mirror of
https://github.com/godotengine/godot.git
synced 2025-10-25 10:44:26 +00:00
Optmized data sent during RPC and RSet calls.
- Now is sent the method ID rather the full function name. - The passed IDs (Node and Method) are compressed so to use less possible space. - The variant (INT and BOOL) is now encoded and compressed so to use much less data. - Optimized RPCMode retrieval for GDScript functions. - Added checksum to assert the methods are the same across peers. This work has been kindly sponsored by IMVU.
This commit is contained in:
parent
70dd7f4e1a
commit
eb07e87981
19 changed files with 1580 additions and 292 deletions
|
|
@ -76,7 +76,16 @@ public:
|
|||
|
||||
void set_path(const String &p_path);
|
||||
|
||||
virtual Vector<ScriptNetData> get_rpc_methods() const;
|
||||
virtual uint16_t get_rpc_method_id(const StringName &p_method) const;
|
||||
virtual StringName get_rpc_method(uint16_t p_id) const;
|
||||
virtual MultiplayerAPI::RPCMode get_rpc_mode_by_id(uint16_t p_id) const;
|
||||
virtual MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const;
|
||||
|
||||
virtual Vector<ScriptNetData> get_rset_properties() const;
|
||||
virtual uint16_t get_rset_property_id(const StringName &p_variable) const;
|
||||
virtual StringName get_rset_property(uint16_t p_id) const;
|
||||
virtual MultiplayerAPI::RPCMode get_rset_mode_by_id(uint16_t p_id) const;
|
||||
virtual MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const;
|
||||
|
||||
virtual void refcount_incremented();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue