mirror of
https://github.com/godotengine/godot-demo-projects.git
synced 2026-01-06 16:00:08 +01:00
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:
@@ -142,8 +142,8 @@ func end_game():
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func _ready():
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multiplayer.peer_connected.connect(self._player_connected)
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multiplayer.peer_disconnected.connect(self._player_disconnected)
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multiplayer.connected_to_server.connect(self._connected_ok)
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multiplayer.connection_failed.connect(self._connected_fail)
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multiplayer.server_disconnected.connect(self._server_disconnected)
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multiplayer.peer_connected.connect(_player_connected)
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multiplayer.peer_disconnected.connect(_player_disconnected)
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multiplayer.connected_to_server.connect(_connected_ok)
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multiplayer.connection_failed.connect(_connected_fail)
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multiplayer.server_disconnected.connect(_server_disconnected)
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@@ -2,11 +2,11 @@ extends Control
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func _ready():
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# Called every time the node is added to the scene.
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gamestate.connection_failed.connect(self._on_connection_failed)
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gamestate.connection_succeeded.connect(self._on_connection_success)
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gamestate.player_list_changed.connect(self.refresh_lobby)
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gamestate.game_ended.connect(self._on_game_ended)
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gamestate.game_error.connect(self._on_game_error)
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gamestate.connection_failed.connect(_on_connection_failed)
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gamestate.connection_succeeded.connect(_on_connection_success)
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gamestate.player_list_changed.connect(refresh_lobby)
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gamestate.game_ended.connect(_on_game_ended)
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gamestate.game_error.connect(_on_game_error)
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# Set the player name according to the system username. Fallback to the path.
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if OS.has_environment("USERNAME"):
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$Connect/Name.text = OS.get_environment("USERNAME")
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@@ -17,11 +17,11 @@ var peer = null
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func _ready():
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# Connect all the callbacks related to networking.
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multiplayer.peer_connected.connect(self._player_connected)
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multiplayer.peer_disconnected.connect(self._player_disconnected)
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multiplayer.connected_to_server.connect(self._connected_ok)
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multiplayer.connection_failed.connect(self._connected_fail)
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multiplayer.server_disconnected.connect(self._server_disconnected)
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multiplayer.peer_connected.connect(_player_connected)
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multiplayer.peer_disconnected.connect(_player_disconnected)
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multiplayer.connected_to_server.connect(_connected_ok)
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multiplayer.connection_failed.connect(_connected_fail)
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multiplayer.server_disconnected.connect(_server_disconnected)
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#### Network callbacks from SceneTree ####
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@@ -30,7 +30,7 @@ func _player_connected(_id):
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# Someone connected, start the game!
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var pong = load("res://pong.tscn").instantiate()
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# Connect deferred so we can safely erase it from the callback.
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pong.game_finished.connect(self._end_game, CONNECT_DEFERRED)
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pong.game_finished.connect(_end_game, CONNECT_DEFERRED)
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get_tree().get_root().add_child(pong)
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hide()
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@@ -50,4 +50,4 @@ func update_score(add_to_left):
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func _on_exit_game_pressed():
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emit_signal("game_finished")
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game_finished.emit()
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@@ -8,8 +8,8 @@ var channel = peer.create_data_channel("chat", {"negotiated": true, "id": 1})
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func _ready():
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# Connect all functions.
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peer.ice_candidate_created.connect(self._on_ice_candidate)
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peer.session_description_created.connect(self._on_session)
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peer.ice_candidate_created.connect(_on_ice_candidate)
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peer.session_description_created.connect(_on_session)
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# Register to the local signaling server (see below for the implementation).
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Signaling.register(String(get_path()))
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@@ -4,24 +4,24 @@ var rtc_mp: WebRTCMultiplayerPeer = WebRTCMultiplayerPeer.new()
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var sealed := false
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func _init():
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connected.connect(self._connected)
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disconnected.connect(self._disconnected)
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connected.connect(_connected)
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disconnected.connect(_disconnected)
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offer_received.connect(self._offer_received)
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answer_received.connect(self._answer_received)
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candidate_received.connect(self._candidate_received)
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offer_received.connect(_offer_received)
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answer_received.connect(_answer_received)
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candidate_received.connect(_candidate_received)
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lobby_joined.connect(self._lobby_joined)
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lobby_sealed.connect(self._lobby_sealed)
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peer_connected.connect(self._peer_connected)
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peer_disconnected.connect(self._peer_disconnected)
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lobby_joined.connect(_lobby_joined)
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lobby_sealed.connect(_lobby_sealed)
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peer_connected.connect(_peer_connected)
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peer_disconnected.connect(_peer_disconnected)
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func start(url, lobby = "", mesh:=true):
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func start(url, _lobby = "", _mesh := true):
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stop()
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sealed = false
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self.mesh = mesh
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self.lobby = lobby
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mesh = _mesh
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lobby = _lobby
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connect_to_url(url)
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@@ -36,8 +36,8 @@ func _create_peer(id):
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peer.initialize({
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"iceServers": [ { "urls": ["stun:stun.l.google.com:19302"] } ]
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})
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peer.session_description_created.connect(self._offer_created.bind(id))
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peer.ice_candidate_created.connect(self._new_ice_candidate.bind(id))
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peer.session_description_created.connect(_offer_created.bind(id))
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peer.ice_candidate_created.connect(_new_ice_candidate.bind(id))
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rtc_mp.add_peer(peer, id)
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if id < rtc_mp.get_unique_id(): # So lobby creator never creates offers.
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peer.create_offer()
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@@ -68,8 +68,8 @@ func _connected(id, use_mesh):
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multiplayer.multiplayer_peer = rtc_mp
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func _lobby_joined(lobby):
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self.lobby = lobby
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func _lobby_joined(_lobby):
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lobby = _lobby
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func _lobby_sealed():
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@@ -6,16 +6,16 @@ extends Control
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@onready var mesh = $VBoxContainer/Connect/Mesh
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func _ready():
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client.lobby_joined.connect(self._lobby_joined)
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client.lobby_sealed.connect(self._lobby_sealed)
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client.connected.connect(self._connected)
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client.disconnected.connect(self._disconnected)
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client.lobby_joined.connect(_lobby_joined)
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client.lobby_sealed.connect(_lobby_sealed)
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client.connected.connect(_connected)
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client.disconnected.connect(_disconnected)
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multiplayer.connected_to_server.connect(self._mp_server_connected)
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multiplayer.connection_failed.connect(self._mp_server_disconnect)
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multiplayer.server_disconnected.connect(self._mp_server_disconnect)
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multiplayer.peer_connected.connect(self._mp_peer_connected)
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multiplayer.peer_disconnected.connect(self._mp_peer_disconnected)
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multiplayer.connected_to_server.connect(_mp_server_connected)
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multiplayer.connection_failed.connect(_mp_server_disconnect)
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multiplayer.server_disconnected.connect(_mp_server_disconnect)
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multiplayer.peer_connected.connect(_mp_peer_connected)
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multiplayer.peer_disconnected.connect(_mp_peer_disconnected)
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@rpc("any_peer", "call_local")
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@@ -18,11 +18,11 @@ func _init():
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func _ready():
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multiplayer.peer_connected.connect(self._peer_connected)
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multiplayer.peer_disconnected.connect(self._peer_disconnected)
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multiplayer.server_disconnected.connect(self._close_network)
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multiplayer.connection_failed.connect(self._close_network)
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multiplayer.connected_to_server.connect(self._connected)
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multiplayer.peer_connected.connect(_peer_connected)
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multiplayer.peer_disconnected.connect(_peer_disconnected)
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multiplayer.server_disconnected.connect(_close_network)
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multiplayer.connection_failed.connect(_close_network)
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multiplayer.connected_to_server.connect(_connected)
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$AcceptDialog.get_label().horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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$AcceptDialog.get_label().vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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