High Level Multiplayer API.
|void||clear ( )|
|PoolIntArray||get_network_connected_peers ( ) const|
|int||get_network_unique_id ( ) const|
|int||get_rpc_sender_id ( ) const|
|bool||has_network_peer ( ) const|
|bool||is_network_server ( ) const|
|void||poll ( )|
|Error||send_bytes ( PoolByteArray bytes, int id=0, TransferMode mode=2 )|
|void||set_root_node ( Node node )|
Emitted whenever this MultiplayerAPI’s network_peer successfully connected to a server. Only emitted on clients.
Emitted whenever this MultiplayerAPI’s network_peer fails to establish a connection to a server. Only emitted on clients.
Emitted whenever this MultiplayerAPI’s network_peer connects with a new peer. ID is the peer ID of the new peer. Clients get notified when other clients connect to the same server. Upon connecting to a server, a client also receives this signal for the server (with ID being 1).
Emitted whenever this MultiplayerAPI’s network_peer disconnects from a peer. Clients get notified when other clients disconnect from the same server.
Emitted whenever this MultiplayerAPI’s network_peer disconnects from server. Only emitted on clients.
remotekeyword. Calls and property changes are accepted from all remote peers, no matter if they are node’s master or puppets.
masterkeyword. Only accepts calls or property changes from the node’s network puppets, see Node.set_network_master.
puppetkeyword. Only accepts calls or property changes from the node’s network master, see Node.set_network_master.
This class implements most of the logic behind the high level multiplayer API.
By default, SceneTree has a reference to this class that is used to provide multiplayer capabilities (i.e. RPC/RSET) across the whole scene.
It is possible to override the MultiplayerAPI instance used by specific Nodes by setting the Node.custom_multiplayer property, effectively allowing to run both client and server in the same scene.
WARNING: Deserialized object can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats (remote code execution).
The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the MultiplayerAPI will become a network server (check with is_network_server) and will set root node’s network mode to master (see NETWORK_MODE_* constants in Node), or it will become a regular peer with root node set to puppet. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to MultiplayerAPI’s signals.
true, the MultiplayerAPI’s network_peer refuses new incoming connections.
Clears the current MultiplayerAPI network state (you shouldn’t call this unless you know what you are doing).
Returns the peer IDs of all connected peers of this MultiplayerAPI’s network_peer.
Returns the unique peer ID of this MultiplayerAPI’s network_peer.
Returns the sender’s peer ID for the RPC currently being executed.
NOTE: If not inside an RPC this method will return 0.
true if there is a network_peer set.
true if this MultiplayerAPI’s network_peer is in server mode (listening for connections).
Method used for polling the MultiplayerAPI. You only need to worry about this if you are using Node.custom_multiplayer override or you set SceneTree.multiplayer_poll to
false. By default SceneTree will poll its MultiplayerAPI for you.
NOTE: This method results in RPCs and RSETs being called, so they will be executed in the same context of this function (e.g.
Sends the given raw
bytes to a specific peer identified by
id (see NetworkedMultiplayerPeer.set_target_peer). Default ID is
0, i.e. broadcast to all peers.
Sets the base root node to use for RPCs. Instead of an absolute path, a relative path will be used to find the node upon which the RPC should be executed.
This effectively allows to have different branches of the scene tree to be managed by different MultiplayerAPI, allowing for example to run both client and server in the same scene.
© 2014–2019 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.