Add error messages and docs to explain restrictions when calling NetworkedMultiplayerCustom.initialize()
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@ -139,9 +139,10 @@ NetworkedMultiplayerPeer::ConnectionStatus NetworkedMultiplayerCustom::get_conne
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//
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//
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void NetworkedMultiplayerCustom::initialize(int p_self_id) {
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void NetworkedMultiplayerCustom::initialize(int p_self_id) {
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if (connection_status != ConnectionStatus::CONNECTION_CONNECTING) {
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ERR_FAIL_COND_MSG(connection_status != ConnectionStatus::CONNECTION_CONNECTING,
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return;
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"Can only initialize if connection status is CONNECTION_CONNECTING.");
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}
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ERR_FAIL_COND_MSG(p_self_id < 0 || p_self_id > ~(1 << 31),
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"Cannot initialize with invalid unique network id.");
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self_id = p_self_id;
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self_id = p_self_id;
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if (self_id == 1) {
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if (self_id == 1) {
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@ -159,9 +160,9 @@ void NetworkedMultiplayerCustom::set_connection_status(NetworkedMultiplayerPeer:
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}
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}
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ERR_FAIL_COND_MSG(p_connection_status == ConnectionStatus::CONNECTION_CONNECTING && connection_status != ConnectionStatus::CONNECTION_DISCONNECTED,
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ERR_FAIL_COND_MSG(p_connection_status == ConnectionStatus::CONNECTION_CONNECTING && connection_status != ConnectionStatus::CONNECTION_DISCONNECTED,
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"Can only change connection status to CONNECTION_CONNECTING from CONNECTION_DISCONNECTED");
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"Can only change connection status to CONNECTION_CONNECTING from CONNECTION_DISCONNECTED.");
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ERR_FAIL_COND_MSG(p_connection_status == ConnectionStatus::CONNECTION_CONNECTED && connection_status != ConnectionStatus::CONNECTION_CONNECTING,
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ERR_FAIL_COND_MSG(p_connection_status == ConnectionStatus::CONNECTION_CONNECTED && connection_status != ConnectionStatus::CONNECTION_CONNECTING,
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"Can only change connection status to CONNECTION_CONNECTED from CONNECTION_CONNECTING");
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"Can only change connection status to CONNECTION_CONNECTED from CONNECTION_CONNECTING.");
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if (p_connection_status == ConnectionStatus::CONNECTION_CONNECTED) {
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if (p_connection_status == ConnectionStatus::CONNECTION_CONNECTED) {
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connection_status = p_connection_status;
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connection_status = p_connection_status;
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@ -24,6 +24,7 @@
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<argument index="0" name="self_peer_id" type="int" />
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<argument index="0" name="self_peer_id" type="int" />
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<description>
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<description>
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Initialize the peer with the given [code]peer_id[/code] (must be between 1 and 2147483647).
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Initialize the peer with the given [code]peer_id[/code] (must be between 1 and 2147483647).
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Can only be called if the connection status is [constant NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method set_connection_status].
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</description>
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</description>
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</method>
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</method>
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<method name="set_connection_status">
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<method name="set_connection_status">
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@ -32,7 +33,7 @@
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<description>
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<description>
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Set the state of the connection. See [enum NetworkedMultiplayerPeer.ConnectionStatus].
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Set the state of the connection. See [enum NetworkedMultiplayerPeer.ConnectionStatus].
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This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], [signal NetworkedMultiplayerPeer.connection_failed] or [signal NetworkedMultiplayerPeer.server_disconnected] signals depending on the status and if the peer has the unique network id of [code]1[/code].
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This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], [signal NetworkedMultiplayerPeer.connection_failed] or [signal NetworkedMultiplayerPeer.server_disconnected] signals depending on the status and if the peer has the unique network id of [code]1[/code].
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You can only change to [code]CONNECTION_CONNECTING[/code] from [code]CONNECTION_DISCONNECTED[/code] and to [code]CONNECTION_CONNECTED[/code] from [code]CONNECTION_CONNECTING[/code].
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You can only change to [constant NetworkedMultiplayerPeer.CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer.CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer.CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer.CONNECTION_CONNECTING].
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</description>
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</description>
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</method>
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</method>
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<method name="set_max_packet_size">
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<method name="set_max_packet_size">
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