D3NetManager
Category: D3Net
Base class: Resource
Properties
actorMode : bool (Read-Only)
actors : List[Machine]
Category: actors
dedicatedDirectorMode : bool (Read-Only)
directorMode : bool (Read-Only)
director_type : bool
hasValidDirector : bool (Read-Only)
localMachine : Machine (Read-Only)
machines : List[Machine] (Read-Only)
mobileEditorMode : bool (Read-Only)
nonDedicatedDirectorMode : bool (Read-Only)
normal_preset : str
Category: Failover
UserName: Normal preset
soloMode : bool (Read-Only)
thisMachine : Machine (Read-Only)
timeout : float
Automatic failover timeout - 0 is disabled
Category: Failover
UserName: Timeout
understudies : List[Machine]
Category: understudies
understudy : bool (Read-Only)
Variables
UNDERSTUDY_STATE_NON_OUTPUT_TARGET : Final = 4
UNDERSTUDY_STATE_NO_TARGETS : Final = 2
UNDERSTUDY_STATE_NO_VALID_TARGETS : Final = 3
UNDERSTUDY_STATE_OK : Final = 0
UNDERSTUDY_STATE_TARGET_OVERLAP : Final = 1
Methods
directorIsX0(self) -> bool
True iff the current (acting) director is an X0; false in all other cases
directorIsX1(self) -> bool
True iff the current (acting) director is an X1; false in all other cases
dispatchCommandAll(self, cmd: RemoteCommand, sessionOnly: bool)
dispatchCommandDirect(self, hostname: str, cmd: RemoteCommand, sessionOnly: bool) -> bool
findMachineByHostname(self, hostname: str) -> Machine
getDirectorUnderstudy(self) -> Machine
Get the first listed (if there are multiple) understudy for the current acting Director, if we have one
getUnderstudyConfigStatus(self, understudy: Machine) -> int
isUnderstudy(self, machine: Machine) -> bool
machineCanBeAddedToSessionAs(self, newMachine: Machine, role: int) -> bool
Whether the given machine would be allowed to be in the current session in the given role.
Takes into account current state of the machine, so may return true for E.G EX in a normal session
if the machine is currently not connected.
*/
machineIsValidUnderstudyTargetFor(self, understudy: Machine, target: Machine) -> bool
Whether the given machine is allowed to understudy the given target in the current session
Only checks for session configuration violations, I.E it’s ‘valid’ to target another Understudy,
or an Actor which is already targeted by a different Understudy. These are warned about separately.
machineIsX0(self, machine: Machine) -> bool
True iff the given machine exists, is in session, and is an X0; false in all other cases
machineIsX1(self, machine: Machine) -> bool
True iff the given machine exists, is in session, and is an X1; false in all other cases
machineStatus(self, nodeId: int) -> MachineStatus
sendMatrixRouting(self, machine: Machine, feed: FeedScene)
understudyAvailableFor(self, machine: Machine) -> bool