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* Very old macros from the time Godot was created. * Limited arguments to 5 (then later changed to 8) in many places. * They were replaced by C++11 Variadic Templates. * Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard. * Also added a dereference check for Variant*. Helped catch a couple of bugs.
87 lines
4 KiB
C++
87 lines
4 KiB
C++
/*************************************************************************/
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/* gdscript_rpc_callable.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "gdscript_rpc_callable.h"
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#include "core/templates/hashfuncs.h"
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#include "scene/main/node.h"
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bool GDScriptRPCCallable::compare_equal(const CallableCustom *p_a, const CallableCustom *p_b) {
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return p_a->hash() == p_b->hash();
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}
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bool GDScriptRPCCallable::compare_less(const CallableCustom *p_a, const CallableCustom *p_b) {
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return p_a->hash() < p_b->hash();
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}
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uint32_t GDScriptRPCCallable::hash() const {
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return h;
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}
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String GDScriptRPCCallable::get_as_text() const {
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String class_name = object->get_class();
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Ref<Script> script = object->get_script();
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return class_name + "(" + script->get_path().get_file() + ")::" + String(method) + " (rpc)";
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}
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CallableCustom::CompareEqualFunc GDScriptRPCCallable::get_compare_equal_func() const {
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return compare_equal;
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}
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CallableCustom::CompareLessFunc GDScriptRPCCallable::get_compare_less_func() const {
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return compare_less;
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}
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ObjectID GDScriptRPCCallable::get_object() const {
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return object->get_instance_id();
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}
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void GDScriptRPCCallable::call(const Variant **p_arguments, int p_argcount, Variant &r_return_value, Callable::CallError &r_call_error) const {
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r_return_value = object->callp(method, p_arguments, p_argcount, r_call_error);
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}
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GDScriptRPCCallable::GDScriptRPCCallable(Object *p_object, const StringName &p_method) {
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object = p_object;
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method = p_method;
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h = method.hash();
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h = hash_djb2_one_64(object->get_instance_id(), h);
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node = Object::cast_to<Node>(object);
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ERR_FAIL_COND_MSG(!node, "RPC can only be defined on class that extends Node.");
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}
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void GDScriptRPCCallable::rpc(int p_peer_id, const Variant **p_arguments, int p_argcount, Callable::CallError &r_call_error) const {
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if (unlikely(!node)) {
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r_call_error.error = Callable::CallError::CALL_ERROR_INSTANCE_IS_NULL;
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return;
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}
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r_call_error.error = Callable::CallError::CALL_OK;
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node->rpcp(p_peer_id, method, p_arguments, p_argcount);
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}
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