Merge pull request #63628 from dsnopek/multiplayer-custom-docs-3.x
[3.x] Add error messages and docs to explain allowed transitions in NetworkedMultiplayerCustom.set_connection_status()
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97d7c7c295
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@ -154,17 +154,19 @@ void NetworkedMultiplayerCustom::set_max_packet_size(int p_max_packet_size) {
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}
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void NetworkedMultiplayerCustom::set_connection_status(NetworkedMultiplayerPeer::ConnectionStatus p_connection_status) {
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// Can only go to connecting, if we are disconnected.
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if (p_connection_status == ConnectionStatus::CONNECTION_CONNECTING && connection_status == ConnectionStatus::CONNECTION_DISCONNECTED) {
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connection_status = p_connection_status;
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if (connection_status == p_connection_status) {
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return;
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}
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// Can only go to connected, if we are connecting.
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else if (p_connection_status == ConnectionStatus::CONNECTION_CONNECTED && connection_status == ConnectionStatus::CONNECTION_CONNECTING) {
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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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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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if (p_connection_status == ConnectionStatus::CONNECTION_CONNECTED) {
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connection_status = p_connection_status;
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emit_signal("connection_succeeded");
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}
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// Can only go to disconnected, if we aren't already disconnected.
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else if (p_connection_status == ConnectionStatus::CONNECTION_DISCONNECTED && connection_status != ConnectionStatus::CONNECTION_DISCONNECTED) {
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} else if (p_connection_status == ConnectionStatus::CONNECTION_DISCONNECTED) {
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ConnectionStatus old_connection_status = connection_status;
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connection_status = p_connection_status;
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@ -175,6 +177,8 @@ void NetworkedMultiplayerCustom::set_connection_status(NetworkedMultiplayerPeer:
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emit_signal("server_disconnected");
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}
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}
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} else {
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connection_status = p_connection_status;
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}
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}
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@ -31,6 +31,8 @@
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<argument index="0" name="connection_status" type="int" enum="NetworkedMultiplayerPeer.ConnectionStatus" />
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<description>
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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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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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</description>
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</method>
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<method name="set_max_packet_size">
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