pandemonium_engine/modules/network_synchronizer/net_action_processor.cpp

65 lines
3.3 KiB
C++

/*************************************************************************/
/* net_action_processor.cpp */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "net_action_processor.h"
#include "input_network_encoder.h"
#include "net_action_info.h"
#include "net_utilities.h"
#include "scene/main/node.h"
void NetActionProcessor::execute() {
const NetActionInfo &info = nd->net_actions[action_id];
nd->node->callv(info.act_func, vars);
}
bool NetActionProcessor::server_validate() const {
const NetActionInfo &info = nd->net_actions[action_id];
if (info.server_action_validation_func == StringName()) {
// Always valid when the func is not set!
return true;
}
const Variant is_valid = nd->node->callv(info.server_action_validation_func, vars);
ERR_FAIL_COND_V_MSG(is_valid.get_type() != Variant::BOOL, false, "[FATAL] The function `" + nd->node->get_path() + "::" + info.server_action_validation_func + "` MUST return a bool.");
return is_valid.operator bool();
}
NetActionProcessor::operator String() const {
const NetActionInfo &info = nd->net_actions[action_id];
String v = Variant(vars);
// Strip `[]` from the Array string.
v = v.substr(1, v.size() - 3);
return String(nd->node->get_path()) + "::" + info.act_func + "(" + v + ")";
}