godot/modules/gdnative/pluginscript/pluginscript_instance.cpp
Fabio Alessandrelli bf9aae09ba [Net] Move multiplayer to core subdir, split RPCManager.
Move multiplayer classes to "core/multiplayer" subdir.

Move the RPCConfig and enums (TransferMode, RPCMode) to a separate
file (multiplayer.h), and bind them to the global namespace.

Move the RPC handling code to its own class (RPCManager).

Renames "get_rpc_sender_id" to "get_remote_sender_id".
2021-09-07 11:14:30 +02:00

141 lines
5.3 KiB
C++

/*************************************************************************/
/* pluginscript_instance.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "pluginscript_instance.h"
// Godot imports
#include "core/os/os.h"
#include "core/variant/variant.h"
// PluginScript imports
#include "pluginscript_language.h"
#include "pluginscript_script.h"
bool PluginScriptInstance::set(const StringName &p_name, const Variant &p_value) {
return _desc->set_prop(_data, (const godot_string_name *)&p_name, (const godot_variant *)&p_value);
}
bool PluginScriptInstance::get(const StringName &p_name, Variant &r_ret) const {
return _desc->get_prop(_data, (const godot_string_name *)&p_name, (godot_variant *)&r_ret);
}
Ref<Script> PluginScriptInstance::get_script() const {
return _script;
}
ScriptLanguage *PluginScriptInstance::get_language() {
return _script->get_language();
}
Variant::Type PluginScriptInstance::get_property_type(const StringName &p_name, bool *r_is_valid) const {
if (!_script->has_property(p_name)) {
if (r_is_valid) {
*r_is_valid = false;
}
return Variant::NIL;
}
if (r_is_valid) {
*r_is_valid = true;
}
return _script->get_property_info(p_name).type;
}
void PluginScriptInstance::get_property_list(List<PropertyInfo> *p_properties) const {
_script->get_script_property_list(p_properties);
}
void PluginScriptInstance::get_method_list(List<MethodInfo> *p_list) const {
_script->get_script_method_list(p_list);
}
bool PluginScriptInstance::has_method(const StringName &p_method) const {
return _script->has_method(p_method);
}
Variant PluginScriptInstance::call(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
// TODO: optimize when calling a Godot method from Godot to avoid param conversion ?
godot_variant ret = _desc->call_method(
_data, (godot_string_name *)&p_method, (const godot_variant **)p_args,
p_argcount, (godot_variant_call_error *)&r_error);
Variant var_ret = *(Variant *)&ret;
godot_variant_destroy(&ret);
return var_ret;
}
void PluginScriptInstance::notification(int p_notification) {
_desc->notification(_data, p_notification);
}
String PluginScriptInstance::to_string(bool *r_valid) {
godot_string ret = _desc->to_string(_data, r_valid);
String str_ret = *(String *)&ret;
godot_string_destroy(&ret);
return str_ret;
}
const Vector<Multiplayer::RPCConfig> PluginScriptInstance::get_rpc_methods() const {
return _script->get_rpc_methods();
}
void PluginScriptInstance::refcount_incremented() {
if (_desc->refcount_decremented) {
_desc->refcount_incremented(_data);
}
}
bool PluginScriptInstance::refcount_decremented() {
// Return true if it can die
if (_desc->refcount_decremented) {
return _desc->refcount_decremented(_data);
}
return true;
}
PluginScriptInstance::PluginScriptInstance() {
}
bool PluginScriptInstance::init(PluginScript *p_script, Object *p_owner) {
_owner = p_owner;
_owner_variant = Variant(p_owner);
_script = Ref<PluginScript>(p_script);
_desc = &p_script->_desc->instance_desc;
_data = _desc->init(p_script->_data, (godot_object *)p_owner);
ERR_FAIL_COND_V(_data == nullptr, false);
p_owner->set_script_instance(this);
return true;
}
PluginScriptInstance::~PluginScriptInstance() {
_desc->finish(_data);
_script->_language->lock();
_script->_instances.erase(_owner);
_script->_language->unlock();
}