Add error messages and docs to explain allowed transitions in NetworkedMultiplayerCustom.set_connection_status()

This commit is contained in:
David Snopek 2022-07-29 08:56:49 -05:00
parent 38601ba824
commit 738e76b710
2 changed files with 14 additions and 8 deletions

View file

@ -154,17 +154,19 @@ void NetworkedMultiplayerCustom::set_max_packet_size(int p_max_packet_size) {
} }
void NetworkedMultiplayerCustom::set_connection_status(NetworkedMultiplayerPeer::ConnectionStatus p_connection_status) { void NetworkedMultiplayerCustom::set_connection_status(NetworkedMultiplayerPeer::ConnectionStatus p_connection_status) {
// Can only go to connecting, if we are disconnected. if (connection_status == p_connection_status) {
if (p_connection_status == ConnectionStatus::CONNECTION_CONNECTING && connection_status == ConnectionStatus::CONNECTION_DISCONNECTED) { return;
connection_status = p_connection_status;
} }
// Can only go to connected, if we are connecting.
else if (p_connection_status == ConnectionStatus::CONNECTION_CONNECTED && connection_status == ConnectionStatus::CONNECTION_CONNECTING) { ERR_FAIL_COND_MSG(p_connection_status == ConnectionStatus::CONNECTION_CONNECTING && connection_status != ConnectionStatus::CONNECTION_DISCONNECTED,
"Can only change connection status to CONNECTION_CONNECTING from CONNECTION_DISCONNECTED");
ERR_FAIL_COND_MSG(p_connection_status == ConnectionStatus::CONNECTION_CONNECTED && connection_status != ConnectionStatus::CONNECTION_CONNECTING,
"Can only change connection status to CONNECTION_CONNECTED from CONNECTION_CONNECTING");
if (p_connection_status == ConnectionStatus::CONNECTION_CONNECTED) {
connection_status = p_connection_status; connection_status = p_connection_status;
emit_signal("connection_succeeded"); emit_signal("connection_succeeded");
} } else if (p_connection_status == ConnectionStatus::CONNECTION_DISCONNECTED) {
// Can only go to disconnected, if we aren't already disconnected.
else if (p_connection_status == ConnectionStatus::CONNECTION_DISCONNECTED && connection_status != ConnectionStatus::CONNECTION_DISCONNECTED) {
ConnectionStatus old_connection_status = connection_status; ConnectionStatus old_connection_status = connection_status;
connection_status = p_connection_status; connection_status = p_connection_status;
@ -175,6 +177,8 @@ void NetworkedMultiplayerCustom::set_connection_status(NetworkedMultiplayerPeer:
emit_signal("server_disconnected"); emit_signal("server_disconnected");
} }
} }
} else {
connection_status = p_connection_status;
} }
} }

View file

@ -31,6 +31,8 @@
<argument index="0" name="connection_status" type="int" enum="NetworkedMultiplayerPeer.ConnectionStatus" /> <argument index="0" name="connection_status" type="int" enum="NetworkedMultiplayerPeer.ConnectionStatus" />
<description> <description>
Set the state of the connection. See [enum NetworkedMultiplayerPeer.ConnectionStatus]. Set the state of the connection. See [enum NetworkedMultiplayerPeer.ConnectionStatus].
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].
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].
</description> </description>
</method> </method>
<method name="set_max_packet_size"> <method name="set_max_packet_size">