From 713be9fd7334eded2916301c4b475a38fafa35cb Mon Sep 17 00:00:00 2001 From: Atlante45 Date: Fri, 19 Aug 2016 13:07:46 -0700 Subject: [PATCH] Rename NLs nodeUpdated signal to nodeSocketUpdated --- libraries/networking/src/LimitedNodeList.cpp | 2 +- libraries/networking/src/LimitedNodeList.h | 2 +- libraries/networking/src/NodeList.cpp | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/libraries/networking/src/LimitedNodeList.cpp b/libraries/networking/src/LimitedNodeList.cpp index 2d90423a00..bd7b50c9f8 100644 --- a/libraries/networking/src/LimitedNodeList.cpp +++ b/libraries/networking/src/LimitedNodeList.cpp @@ -609,7 +609,7 @@ SharedNodePointer LimitedNodeList::addOrUpdateNode(const QUuid& uuid, NodeType_t // Signal when a socket changes, so we can start the hole punch over. auto weakPtr = newNodePointer.toWeakRef(); // We don't want the lambda to hold a strong ref connect(newNodePointer.data(), &NetworkPeer::socketUpdated, this, [=] { - emit nodeUpdated(weakPtr); + emit nodeSocketUpdated(weakPtr); }); return newNodePointer; diff --git a/libraries/networking/src/LimitedNodeList.h b/libraries/networking/src/LimitedNodeList.h index 85b4e718bf..89c8d41b49 100644 --- a/libraries/networking/src/LimitedNodeList.h +++ b/libraries/networking/src/LimitedNodeList.h @@ -250,7 +250,7 @@ signals: void uuidChanged(const QUuid& ownerUUID, const QUuid& oldUUID); void nodeAdded(SharedNodePointer); - void nodeUpdated(SharedNodePointer); + void nodeSocketUpdated(SharedNodePointer); void nodeKilled(SharedNodePointer); void nodeActivated(SharedNodePointer); diff --git a/libraries/networking/src/NodeList.cpp b/libraries/networking/src/NodeList.cpp index 44c7e8e0cf..6269499e28 100644 --- a/libraries/networking/src/NodeList.cpp +++ b/libraries/networking/src/NodeList.cpp @@ -93,7 +93,7 @@ NodeList::NodeList(char newOwnerType, unsigned short socketListenPort, unsigned // anytime we get a new node we will want to attempt to punch to it connect(this, &LimitedNodeList::nodeAdded, this, &NodeList::startNodeHolePunch); - connect(this, &LimitedNodeList::nodeUpdated, this, &NodeList::startNodeHolePunch); + connect(this, &LimitedNodeList::nodeSocketUpdated, this, &NodeList::startNodeHolePunch); // anytime we get a new node we may need to re-send our set of ignored node IDs to it connect(this, &LimitedNodeList::nodeActivated, this, &NodeList::maybeSendIgnoreSetToNode);