Rename slave keyword to puppet

The slave keyword will still be available as deprecated in 3.1 but will
be dropped from future releases.
This commit is contained in:
Fabio Alessandrelli 2018-09-14 21:59:47 +02:00
parent 8f33542ac3
commit d6b31daec6
17 changed files with 66 additions and 47 deletions

View file

@ -45,7 +45,7 @@ _FORCE_INLINE_ bool _should_call_local(MultiplayerAPI::RPCMode mode, bool is_mas
} break;
case MultiplayerAPI::RPC_MODE_REMOTESYNC:
case MultiplayerAPI::RPC_MODE_MASTERSYNC:
case MultiplayerAPI::RPC_MODE_SLAVESYNC:
case MultiplayerAPI::RPC_MODE_PUPPETSYNC:
case MultiplayerAPI::RPC_MODE_SYNC: {
//call it, sync always results in call
return true;
@ -55,7 +55,7 @@ _FORCE_INLINE_ bool _should_call_local(MultiplayerAPI::RPCMode mode, bool is_mas
r_skip_rpc = true; //no other master so..
return is_master;
} break;
case MultiplayerAPI::RPC_MODE_SLAVE: {
case MultiplayerAPI::RPC_MODE_PUPPET: {
return !is_master;
} break;
}
@ -79,8 +79,8 @@ _FORCE_INLINE_ bool _can_call_mode(Node *p_node, MultiplayerAPI::RPCMode mode, i
case MultiplayerAPI::RPC_MODE_MASTER: {
return p_node->is_network_master();
} break;
case MultiplayerAPI::RPC_MODE_SLAVESYNC:
case MultiplayerAPI::RPC_MODE_SLAVE: {
case MultiplayerAPI::RPC_MODE_PUPPETSYNC:
case MultiplayerAPI::RPC_MODE_PUPPET: {
return !p_node->is_network_master() && p_remote_id == p_node->get_network_master();
} break;
}
@ -806,10 +806,11 @@ void MultiplayerAPI::_bind_methods() {
BIND_ENUM_CONSTANT(RPC_MODE_REMOTE);
BIND_ENUM_CONSTANT(RPC_MODE_SYNC);
BIND_ENUM_CONSTANT(RPC_MODE_MASTER);
BIND_ENUM_CONSTANT(RPC_MODE_PUPPET);
BIND_ENUM_CONSTANT(RPC_MODE_SLAVE);
BIND_ENUM_CONSTANT(RPC_MODE_REMOTESYNC);
BIND_ENUM_CONSTANT(RPC_MODE_MASTERSYNC);
BIND_ENUM_CONSTANT(RPC_MODE_SLAVESYNC);
BIND_ENUM_CONSTANT(RPC_MODE_PUPPETSYNC);
}
MultiplayerAPI::MultiplayerAPI() {

View file

@ -93,10 +93,11 @@ public:
RPC_MODE_REMOTE, // Using rpc() on it will call method / set property in all remote peers
RPC_MODE_SYNC, // Using rpc() on it will call method / set property in all remote peers and locally
RPC_MODE_MASTER, // Using rpc() on it will call method on wherever the master is, be it local or remote
RPC_MODE_SLAVE, // Using rpc() on it will call method for all slaves
RPC_MODE_PUPPET, // Using rpc() on it will call method for all puppets
RPC_MODE_SLAVE = RPC_MODE_PUPPET, // Deprecated, same as puppet
RPC_MODE_REMOTESYNC, // Same as RPC_MODE_SYNC, compatibility
RPC_MODE_MASTERSYNC, // Using rpc() on it will call method / set property in the master peer and locally
RPC_MODE_SLAVESYNC, // Using rpc() on it will call method / set property in all slave peers and locally
RPC_MODE_PUPPETSYNC, // Using rpc() on it will call method / set property in all puppets peers and locally
};
void poll();

View file

@ -90,7 +90,7 @@
</methods>
<members>
<member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer">
The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the MultiplayerAPI 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 MultiplayerAPI's signals.
The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the MultiplayerAPI 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 puppet. 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 MultiplayerAPI's signals.
</member>
<member name="refuse_new_network_connections" type="bool" setter="set_refuse_new_network_connections" getter="is_refusing_new_network_connections">
If [code]true[/code] the MultiplayerAPI's [member network_peer] refuses new incoming connections.
@ -141,16 +141,19 @@
Used with [method Node.rpc_config] or [method Node.rset_config] to disable a method or property for all RPC calls, making it unavailable. Default for all methods.
</constant>
<constant name="RPC_MODE_REMOTE" value="1" enum="RPCMode">
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.
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 puppets.
</constant>
<constant name="RPC_MODE_SYNC" value="2" enum="RPCMode">
Behave like [code]RPC_MODE_REMOTE[/code] but also make the call or property change locally. Analogous to the [code]sync[/code] keyword.
</constant>
<constant name="RPC_MODE_MASTER" value="3" enum="RPCMode">
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].
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 puppets, see [method Node.set_network_master].
</constant>
<constant name="RPC_MODE_PUPPET" value="4" enum="RPCMode">
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 puppets for this node. Analogous to the [code]puppet[/code] keyword. Only accepts calls or property changes from the node's network master, see [method Node.set_network_master].
</constant>
<constant name="RPC_MODE_SLAVE" value="4" enum="RPCMode">
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].
Deprecated. Use [code]RPC_MODE_PUPPET[/code] instead.
</constant>
<constant name="RPC_MODE_REMOTESYNC" value="5" enum="RPCMode">
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.
@ -158,8 +161,8 @@
<constant name="RPC_MODE_MASTERSYNC" value="6" enum="RPCMode">
Behave like [code]RPC_MODE_MASTER[/code] but also make the call or property change locally. Analogous to the [code]mastersync[/code] keyword.
</constant>
<constant name="RPC_MODE_SLAVESYNC" value="7" enum="RPCMode">
Behave like [code]RPC_MODE_SLAVE[/code] but also make the call or property change locally. Analogous to the [code]slavesync[/code] keyword.
<constant name="RPC_MODE_PUPPETSYNC" value="7" enum="RPCMode">
Behave like [code]RPC_MODE_PUPPET[/code] but also make the call or property change locally. Analogous to the [code]puppetsync[/code] keyword.
</constant>
</constants>
</class>

View file

@ -582,7 +582,7 @@
<argument index="1" name="mode" type="int" enum="MultiplayerAPI.RPCMode">
</argument>
<description>
Changes the RPC mode for the given [code]method[/code] to the given [code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is annotating methods and properties with the corresponding keywords ([code]remote[/code], [code]sync[/code], [code]master[/code], [code]slave[/code]). By default, methods are not exposed to networking (and RPCs). Also see [method rset] and [method rset_config] for properties.
Changes the RPC mode for the given [code]method[/code] to the given [code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is annotating methods and properties with the corresponding keywords ([code]remote[/code], [code]sync[/code], [code]master[/code], [code]puppet[/code]). By default, methods are not exposed to networking (and RPCs). Also see [method rset] and [method rset_config] for properties.
</description>
</method>
<method name="rpc_id" qualifiers="vararg">
@ -635,7 +635,7 @@
<argument index="1" name="mode" type="int" enum="MultiplayerAPI.RPCMode">
</argument>
<description>
Changes the RPC mode for the given [code]property[/code] to the given [code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is annotating methods and properties with the corresponding keywords ([code]remote[/code], [code]sync[/code], [code]master[/code], [code]slave[/code]). By default, properties are not exposed to networking (and RPCs). Also see [method rpc] and [method rpc_config] for methods.
Changes the RPC mode for the given [code]property[/code] to the given [code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is annotating methods and properties with the corresponding keywords ([code]remote[/code], [code]sync[/code], [code]master[/code], [code]puppet[/code]). By default, properties are not exposed to networking (and RPCs). Also see [method rpc] and [method rpc_config] for methods.
</description>
</method>
<method name="rset_id">
@ -692,7 +692,7 @@
<argument index="1" name="recursive" type="bool" default="true">
</argument>
<description>
Sets the node's network master to the peer with the given peer ID. The network master is the peer that has authority over the node on the network. Useful in conjunction with the [code]master[/code] and [code]slave[/code] keywords. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If [code]recursive[/code], the given peer is recursively set as the master for all children of this node.
Sets the node's network master to the peer with the given peer ID. The network master is the peer that has authority over the node on the network. Useful in conjunction with the [code]master[/code] and [code]puppet[/code] keywords. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If [code]recursive[/code], the given peer is recursively set as the master for all children of this node.
</description>
</method>
<method name="set_physics_process">

View file

@ -274,7 +274,7 @@
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] protection when accessing the [MultiplayerAPI] from threads.
</member>
<member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer">
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.
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 puppet. 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.
</member>
<member name="paused" type="bool" setter="set_pause" getter="is_paused">
If [code]true[/code] the SceneTree is paused.

View file

@ -42,10 +42,11 @@ typedef enum {
GODOT_METHOD_RPC_MODE_REMOTE,
GODOT_METHOD_RPC_MODE_SYNC,
GODOT_METHOD_RPC_MODE_MASTER,
GODOT_METHOD_RPC_MODE_SLAVE,
GODOT_METHOD_RPC_MODE_PUPPET,
GODOT_METHOD_RPC_MODE_SLAVE = GODOT_METHOD_RPC_MODE_PUPPET,
GODOT_METHOD_RPC_MODE_REMOTESYNC,
GODOT_METHOD_RPC_MODE_MASTERSYNC,
GODOT_METHOD_RPC_MODE_SLAVESYNC,
GODOT_METHOD_RPC_MODE_PUPPETSYNC,
} godot_method_rpc_mode;
typedef enum {

View file

@ -814,14 +814,14 @@ MultiplayerAPI::RPCMode NativeScriptInstance::get_rpc_mode(const StringName &p_m
return MultiplayerAPI::RPC_MODE_SYNC;
case GODOT_METHOD_RPC_MODE_MASTER:
return MultiplayerAPI::RPC_MODE_MASTER;
case GODOT_METHOD_RPC_MODE_SLAVE:
return MultiplayerAPI::RPC_MODE_SLAVE;
case GODOT_METHOD_RPC_MODE_PUPPET:
return MultiplayerAPI::RPC_MODE_PUPPET;
case GODOT_METHOD_RPC_MODE_REMOTESYNC:
return MultiplayerAPI::RPC_MODE_REMOTESYNC;
case GODOT_METHOD_RPC_MODE_MASTERSYNC:
return MultiplayerAPI::RPC_MODE_MASTERSYNC;
case GODOT_METHOD_RPC_MODE_SLAVESYNC:
return MultiplayerAPI::RPC_MODE_SLAVESYNC;
case GODOT_METHOD_RPC_MODE_PUPPETSYNC:
return MultiplayerAPI::RPC_MODE_PUPPETSYNC;
default:
return MultiplayerAPI::RPC_MODE_DISABLED;
}
@ -850,8 +850,8 @@ MultiplayerAPI::RPCMode NativeScriptInstance::get_rset_mode(const StringName &p_
return MultiplayerAPI::RPC_MODE_SYNC;
case GODOT_METHOD_RPC_MODE_MASTER:
return MultiplayerAPI::RPC_MODE_MASTER;
case GODOT_METHOD_RPC_MODE_SLAVE:
return MultiplayerAPI::RPC_MODE_SLAVE;
case GODOT_METHOD_RPC_MODE_PUPPET:
return MultiplayerAPI::RPC_MODE_PUPPET;
default:
return MultiplayerAPI::RPC_MODE_DISABLED;
}

View file

@ -1779,10 +1779,11 @@ void GDScriptLanguage::get_reserved_words(List<String> *p_words) const {
"remote",
"sync",
"master",
"puppet",
"slave",
"remotesync",
"mastersync",
"slavesync",
"puppetsync",
0
};

View file

@ -2109,8 +2109,8 @@ static void _find_identifiers(const GDScriptCompletionContext &p_context, bool p
"and", "in", "not", "or", "false", "PI", "TAU", "INF", "NAN", "self", "true", "as", "assert",
"breakpoint", "class", "extends", "is", "func", "preload", "setget", "signal", "tool", "yield",
"const", "enum", "export", "onready", "static", "var", "break", "continue", "if", "elif",
"else", "for", "pass", "return", "match", "while", "remote", "sync", "master", "slave",
"remotesync", "mastersync", "slavesync",
"else", "for", "pass", "return", "match", "while", "remote", "sync", "master", "puppet", "slave",
"remotesync", "mastersync", "puppetsync",
0
};

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@ -4382,10 +4382,10 @@ void GDScriptParser::_parse_class(ClassNode *p_class) {
tokenizer->advance();
}
if (tokenizer->get_token() != GDScriptTokenizer::TK_PR_VAR && tokenizer->get_token() != GDScriptTokenizer::TK_PR_ONREADY && tokenizer->get_token() != GDScriptTokenizer::TK_PR_REMOTE && tokenizer->get_token() != GDScriptTokenizer::TK_PR_MASTER && tokenizer->get_token() != GDScriptTokenizer::TK_PR_SLAVE && tokenizer->get_token() != GDScriptTokenizer::TK_PR_SYNC && tokenizer->get_token() != GDScriptTokenizer::TK_PR_REMOTESYNC && tokenizer->get_token() != GDScriptTokenizer::TK_PR_MASTERSYNC && tokenizer->get_token() != GDScriptTokenizer::TK_PR_SLAVESYNC) {
if (tokenizer->get_token() != GDScriptTokenizer::TK_PR_VAR && tokenizer->get_token() != GDScriptTokenizer::TK_PR_ONREADY && tokenizer->get_token() != GDScriptTokenizer::TK_PR_REMOTE && tokenizer->get_token() != GDScriptTokenizer::TK_PR_MASTER && tokenizer->get_token() != GDScriptTokenizer::TK_PR_PUPPET && tokenizer->get_token() != GDScriptTokenizer::TK_PR_SYNC && tokenizer->get_token() != GDScriptTokenizer::TK_PR_REMOTESYNC && tokenizer->get_token() != GDScriptTokenizer::TK_PR_MASTERSYNC && tokenizer->get_token() != GDScriptTokenizer::TK_PR_PUPPETSYNC && tokenizer->get_token() != GDScriptTokenizer::TK_PR_SLAVE) {
current_export = PropertyInfo();
_set_error("Expected 'var', 'onready', 'remote', 'master', 'slave', 'sync', 'remotesync', 'mastersync', 'slavesync'.");
_set_error("Expected 'var', 'onready', 'remote', 'master', 'puppet', 'sync', 'remotesync', 'mastersync', 'puppetsync'.");
return;
}
@ -4442,7 +4442,8 @@ void GDScriptParser::_parse_class(ClassNode *p_class) {
rpc_mode = MultiplayerAPI::RPC_MODE_MASTER;
continue;
} break;
case GDScriptTokenizer::TK_PR_SLAVE: {
case GDScriptTokenizer::TK_PR_SLAVE:
case GDScriptTokenizer::TK_PR_PUPPET: {
//may be fallthrough from export, ignore if so
tokenizer->advance();
@ -4459,7 +4460,7 @@ void GDScriptParser::_parse_class(ClassNode *p_class) {
}
}
rpc_mode = MultiplayerAPI::RPC_MODE_SLAVE;
rpc_mode = MultiplayerAPI::RPC_MODE_PUPPET;
continue;
} break;
case GDScriptTokenizer::TK_PR_REMOTESYNC:
@ -4493,7 +4494,7 @@ void GDScriptParser::_parse_class(ClassNode *p_class) {
rpc_mode = MultiplayerAPI::RPC_MODE_MASTERSYNC;
continue;
} break;
case GDScriptTokenizer::TK_PR_SLAVESYNC: {
case GDScriptTokenizer::TK_PR_PUPPETSYNC: {
//may be fallthrough from export, ignore if so
tokenizer->advance();
@ -4505,7 +4506,7 @@ void GDScriptParser::_parse_class(ClassNode *p_class) {
return;
}
rpc_mode = MultiplayerAPI::RPC_MODE_SLAVESYNC;
rpc_mode = MultiplayerAPI::RPC_MODE_PUPPETSYNC;
continue;
} break;
case GDScriptTokenizer::TK_PR_VAR: {

View file

@ -112,10 +112,11 @@ const char *GDScriptTokenizer::token_names[TK_MAX] = {
"rpc",
"sync",
"master",
"puppet",
"slave",
"remotesync",
"mastersync",
"slavesync",
"puppetsync",
"'['",
"']'",
"'{'",
@ -210,10 +211,11 @@ static const _kws _keyword_list[] = {
{ GDScriptTokenizer::TK_PR_REMOTE, "remote" },
{ GDScriptTokenizer::TK_PR_MASTER, "master" },
{ GDScriptTokenizer::TK_PR_SLAVE, "slave" },
{ GDScriptTokenizer::TK_PR_PUPPET, "puppet" },
{ GDScriptTokenizer::TK_PR_SYNC, "sync" },
{ GDScriptTokenizer::TK_PR_REMOTESYNC, "remotesync" },
{ GDScriptTokenizer::TK_PR_MASTERSYNC, "mastersync" },
{ GDScriptTokenizer::TK_PR_SLAVESYNC, "slavesync" },
{ GDScriptTokenizer::TK_PR_PUPPETSYNC, "puppetsync" },
{ GDScriptTokenizer::TK_PR_CONST, "const" },
{ GDScriptTokenizer::TK_PR_ENUM, "enum" },
//controlflow
@ -258,11 +260,11 @@ bool GDScriptTokenizer::is_token_literal(int p_offset, bool variable_safe) const
case TK_PR_SIGNAL:
case TK_PR_REMOTE:
case TK_PR_MASTER:
case TK_PR_SLAVE:
case TK_PR_PUPPET:
case TK_PR_SYNC:
case TK_PR_REMOTESYNC:
case TK_PR_MASTERSYNC:
case TK_PR_SLAVESYNC:
case TK_PR_PUPPETSYNC:
return true;
// Literal for non-variables only:

View file

@ -119,9 +119,10 @@ public:
TK_PR_SYNC,
TK_PR_MASTER,
TK_PR_SLAVE,
TK_PR_PUPPET,
TK_PR_REMOTESYNC,
TK_PR_MASTERSYNC,
TK_PR_SLAVESYNC,
TK_PR_PUPPETSYNC,
TK_BRACKET_OPEN,
TK_BRACKET_CLOSE,
TK_CURLY_BRACKET_OPEN,

View file

@ -1545,14 +1545,16 @@ MultiplayerAPI::RPCMode CSharpInstance::_member_get_rpc_mode(GDMonoClassMember *
return MultiplayerAPI::RPC_MODE_SYNC;
if (p_member->has_attribute(CACHED_CLASS(MasterAttribute)))
return MultiplayerAPI::RPC_MODE_MASTER;
if (p_member->has_attribute(CACHED_CLASS(PuppetAttribute)))
return MultiplayerAPI::RPC_MODE_PUPPET;
if (p_member->has_attribute(CACHED_CLASS(SlaveAttribute)))
return MultiplayerAPI::RPC_MODE_SLAVE;
return MultiplayerAPI::RPC_MODE_PUPPET;
if (p_member->has_attribute(CACHED_CLASS(RemoteSyncAttribute)))
return MultiplayerAPI::RPC_MODE_REMOTESYNC;
if (p_member->has_attribute(CACHED_CLASS(MasterSyncAttribute)))
return MultiplayerAPI::RPC_MODE_MASTERSYNC;
if (p_member->has_attribute(CACHED_CLASS(SlaveSyncAttribute)))
return MultiplayerAPI::RPC_MODE_SLAVESYNC;
if (p_member->has_attribute(CACHED_CLASS(PuppetSyncAttribute)))
return MultiplayerAPI::RPC_MODE_PUPPETSYNC;
return MultiplayerAPI::RPC_MODE_DISABLED;
}

View file

@ -11,6 +11,9 @@ namespace Godot
[AttributeUsage(AttributeTargets.Method | AttributeTargets.Field)]
public class MasterAttribute : Attribute {}
[AttributeUsage(AttributeTargets.Method | AttributeTargets.Field)]
public class PuppetAttribute : Attribute {}
[AttributeUsage(AttributeTargets.Method | AttributeTargets.Field)]
public class SlaveAttribute : Attribute {}
@ -21,5 +24,5 @@ namespace Godot
public class MasterSyncAttribute : Attribute {}
[AttributeUsage(AttributeTargets.Method | AttributeTargets.Field)]
public class SlaveSyncAttribute : Attribute {}
public class PuppetSyncAttribute : Attribute {}
}

View file

@ -126,10 +126,11 @@ void MonoCache::clear_members() {
class_RemoteAttribute = NULL;
class_SyncAttribute = NULL;
class_MasterAttribute = NULL;
class_PuppetAttribute = NULL;
class_SlaveAttribute = NULL;
class_RemoteSyncAttribute = NULL;
class_MasterSyncAttribute = NULL;
class_SlaveSyncAttribute = NULL;
class_PuppetSyncAttribute = NULL;
class_GodotMethodAttribute = NULL;
field_GodotMethodAttribute_methodName = NULL;
@ -225,10 +226,11 @@ void update_godot_api_cache() {
CACHE_CLASS_AND_CHECK(RemoteAttribute, GODOT_API_CLASS(RemoteAttribute));
CACHE_CLASS_AND_CHECK(SyncAttribute, GODOT_API_CLASS(SyncAttribute));
CACHE_CLASS_AND_CHECK(MasterAttribute, GODOT_API_CLASS(MasterAttribute));
CACHE_CLASS_AND_CHECK(PuppetAttribute, GODOT_API_CLASS(PuppetAttribute));
CACHE_CLASS_AND_CHECK(SlaveAttribute, GODOT_API_CLASS(SlaveAttribute));
CACHE_CLASS_AND_CHECK(RemoteSyncAttribute, GODOT_API_CLASS(RemoteSyncAttribute));
CACHE_CLASS_AND_CHECK(MasterSyncAttribute, GODOT_API_CLASS(MasterSyncAttribute));
CACHE_CLASS_AND_CHECK(SlaveSyncAttribute, GODOT_API_CLASS(SlaveSyncAttribute));
CACHE_CLASS_AND_CHECK(PuppetSyncAttribute, GODOT_API_CLASS(PuppetSyncAttribute));
CACHE_CLASS_AND_CHECK(GodotMethodAttribute, GODOT_API_CLASS(GodotMethodAttribute));
CACHE_FIELD_AND_CHECK(GodotMethodAttribute, methodName, CACHED_CLASS(GodotMethodAttribute)->get_field("methodName"));

View file

@ -131,8 +131,9 @@ struct MonoCache {
GDMonoClass *class_SyncAttribute;
GDMonoClass *class_RemoteSyncAttribute;
GDMonoClass *class_MasterSyncAttribute;
GDMonoClass *class_SlaveSyncAttribute;
GDMonoClass *class_PuppetSyncAttribute;
GDMonoClass *class_MasterAttribute;
GDMonoClass *class_PuppetAttribute;
GDMonoClass *class_SlaveAttribute;
GDMonoClass *class_GodotMethodAttribute;
GDMonoField *field_GodotMethodAttribute_methodName;

View file

@ -167,7 +167,7 @@ void VisualScriptFunction::_get_property_list(List<PropertyInfo> *p_list) const
p_list->push_back(PropertyInfo(Variant::INT, "stack/size", PROPERTY_HINT_RANGE, "1,100000"));
}
p_list->push_back(PropertyInfo(Variant::BOOL, "stack/stackless"));
p_list->push_back(PropertyInfo(Variant::INT, "rpc/mode", PROPERTY_HINT_ENUM, "Disabled,Remote,Sync,Master,Slave"));
p_list->push_back(PropertyInfo(Variant::INT, "rpc/mode", PROPERTY_HINT_ENUM, "Disabled,Remote,Sync,Master,Puppet"));
}
int VisualScriptFunction::get_output_sequence_port_count() const {