Adds a check to make_rst to look for matches
between the text inside of the [code][/code] tag
and known param identifiers.
Fixes most of what was revealed.
(cherry picked from commit 391eccca76)
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
Non-exhaustive list of case-sensitive renames:
GDExtension -> GDNative
GDNATIVE -> GDEXTENSION
gdextension -> gdnative
ExtensionExtension ->Extension (for where there was GDNativeExtension)
EXTENSION_EXTENSION ->EXTENSION (for where there was GDNATIVE_EXTENSION)
gdnlib -> gdextension
gdn_interface -> gde_interface
gdni -> gde_interface
MultiplayerPeer changes:
- Adds is_server_relay_supported virtual method
Informs the upper MultiplayerAPI layer if it can signal peers connected
to the server to other clients, and perform packet relaying among them.
- Adds get_packet_channel and get_packet_mode virtual methods
Allows the MultiplayerAPI to retrieve the channel and transfer modes to
use when relaying the last received packet.
SceneMultiplayerPeer changes:
- Implement peer signaling and packet relaying when the MultiplayerPeer
advertise they are supported.
ENet, WebRTC, WebSocket changes:
- Removed custom code for relaying from WebSocket and ENet, and let it
be handled by the upper layer.
- Update WebRTC to split create_client, create_server, and create_mesh,
with the latter behaving like the old initialize with
"server_compatibility = false", and the first two supporting the upper
layer relaying protocol.
Add get_gathering_state() returning the iceGatheringState of the
connection.
Add get_signaling_state() returning the signalingState of the
connection.
Improve JS library.
- RPC configurations are now dictionaries.
- Script.get_rpc_methods renamed to Script.get_rpc_config.
- Node.rpc[_id] and Callable.rpc now return an Error.
- Refactor MultiplayerAPI to allow extension.
- New MultiplayerAPI.rpc method with Array argument (for scripts).
- Move the default MultiplayerAPI implementation to a module.
* Replace case-by-case extraction with PNAME & GNAME
* Fix group handling when group hint begins with property name
* Exclude properties that are PROPERTY_USAGE_NO_EDITOR
* Extract missing ADD_ARRAY*, ADD_SUBGROUP* macros
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
* Changed to use the same stages as extensions.
* Makes the initialization more coherent, helping solve problems due to lack of stages.
* Makes it easier to port between module and extension.
* removed the DRIVER initialization level (no longer needed).
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract".
* Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions.
* Converted a large amount of classes from "abstract" to "virtual" where it makes sense.
Most classes that make sense have been converted. Missing:
* Physics servers
* VideoStream
* Script* classes.
which will go in a separate PR due to the complexity involved.
This was evidently a typo. Didn't get a crash but GCC 12 raised a
`-Warray-bounds` warning:
```
In file included from ./core/io/stream_peer.h:34,
from ./core/io/packet_peer.h:34,
from ./core/multiplayer/multiplayer_peer.h:34,
from modules/webrtc/webrtc_multiplayer_peer.h:34,
from modules/webrtc/webrtc_multiplayer_peer.cpp:31:
In member function 'T* Ref<T>::operator->() [with T = WebRTCMultiplayerPeer::ConnectedPeer]',
inlined from 'virtual Error WebRTCMultiplayerPeer::put_packet(const uint8_t*, int)' at modules/webrtc/webrtc_multiplayer_peer.cpp:376:4:
./core/object/ref_counted.h:101:24: error: array subscript 0 is outside array bounds of 'Ref<WebRTCMultiplayerPeer::ConnectedPeer> [0]' [-Werror=array-bounds]
101 | return reference;
| ^~~~~~~~~
```
This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.
Each class XML's schema conformance is also checked on GitHub Actions.
Due to the async nature of WebRTC implementations, the multiplayer peer
could end up having queued packets from a given connection before it is
able to emit the "peer_added" signal.
This commit ensures that packets from peers which are not notified yet
are skipped by `get_packet` and `get_available_packet_count`.
The GDVIRTUAL_NATIVE_PTR did not declare the correct GDNativeConstPtr
template, resulting in "void*" being used as it's type info in both the
documentation and the extension API dump.
Removes _networking_ prefix from some methods and members, now that multiplayer has been largely moved out of Node and SceneTree and is seperated into its own set of classes.
Move multiplayer classes to "core/multiplayer" subdir.
Move the RPCConfig and enums (TransferMode, RPCMode) to a separate
file (multiplayer.h), and bind them to the global namespace.
Move the RPC handling code to its own class (RPCManager).
Renames "get_rpc_sender_id" to "get_remote_sender_id".
For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.