[Net] Add call_local argument to Node.rpc_config.
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54ec66a700
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@ -587,8 +587,9 @@
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<return type="int" />
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<argument index="0" name="method" type="StringName" />
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<argument index="1" name="rpc_mode" type="int" enum="RPCMode" />
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<argument index="2" name="transfer_mode" type="int" enum="TransferMode" default="2" />
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<argument index="3" name="channel" type="int" default="0" />
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<argument index="2" name="call_local" type="bool" default="false" />
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<argument index="3" name="transfer_mode" type="int" enum="TransferMode" default="2" />
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<argument index="4" name="channel" type="int" default="0" />
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<description>
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Changes the RPC mode for the given [code]method[/code] to the given [code]rpc_mode[/code], optionally specifying the [code]transfer_mode[/code] and [code]channel[/code] (on supported peers). See [enum RPCMode] and [enum TransferMode]. An alternative is annotating methods and properties with the corresponding annotation ([code]@rpc(any)[/code], [code]@rpc(auth)[/code]). By default, methods are not exposed to networking (and RPCs).
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</description>
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@ -536,12 +536,13 @@ bool Node::is_multiplayer_authority() const {
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/***** RPC CONFIG ********/
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uint16_t Node::rpc_config(const StringName &p_method, Multiplayer::RPCMode p_rpc_mode, Multiplayer::TransferMode p_transfer_mode, int p_channel) {
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uint16_t Node::rpc_config(const StringName &p_method, Multiplayer::RPCMode p_rpc_mode, bool p_call_local, Multiplayer::TransferMode p_transfer_mode, int p_channel) {
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for (int i = 0; i < data.rpc_methods.size(); i++) {
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if (data.rpc_methods[i].name == p_method) {
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Multiplayer::RPCConfig &nd = data.rpc_methods.write[i];
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nd.rpc_mode = p_rpc_mode;
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nd.transfer_mode = p_transfer_mode;
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nd.call_local = p_call_local;
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nd.channel = p_channel;
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return i | (1 << 15);
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}
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@ -552,6 +553,7 @@ uint16_t Node::rpc_config(const StringName &p_method, Multiplayer::RPCMode p_rpc
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nd.rpc_mode = p_rpc_mode;
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nd.transfer_mode = p_transfer_mode;
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nd.channel = p_channel;
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nd.call_local = p_call_local;
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data.rpc_methods.push_back(nd);
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return ((uint16_t)data.rpc_methods.size() - 1) | (1 << 15);
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}
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@ -2740,7 +2742,7 @@ void Node::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_multiplayer"), &Node::get_multiplayer);
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ClassDB::bind_method(D_METHOD("get_custom_multiplayer"), &Node::get_custom_multiplayer);
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ClassDB::bind_method(D_METHOD("set_custom_multiplayer", "api"), &Node::set_custom_multiplayer);
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ClassDB::bind_method(D_METHOD("rpc_config", "method", "rpc_mode", "transfer_mode", "channel"), &Node::rpc_config, DEFVAL(Multiplayer::TRANSFER_MODE_RELIABLE), DEFVAL(0));
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ClassDB::bind_method(D_METHOD("rpc_config", "method", "rpc_mode", "call_local", "transfer_mode", "channel"), &Node::rpc_config, DEFVAL(false), DEFVAL(Multiplayer::TRANSFER_MODE_RELIABLE), DEFVAL(0));
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ClassDB::bind_method(D_METHOD("set_editor_description", "editor_description"), &Node::set_editor_description);
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ClassDB::bind_method(D_METHOD("get_editor_description"), &Node::get_editor_description);
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@ -466,7 +466,7 @@ public:
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int get_multiplayer_authority() const;
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bool is_multiplayer_authority() const;
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uint16_t rpc_config(const StringName &p_method, Multiplayer::RPCMode p_rpc_mode, Multiplayer::TransferMode p_transfer_mode, int p_channel = 0); // config a local method for RPC
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uint16_t rpc_config(const StringName &p_method, Multiplayer::RPCMode p_rpc_mode, bool p_call_local = false, Multiplayer::TransferMode p_transfer_mode = Multiplayer::TRANSFER_MODE_RELIABLE, int p_channel = 0); // config a local method for RPC
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Vector<Multiplayer::RPCConfig> get_node_rpc_methods() const;
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void rpc(const StringName &p_method, VARIANT_ARG_LIST); // RPC, honors RPCMode, TransferMode, channel
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