Better handle some self-RSET/RPC in MultiplayerAPI

Allow calling yourself via RPC/RSET if the mode allows it.
Better error messages when you are not allowed to call yourself.
This commit is contained in:
Fabio Alessandrelli 2019-05-08 22:10:38 +02:00
parent e581eb1359
commit 76f262d2f4

View file

@ -634,7 +634,7 @@ void MultiplayerAPI::rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const
ERR_FAIL_COND(network_peer->get_connection_status() != NetworkedMultiplayerPeer::CONNECTION_CONNECTED);
int node_id = network_peer->get_unique_id();
bool skip_rpc = false;
bool skip_rpc = node_id == p_peer_id;
bool call_local_native = false;
bool call_local_script = false;
bool is_master = p_node->is_network_master();
@ -688,6 +688,9 @@ void MultiplayerAPI::rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const
return;
}
}
ERR_EXPLAIN("RPC '" + p_method + "' on yourself is not allowed by selected mode");
ERR_FAIL_COND(skip_rpc && !(call_local_native || call_local_script));
}
void MultiplayerAPI::rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value) {
@ -701,13 +704,11 @@ void MultiplayerAPI::rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const
int node_id = network_peer->get_unique_id();
bool is_master = p_node->is_network_master();
bool skip_rset = false;
bool skip_rset = node_id == p_peer_id;
bool set_local = false;
if (p_peer_id == 0 || p_peer_id == node_id || (p_peer_id < 0 && p_peer_id != -node_id)) {
// Check that send mode can use local call.
bool set_local = false;
const Map<StringName, RPCMode>::Element *E = p_node->get_node_rset_mode(p_property);
if (E) {
@ -749,8 +750,11 @@ void MultiplayerAPI::rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const
}
}
if (skip_rset)
if (skip_rset) {
ERR_EXPLAIN("RSET for '" + p_property + "' on yourself is not allowed by selected mode");
ERR_FAIL_COND(!set_local);
return;
}
const Variant *vptr = &p_value;