Add option to disable automatic multiplayer poll
Automatic poll from SceneTree is enabled by default. This allows for polling (and thus RPCs/RSETs) manually in other loops (e.g. physics, thread, specific step) and for proper mutex protecion when accessing the multiplayer API from threads (e.g. for sending larger files in chunks).
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8684b63118
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4 changed files with 26 additions and 6 deletions
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@ -60,9 +60,8 @@
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<return type="void">
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<return type="void">
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</return>
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</return>
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<description>
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<description>
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Method used for polling the MultiplayerAPI.
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Method used for polling the MultiplayerAPI. You only need to worry about this if you are using [member Node.custom_multiplayer] override or you set [member SceneTree.multiplayer_poll] to [code]false[/code]. By default [SceneTree] will poll its MultiplayerAPI for you.
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You only need to worry about this if you are using [member Node.custom_multiplayer] override.
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NOTE: This method results in RPCs and RSETs being called, so they will be executed in the same context of this function (e.g. [code]_process[/code], [code]physics[/code], [Thread]).
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SceneTree will poll the default MultiplayerAPI for you.
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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="send_bytes">
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<method name="send_bytes">
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@ -143,7 +142,7 @@
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Used with [method Node.rpc_config] or [method Node.rset_config] to set a method to be called or a property to be changed only on the remote end, not locally. Analogous to the [code]remote[/code] keyword. Calls and property changes are accepted from all remote peers, no matter if they are node's master or slaves.
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Used with [method Node.rpc_config] or [method Node.rset_config] to set a method to be called or a property to be changed only on the remote end, not locally. Analogous to the [code]remote[/code] keyword. Calls and property changes are accepted from all remote peers, no matter if they are node's master or slaves.
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</constant>
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</constant>
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<constant name="RPC_MODE_SYNC" value="2" enum="RPCMode">
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<constant name="RPC_MODE_SYNC" value="2" enum="RPCMode">
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Behave like [constant RPC_MODE_REMOTE] but also make the call or property change locally. Analogous to the [code]sync[/code] keyword.
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Behave like [code]RPC_MODE_REMOTE[/code] but also make the call or property change locally. Analogous to the [code]sync[/code] keyword.
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</constant>
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</constant>
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<constant name="RPC_MODE_MASTER" value="3" enum="RPCMode">
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<constant name="RPC_MODE_MASTER" value="3" enum="RPCMode">
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Used with [method Node.rpc_config] or [method Node.rset_config] to set a method to be called or a property to be changed only on the network master for this node. Analogous to the [code]master[/code] keyword. Only accepts calls or property changes from the node's network slaves, see [method Node.set_network_master].
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Used with [method Node.rpc_config] or [method Node.rset_config] to set a method to be called or a property to be changed only on the network master for this node. Analogous to the [code]master[/code] keyword. Only accepts calls or property changes from the node's network slaves, see [method Node.set_network_master].
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@ -152,7 +151,7 @@
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Used with [method Node.rpc_config] or [method Node.rset_config] to set a method to be called or a property to be changed only on slaves for this node. Analogous to the [code]slave[/code] keyword. Only accepts calls or property changes from the node's network master, see [method Node.set_network_master].
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Used with [method Node.rpc_config] or [method Node.rset_config] to set a method to be called or a property to be changed only on slaves for this node. Analogous to the [code]slave[/code] keyword. Only accepts calls or property changes from the node's network master, see [method Node.set_network_master].
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</constant>
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</constant>
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<constant name="RPC_MODE_REMOTESYNC" value="5" enum="RPCMode">
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<constant name="RPC_MODE_REMOTESYNC" value="5" enum="RPCMode">
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Behave like [code]RPC_MODE_REMOTE[/code] but also make the call or property change locally. Same as [constant RPC_MODE_SYNC] which is only kept for compatibility. Analogous to the [code]remotesync[/code] keyword.
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Behave like [code]RPC_MODE_REMOTE[/code] but also make the call or property change locally. Same as [code]RPC_MODE_SYNC[/code] which is only kept for compatibility. Analogous to the [code]remotesync[/code] keyword.
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</constant>
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</constant>
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<constant name="RPC_MODE_MASTERSYNC" value="6" enum="RPCMode">
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<constant name="RPC_MODE_MASTERSYNC" value="6" enum="RPCMode">
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Behave like [code]RPC_MODE_MASTER[/code] but also make the call or property change locally. Analogous to the [code]mastersync[/code] keyword.
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Behave like [code]RPC_MODE_MASTER[/code] but also make the call or property change locally. Analogous to the [code]mastersync[/code] keyword.
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@ -269,6 +269,10 @@
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<member name="multiplayer" type="MultiplayerAPI" setter="set_multiplayer" getter="get_multiplayer">
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<member name="multiplayer" type="MultiplayerAPI" setter="set_multiplayer" getter="get_multiplayer">
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The default [MultiplayerAPI] instance for this SceneTree.
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The default [MultiplayerAPI] instance for this SceneTree.
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</member>
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</member>
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<member name="multiplayer_poll" type="bool" setter="set_multiplayer_poll_enabled" getter="is_multiplayer_poll_enabled">
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If [code]true[/code] (default) enable the automatic polling of the [MultiplayerAPI] for this SceneTree during [signal idle_frame].
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When [code]false[/code] you need to manually call [method MultiplayerAPI.poll] for processing network packets and delivering RPCs/RSETs. This allows to run RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual [Mutex] protecion when accessing the [MultiplayerAPI] from threads.
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</member>
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<member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer">
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<member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer">
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The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the SceneTree will become a network server (check with [method is_network_server()]) and will set root node's network mode to master (see NETWORK_MODE_* constants in [Node]), or it will become a regular peer with root node set to slave. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to SceneTree's signals.
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The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the SceneTree will become a network server (check with [method is_network_server()]) and will set root node's network mode to master (see NETWORK_MODE_* constants in [Node]), or it will become a regular peer with root node set to slave. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to SceneTree's signals.
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</member>
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</member>
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@ -485,7 +485,9 @@ bool SceneTree::idle(float p_time) {
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idle_process_time = p_time;
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idle_process_time = p_time;
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multiplayer->poll();
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if (multiplayer_poll) {
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multiplayer->poll();
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}
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emit_signal("idle_frame");
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emit_signal("idle_frame");
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@ -1672,6 +1674,14 @@ Ref<MultiplayerAPI> SceneTree::get_multiplayer() const {
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return multiplayer;
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return multiplayer;
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}
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}
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void SceneTree::set_multiplayer_poll_enabled(bool p_enabled) {
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multiplayer_poll = p_enabled;
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}
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bool SceneTree::is_multiplayer_poll_enabled() const {
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return multiplayer_poll;
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}
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void SceneTree::set_multiplayer(Ref<MultiplayerAPI> p_multiplayer) {
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void SceneTree::set_multiplayer(Ref<MultiplayerAPI> p_multiplayer) {
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ERR_FAIL_COND(!p_multiplayer.is_valid());
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ERR_FAIL_COND(!p_multiplayer.is_valid());
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@ -1802,6 +1812,8 @@ void SceneTree::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_multiplayer", "multiplayer"), &SceneTree::set_multiplayer);
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ClassDB::bind_method(D_METHOD("set_multiplayer", "multiplayer"), &SceneTree::set_multiplayer);
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ClassDB::bind_method(D_METHOD("get_multiplayer"), &SceneTree::get_multiplayer);
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ClassDB::bind_method(D_METHOD("get_multiplayer"), &SceneTree::get_multiplayer);
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ClassDB::bind_method(D_METHOD("set_multiplayer_poll_enabled", "enabled"), &SceneTree::set_multiplayer_poll_enabled);
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ClassDB::bind_method(D_METHOD("is_multiplayer_poll_enabled"), &SceneTree::is_multiplayer_poll_enabled);
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ClassDB::bind_method(D_METHOD("set_network_peer", "peer"), &SceneTree::set_network_peer);
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ClassDB::bind_method(D_METHOD("set_network_peer", "peer"), &SceneTree::set_network_peer);
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ClassDB::bind_method(D_METHOD("get_network_peer"), &SceneTree::get_network_peer);
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ClassDB::bind_method(D_METHOD("get_network_peer"), &SceneTree::get_network_peer);
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ClassDB::bind_method(D_METHOD("is_network_server"), &SceneTree::is_network_server);
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ClassDB::bind_method(D_METHOD("is_network_server"), &SceneTree::is_network_server);
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@ -1830,6 +1842,7 @@ void SceneTree::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "network_peer", PROPERTY_HINT_RESOURCE_TYPE, "NetworkedMultiplayerPeer", 0), "set_network_peer", "get_network_peer");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "network_peer", PROPERTY_HINT_RESOURCE_TYPE, "NetworkedMultiplayerPeer", 0), "set_network_peer", "get_network_peer");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "root", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "", "get_root");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "root", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "", "get_root");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multiplayer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "set_multiplayer", "get_multiplayer");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multiplayer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "set_multiplayer", "get_multiplayer");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "multiplayer_poll"), "set_multiplayer_poll_enabled", "is_multiplayer_poll_enabled");
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ADD_SIGNAL(MethodInfo("tree_changed"));
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ADD_SIGNAL(MethodInfo("tree_changed"));
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ADD_SIGNAL(MethodInfo("node_added", PropertyInfo(Variant::OBJECT, "node")));
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ADD_SIGNAL(MethodInfo("node_added", PropertyInfo(Variant::OBJECT, "node")));
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@ -1934,6 +1947,7 @@ SceneTree::SceneTree() {
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root->set_world(Ref<World>(memnew(World)));
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root->set_world(Ref<World>(memnew(World)));
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// Initialize network state
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// Initialize network state
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multiplayer_poll = true;
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set_multiplayer(Ref<MultiplayerAPI>(memnew(MultiplayerAPI)));
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set_multiplayer(Ref<MultiplayerAPI>(memnew(MultiplayerAPI)));
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//root->set_world_2d( Ref<World2D>( memnew( World2D )));
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//root->set_world_2d( Ref<World2D>( memnew( World2D )));
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@ -186,6 +186,7 @@ private:
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///network///
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///network///
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Ref<MultiplayerAPI> multiplayer;
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Ref<MultiplayerAPI> multiplayer;
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bool multiplayer_poll;
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void _network_peer_connected(int p_id);
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void _network_peer_connected(int p_id);
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void _network_peer_disconnected(int p_id);
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void _network_peer_disconnected(int p_id);
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@ -411,6 +412,8 @@ public:
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//network API
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//network API
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Ref<MultiplayerAPI> get_multiplayer() const;
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Ref<MultiplayerAPI> get_multiplayer() const;
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void set_multiplayer_poll_enabled(bool p_enabled);
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bool is_multiplayer_poll_enabled() const;
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void set_multiplayer(Ref<MultiplayerAPI> p_multiplayer);
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void set_multiplayer(Ref<MultiplayerAPI> p_multiplayer);
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void set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_network_peer);
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void set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_network_peer);
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Ref<NetworkedMultiplayerPeer> get_network_peer() const;
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Ref<NetworkedMultiplayerPeer> get_network_peer() const;
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