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Commit 1a7f574e authored by David Gilbert's avatar David Gilbert :bug:
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chore(all): renames master -> primaryNode, slave -> secondaryNode

parent 283b158b
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1 merge request!50chore(all): renames master -> primaryNode, slave -> secondaryNode
...@@ -156,7 +156,7 @@ void ACAVEOverlayController::BeginPlay() ...@@ -156,7 +156,7 @@ void ACAVEOverlayController::BeginPlay()
return; return;
//Input config //Input config
if (UVirtualRealityUtilities::IsMaster()) if (UVirtualRealityUtilities::IsPrimaryNode())
{ {
if (CycleDoorTypeInputAction == nullptr || IMCCaveOverlayInputMapping == nullptr) if (CycleDoorTypeInputAction == nullptr || IMCCaveOverlayInputMapping == nullptr)
{ {
......
...@@ -39,9 +39,9 @@ void ACaveSetup::BeginPlay() ...@@ -39,9 +39,9 @@ void ACaveSetup::BeginPlay()
} }
} }
// Apply the DTrack LiveLink Preset. Only do this if we are the master // Apply the DTrack LiveLink Preset. Only do this if we are the primaryNode
if (UVirtualRealityUtilities::IsMaster()) if (UVirtualRealityUtilities::IsPrimaryNode())
{ {
if (LiveLinkPresetToApplyOnCave && LiveLinkPresetToApplyOnCave->IsValidLowLevelFast()) if (LiveLinkPresetToApplyOnCave && LiveLinkPresetToApplyOnCave->IsValidLowLevelFast())
{ {
......
...@@ -67,9 +67,9 @@ void AVirtualRealityPawn::NotifyControllerChanged() ...@@ -67,9 +67,9 @@ void AVirtualRealityPawn::NotifyControllerChanged()
// Only do this for all local controlled pawns // Only do this for all local controlled pawns
if (IsLocallyControlled()) if (IsLocallyControlled())
{ {
// Only do this for the master or when we're running in standalone // Only do this for the primary node or when we're running in standalone
if (UVirtualRealityUtilities::IsRoomMountedMode() && (UVirtualRealityUtilities::IsMaster() || GetNetMode()) == if (UVirtualRealityUtilities::IsRoomMountedMode() && (UVirtualRealityUtilities::IsPrimaryNode() || GetNetMode())
NM_Standalone) == NM_Standalone)
{ {
if (HasAuthority()) if (HasAuthority())
AttachDCRAtoPawn(); AttachDCRAtoPawn();
......
...@@ -81,8 +81,8 @@ bool UVirtualRealityUtilities::IsRolv() ...@@ -81,8 +81,8 @@ bool UVirtualRealityUtilities::IsRolv()
#endif #endif
} }
/* Return true on the Master in cluster mode and in a normal desktop session. Otherwise false */ /* Return true on the Primary in cluster mode and in a normal desktop session. Otherwise false */
bool UVirtualRealityUtilities::IsMaster() bool UVirtualRealityUtilities::IsPrimaryNode()
{ {
#if PLATFORM_SUPPORTS_NDISPLAY #if PLATFORM_SUPPORTS_NDISPLAY
if (!IDisplayCluster::IsAvailable()) if (!IDisplayCluster::IsAvailable())
...@@ -92,7 +92,7 @@ bool UVirtualRealityUtilities::IsMaster() ...@@ -92,7 +92,7 @@ bool UVirtualRealityUtilities::IsMaster()
IDisplayClusterClusterManager* Manager = IDisplayCluster::Get().GetClusterMgr(); IDisplayClusterClusterManager* Manager = IDisplayCluster::Get().GetClusterMgr();
if (Manager == nullptr) if (Manager == nullptr)
{ {
return true; // if we are not in cluster mode, we are always the master return true; // if we are not in cluster mode, we are always the primary node
} }
return Manager->IsPrimary() || !Manager->IsSecondary(); return Manager->IsPrimary() || !Manager->IsSecondary();
#else #else
...@@ -100,9 +100,9 @@ bool UVirtualRealityUtilities::IsMaster() ...@@ -100,9 +100,9 @@ bool UVirtualRealityUtilities::IsMaster()
#endif #endif
} }
bool UVirtualRealityUtilities::IsSlave() bool UVirtualRealityUtilities::IsSecondaryNode()
{ {
return !IsMaster(); return !IsPrimaryNode();
} }
FString UVirtualRealityUtilities::GetNodeName() FString UVirtualRealityUtilities::GetNodeName()
......
...@@ -63,9 +63,9 @@ public: ...@@ -63,9 +63,9 @@ public:
static bool IsRolv(); static bool IsRolv();
UFUNCTION(BlueprintPure, Category = "DisplayCluster") UFUNCTION(BlueprintPure, Category = "DisplayCluster")
static bool IsMaster(); static bool IsPrimaryNode();
UFUNCTION(BlueprintPure, Category = "DisplayCluster") UFUNCTION(BlueprintPure, Category = "DisplayCluster")
static bool IsSlave(); static bool IsSecondaryNode();
UFUNCTION(BlueprintPure, Category = "DisplayCluster") UFUNCTION(BlueprintPure, Category = "DisplayCluster")
static FString GetNodeName(); static FString GetNodeName();
......
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