I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
65 lines
3.7 KiB
C++
65 lines
3.7 KiB
C++
/*************************************************************************/
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/* networked_multiplayer_peer.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 "networked_multiplayer_peer.h"
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void NetworkedMultiplayerPeer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_transfer_mode", "mode"), &NetworkedMultiplayerPeer::set_transfer_mode);
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ClassDB::bind_method(D_METHOD("set_target_peer", "id"), &NetworkedMultiplayerPeer::set_target_peer);
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ClassDB::bind_method(D_METHOD("get_packet_peer"), &NetworkedMultiplayerPeer::get_packet_peer);
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ClassDB::bind_method(D_METHOD("poll"), &NetworkedMultiplayerPeer::poll);
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ClassDB::bind_method(D_METHOD("get_connection_status"), &NetworkedMultiplayerPeer::get_connection_status);
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ClassDB::bind_method(D_METHOD("get_unique_id"), &NetworkedMultiplayerPeer::get_unique_id);
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ClassDB::bind_method(D_METHOD("set_refuse_new_connections", "enable"), &NetworkedMultiplayerPeer::set_refuse_new_connections);
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ClassDB::bind_method(D_METHOD("is_refusing_new_connections"), &NetworkedMultiplayerPeer::is_refusing_new_connections);
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BIND_CONSTANT(TRANSFER_MODE_UNRELIABLE);
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BIND_CONSTANT(TRANSFER_MODE_UNRELIABLE_ORDERED);
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BIND_CONSTANT(TRANSFER_MODE_RELIABLE);
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BIND_CONSTANT(CONNECTION_DISCONNECTED);
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BIND_CONSTANT(CONNECTION_CONNECTING);
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BIND_CONSTANT(CONNECTION_CONNECTED);
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BIND_CONSTANT(TARGET_PEER_BROADCAST);
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BIND_CONSTANT(TARGET_PEER_SERVER);
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ADD_SIGNAL(MethodInfo("peer_connected", PropertyInfo(Variant::INT, "id")));
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ADD_SIGNAL(MethodInfo("peer_disconnected", PropertyInfo(Variant::INT, "id")));
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ADD_SIGNAL(MethodInfo("server_disconnected"));
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ADD_SIGNAL(MethodInfo("connection_succeeded"));
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ADD_SIGNAL(MethodInfo("connection_failed"));
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}
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NetworkedMultiplayerPeer::NetworkedMultiplayerPeer() {
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}
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