Improve code style (#1021)

* Remove unnecessary use of `self`
* Connect to signals directly over `connect("name")`
* Use `call_deferred` on callables over `call_deferred("name"))`
* Emit signals directly over `emit_signal("name"...)`
This commit is contained in:
A Thousand Ships
2024-03-25 17:06:52 +01:00
committed by GitHub
parent 523c7d34c0
commit 82913393a8
70 changed files with 211 additions and 211 deletions

View File

@@ -142,8 +142,8 @@ func end_game():
func _ready():
multiplayer.peer_connected.connect(self._player_connected)
multiplayer.peer_disconnected.connect(self._player_disconnected)
multiplayer.connected_to_server.connect(self._connected_ok)
multiplayer.connection_failed.connect(self._connected_fail)
multiplayer.server_disconnected.connect(self._server_disconnected)
multiplayer.peer_connected.connect(_player_connected)
multiplayer.peer_disconnected.connect(_player_disconnected)
multiplayer.connected_to_server.connect(_connected_ok)
multiplayer.connection_failed.connect(_connected_fail)
multiplayer.server_disconnected.connect(_server_disconnected)

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@@ -2,11 +2,11 @@ extends Control
func _ready():
# Called every time the node is added to the scene.
gamestate.connection_failed.connect(self._on_connection_failed)
gamestate.connection_succeeded.connect(self._on_connection_success)
gamestate.player_list_changed.connect(self.refresh_lobby)
gamestate.game_ended.connect(self._on_game_ended)
gamestate.game_error.connect(self._on_game_error)
gamestate.connection_failed.connect(_on_connection_failed)
gamestate.connection_succeeded.connect(_on_connection_success)
gamestate.player_list_changed.connect(refresh_lobby)
gamestate.game_ended.connect(_on_game_ended)
gamestate.game_error.connect(_on_game_error)
# Set the player name according to the system username. Fallback to the path.
if OS.has_environment("USERNAME"):
$Connect/Name.text = OS.get_environment("USERNAME")

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@@ -17,11 +17,11 @@ var peer = null
func _ready():
# Connect all the callbacks related to networking.
multiplayer.peer_connected.connect(self._player_connected)
multiplayer.peer_disconnected.connect(self._player_disconnected)
multiplayer.connected_to_server.connect(self._connected_ok)
multiplayer.connection_failed.connect(self._connected_fail)
multiplayer.server_disconnected.connect(self._server_disconnected)
multiplayer.peer_connected.connect(_player_connected)
multiplayer.peer_disconnected.connect(_player_disconnected)
multiplayer.connected_to_server.connect(_connected_ok)
multiplayer.connection_failed.connect(_connected_fail)
multiplayer.server_disconnected.connect(_server_disconnected)
#### Network callbacks from SceneTree ####
@@ -30,7 +30,7 @@ func _player_connected(_id):
# Someone connected, start the game!
var pong = load("res://pong.tscn").instantiate()
# Connect deferred so we can safely erase it from the callback.
pong.game_finished.connect(self._end_game, CONNECT_DEFERRED)
pong.game_finished.connect(_end_game, CONNECT_DEFERRED)
get_tree().get_root().add_child(pong)
hide()

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@@ -50,4 +50,4 @@ func update_score(add_to_left):
func _on_exit_game_pressed():
emit_signal("game_finished")
game_finished.emit()

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@@ -8,8 +8,8 @@ var channel = peer.create_data_channel("chat", {"negotiated": true, "id": 1})
func _ready():
# Connect all functions.
peer.ice_candidate_created.connect(self._on_ice_candidate)
peer.session_description_created.connect(self._on_session)
peer.ice_candidate_created.connect(_on_ice_candidate)
peer.session_description_created.connect(_on_session)
# Register to the local signaling server (see below for the implementation).
Signaling.register(String(get_path()))

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@@ -4,24 +4,24 @@ var rtc_mp: WebRTCMultiplayerPeer = WebRTCMultiplayerPeer.new()
var sealed := false
func _init():
connected.connect(self._connected)
disconnected.connect(self._disconnected)
connected.connect(_connected)
disconnected.connect(_disconnected)
offer_received.connect(self._offer_received)
answer_received.connect(self._answer_received)
candidate_received.connect(self._candidate_received)
offer_received.connect(_offer_received)
answer_received.connect(_answer_received)
candidate_received.connect(_candidate_received)
lobby_joined.connect(self._lobby_joined)
lobby_sealed.connect(self._lobby_sealed)
peer_connected.connect(self._peer_connected)
peer_disconnected.connect(self._peer_disconnected)
lobby_joined.connect(_lobby_joined)
lobby_sealed.connect(_lobby_sealed)
peer_connected.connect(_peer_connected)
peer_disconnected.connect(_peer_disconnected)
func start(url, lobby = "", mesh:=true):
func start(url, _lobby = "", _mesh := true):
stop()
sealed = false
self.mesh = mesh
self.lobby = lobby
mesh = _mesh
lobby = _lobby
connect_to_url(url)
@@ -36,8 +36,8 @@ func _create_peer(id):
peer.initialize({
"iceServers": [ { "urls": ["stun:stun.l.google.com:19302"] } ]
})
peer.session_description_created.connect(self._offer_created.bind(id))
peer.ice_candidate_created.connect(self._new_ice_candidate.bind(id))
peer.session_description_created.connect(_offer_created.bind(id))
peer.ice_candidate_created.connect(_new_ice_candidate.bind(id))
rtc_mp.add_peer(peer, id)
if id < rtc_mp.get_unique_id(): # So lobby creator never creates offers.
peer.create_offer()
@@ -68,8 +68,8 @@ func _connected(id, use_mesh):
multiplayer.multiplayer_peer = rtc_mp
func _lobby_joined(lobby):
self.lobby = lobby
func _lobby_joined(_lobby):
lobby = _lobby
func _lobby_sealed():

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@@ -6,16 +6,16 @@ extends Control
@onready var mesh = $VBoxContainer/Connect/Mesh
func _ready():
client.lobby_joined.connect(self._lobby_joined)
client.lobby_sealed.connect(self._lobby_sealed)
client.connected.connect(self._connected)
client.disconnected.connect(self._disconnected)
client.lobby_joined.connect(_lobby_joined)
client.lobby_sealed.connect(_lobby_sealed)
client.connected.connect(_connected)
client.disconnected.connect(_disconnected)
multiplayer.connected_to_server.connect(self._mp_server_connected)
multiplayer.connection_failed.connect(self._mp_server_disconnect)
multiplayer.server_disconnected.connect(self._mp_server_disconnect)
multiplayer.peer_connected.connect(self._mp_peer_connected)
multiplayer.peer_disconnected.connect(self._mp_peer_disconnected)
multiplayer.connected_to_server.connect(_mp_server_connected)
multiplayer.connection_failed.connect(_mp_server_disconnect)
multiplayer.server_disconnected.connect(_mp_server_disconnect)
multiplayer.peer_connected.connect(_mp_peer_connected)
multiplayer.peer_disconnected.connect(_mp_peer_disconnected)
@rpc("any_peer", "call_local")

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@@ -18,11 +18,11 @@ func _init():
func _ready():
multiplayer.peer_connected.connect(self._peer_connected)
multiplayer.peer_disconnected.connect(self._peer_disconnected)
multiplayer.server_disconnected.connect(self._close_network)
multiplayer.connection_failed.connect(self._close_network)
multiplayer.connected_to_server.connect(self._connected)
multiplayer.peer_connected.connect(_peer_connected)
multiplayer.peer_disconnected.connect(_peer_disconnected)
multiplayer.server_disconnected.connect(_close_network)
multiplayer.connection_failed.connect(_close_network)
multiplayer.connected_to_server.connect(_connected)
$AcceptDialog.get_label().horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
$AcceptDialog.get_label().vertical_alignment = VERTICAL_ALIGNMENT_CENTER