="CONNECTION_CONNECTING" value="1" enum="ConnectionStatus">
A connection attempt is ongoing.
The MultiplayerPeer is currently connecting to a server.
</constant>
<constant name="CONNECTION_CONNECTED" value="2" enum="ConnectionStatus">
The connection attempt succeeded.
This MultiplayerPeer is connected.
</constant>
<constant name="TARGET_PEER_BROADCAST" value="0">
Packets are sent to the server and then redistributed to other peers.
Packets are sent to all connected peers.
</constant>
<constant name="TARGET_PEER_SERVER" value="1">
Packets are sent to the server alone.
Packets are sent to the remote peer acting as server.
</constant>
<constant name="TRANSFER_MODE_UNRELIABLE" value="0" enum="TransferMode">
Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than [constant TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always consider whether the order matters.

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@ -159,10 +159,7 @@ void ENetMultiplayerPeer::_disconnect_inactive_peers() {
if (hosts.has(P)) {
hosts.erase(P);
}
if (active_mode == MODE_CLIENT) {
ERR_CONTINUE(P != TARGET_PEER_SERVER);
emit_signal(SNAME("server_disconnected"));
}
ERR_CONTINUE(active_mode == MODE_CLIENT && P != TARGET_PEER_SERVER);
emit_signal(SNAME("peer_disconnected"), P);
}
}
@ -186,14 +183,10 @@ void ENetMultiplayerPeer::poll() {
if (ret == ENetConnection::EVENT_CONNECT) {
connection_status = CONNECTION_CONNECTED;
emit_signal(SNAME("peer_connected"), 1);
emit_signal(SNAME("connection_succeeded"));
} else if (ret == ENetConnection::EVENT_DISCONNECT) {
if (connection_status == CONNECTION_CONNECTED) {
// Client just disconnected from server.
emit_signal(SNAME("server_disconnected"));
emit_signal(SNAME("peer_disconnected"), 1);
} else {
emit_signal(SNAME("connection_failed"));
}
close();
} else if (ret == ENetConnection::EVENT_RECEIVE) {

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@ -55,6 +55,11 @@ void SceneMultiplayer::_update_status() {
MultiplayerPeer::ConnectionStatus status = multiplayer_peer.is_valid() ? multiplayer_peer->get_connection_status() : MultiplayerPeer::CONNECTION_DISCONNECTED;
if (last_connection_status != status) {
if (status == MultiplayerPeer::CONNECTION_DISCONNECTED) {
if (last_connection_status == MultiplayerPeer::CONNECTION_CONNECTING) {
emit_signal(SNAME("connection_failed"));
} else {
emit_signal(SNAME("server_disconnected"));
}
clear();
}
last_connection_status = status;
@ -195,9 +200,6 @@ void SceneMultiplayer::set_multiplayer_peer(const Ref<MultiplayerPeer> &p_peer)
if (multiplayer_peer.is_valid()) {
multiplayer_peer->disconnect("peer_connected", callable_mp(this, &SceneMultiplayer::_add_peer));
multiplayer_peer->disconnect("peer_disconnected", callable_mp(this, &SceneMultiplayer::_del_peer));
multiplayer_peer->disconnect("connection_succeeded", callable_mp(this, &SceneMultiplayer::_connected_to_server));
multiplayer_peer->disconnect("connection_failed", callable_mp(this, &SceneMultiplayer::_connection_failed));
multiplayer_peer->disconnect("server_disconnected", callable_mp(this, &SceneMultiplayer::_server_disconnected));
clear();
}
@ -206,9 +208,6 @@ void SceneMultiplayer::set_multiplayer_peer(const Ref<MultiplayerPeer> &p_peer)
if (multiplayer_peer.is_valid()) {
multiplayer_peer->connect("peer_connected", callable_mp(this, &SceneMultiplayer::_add_peer));
multiplayer_peer->connect("peer_disconnected", callable_mp(this, &SceneMultiplayer::_del_peer));
multiplayer_peer->connect("connection_succeeded", callable_mp(this, &SceneMultiplayer::_connected_to_server));
multiplayer_peer->connect("connection_failed", callable_mp(this, &SceneMultiplayer::_connection_failed));
multiplayer_peer->connect("server_disconnected", callable_mp(this, &SceneMultiplayer::_server_disconnected));
}
_update_status();
}
@ -385,6 +384,9 @@ void SceneMultiplayer::_admit_peer(int p_id) {
connected_peers.insert(p_id);
cache->on_peer_change(p_id, true);
replicator->on_peer_change(p_id, true);
if (p_id == 1) {
emit_signal(SNAME("connected_to_server"));
}
emit_signal(SNAME("peer_connected"), p_id);
}
@ -430,19 +432,6 @@ void SceneMultiplayer::disconnect_peer(int p_id) {
multiplayer_peer->disconnect_peer(p_id);
}
void SceneMultiplayer::_connected_to_server() {
emit_signal(SNAME("connected_to_server"));
}
void SceneMultiplayer::_connection_failed() {
emit_signal(SNAME("connection_failed"));
}
void SceneMultiplayer::_server_disconnected() {
replicator->on_reset();
emit_signal(SNAME("server_disconnected"));
}
Error SceneMultiplayer::send_bytes(Vector<uint8_t> p_data, int p_to, MultiplayerPeer::TransferMode p_mode, int p_channel) {
ERR_FAIL_COND_V_MSG(p_data.size() < 1, ERR_INVALID_DATA, "Trying to send an empty raw packet.");
ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), ERR_UNCONFIGURED, "Trying to send a raw packet while no multiplayer peer is active.");

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@ -113,9 +113,6 @@ protected:
void _add_peer(int p_id);
void _admit_peer(int p_id);
void _del_peer(int p_id);
void _connected_to_server();
void _connection_failed();
void _server_disconnected();
void _update_status();
public:

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@ -6,7 +6,7 @@
<description>
This class constructs a full mesh of [WebRTCPeerConnection] (one connection for each peer) that can be used as a [member MultiplayerAPI.multiplayer_peer].
You can add each [WebRTCPeerConnection] via [method add_peer] or remove them via [method remove_peer]. Peers must be added in [constant WebRTCPeerConnection.STATE_NEW] state to allow it to create the appropriate channels. This class will not create offers nor set descriptions, it will only poll them, and notify connections and disconnections.
[signal MultiplayerPeer.connection_succeeded] and [signal MultiplayerPeer.server_disconnected] will not be emitted unless the peer is created using [method create_client]. Beside that data transfer works like in a [MultiplayerPeer].
When creating the peer via [method create_client] or [method create_server] the [method MultiplayerPeer.is_server_relay_supported] method will return [code]true[/code] enabling peer exchange and packet relaying when supported by the [MultiplayerAPI] implementation.
[b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
</description>
<tutorials>

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@ -341,11 +341,6 @@ void WebRTCMultiplayerPeer::remove_peer(int p_peer_id) {
peer->connected = false;
emit_signal(SNAME("peer_disconnected"), p_peer_id);
if (network_mode == MODE_CLIENT && p_peer_id == TARGET_PEER_SERVER) {
if (connection_status == CONNECTION_CONNECTING) {
emit_signal(SNAME("connection_failed"));
} else {
emit_signal(SNAME("server_disconnected"));
}
connection_status = CONNECTION_DISCONNECTED;
}
}

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@ -264,9 +264,7 @@ void WebSocketMultiplayerPeer::_poll_client() {
}
} else if (peer->get_ready_state() == WebSocketPeer::STATE_CLOSED) {
if (connection_status == CONNECTION_CONNECTED) {
emit_signal(SNAME("server_disconnected"));
} else {
emit_signal(SNAME("connection_failed"));
emit_signal(SNAME("peer_disconnected"), 1);
}
_clear();
return;
@ -276,7 +274,6 @@ void WebSocketMultiplayerPeer::_poll_client() {
ERR_FAIL_COND(!pending_peers.has(1)); // Bug.
if (OS::get_singleton()->get_ticks_msec() - pending_peers[1].time > handshake_timeout) {
print_verbose(vformat("WebSocket handshake timed out after %.3f seconds.", handshake_timeout * 0.001));
emit_signal(SNAME("connection_failed"));
_clear();
return;
}

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@ -123,9 +123,6 @@ void MultiplayerPeer::_bind_methods() {
ADD_SIGNAL(MethodInfo("peer_connected", PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("peer_disconnected", PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("server_disconnected"));
ADD_SIGNAL(MethodInfo("connection_succeeded"));
ADD_SIGNAL(MethodInfo("connection_failed"));
}
/*************/