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MultiplayerAPI

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Inherits: Reference < Object

High-level multiplayer API.

Description

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.

Signals

  • connected_to_server ( )

Emitted when this MultiplayerAPI’s network_peer successfully connected to a server. Only emitted on clients.


  • connection_failed ( )

Emitted when this MultiplayerAPI’s network_peer fails to establish a connection to a server. Only emitted on clients.


  • network_peer_connected ( int id )

Emitted when 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).


  • network_peer_disconnected ( int id )

Emitted when this MultiplayerAPI’s network_peer disconnects from a peer. Clients get notified when other clients disconnect from the same server.


Emitted when this MultiplayerAPI’s network_peer receive a packet with custom data (see send_bytes). ID is the peer ID of the peer that sent the packet.


  • server_disconnected ( )

Emitted when this MultiplayerAPI’s network_peer disconnects from server. Only emitted on clients.

Enumerations

enum RPCMode:

  • RPC_MODE_DISABLED = 0 — Used with Node.rpc_config or Node.rset_config to disable a method or property for all RPC calls, making it unavailable. Default for all methods.
  • RPC_MODE_REMOTE = 1 — Used with Node.rpc_config or Node.rset_config to set a method to be called or a property to be changed only on the remote end, not locally. Analogous to the remote keyword. Calls and property changes are accepted from all remote peers, no matter if they are node’s master or puppets.
  • RPC_MODE_MASTER = 2 — Used with Node.rpc_config or Node.rset_config to set a method to be called or a property to be changed only on the network master for this node. Analogous to the master keyword. Only accepts calls or property changes from the node’s network puppets, see Node.set_network_master.
  • RPC_MODE_PUPPET = 3 — Used with Node.rpc_config or Node.rset_config to set a method to be called or a property to be changed only on puppets for this node. Analogous to the puppet keyword. Only accepts calls or property changes from the node’s network master, see Node.set_network_master.
  • RPC_MODE_SLAVE = 3Deprecated. Use RPC_MODE_PUPPET instead. Analogous to the slave keyword.
  • RPC_MODE_REMOTESYNC = 4 — Behave like RPC_MODE_REMOTE but also make the call or property change locally. Analogous to the remotesync keyword.
  • RPC_MODE_SYNC = 4Deprecated. Use RPC_MODE_REMOTESYNC instead. Analogous to the sync keyword.
  • RPC_MODE_MASTERSYNC = 5 — Behave like RPC_MODE_MASTER but also make the call or property change locally. Analogous to the mastersync keyword.
  • RPC_MODE_PUPPETSYNC = 6 — Behave like RPC_MODE_PUPPET but also make the call or property change locally. Analogous to the puppetsync keyword.

Property Descriptions

  • bool allow_object_decoding
Defaultfalse
Setterset_allow_object_decoding(value)
Getteris_object_decoding_allowed()

If true (or if the network_peer has PacketPeer.allow_object_decoding set to true), the MultiplayerAPI will allow encoding and decoding of object during RPCs/RSETs.

Warning: Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution.


Setterset_network_peer(value)
Getterget_network_peer()

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, 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.


  • bool refuse_new_network_connections
Defaultfalse
Setterset_refuse_new_network_connections(value)
Getteris_refusing_new_network_connections()

If true, the MultiplayerAPI’s network_peer refuses new incoming connections.

Method Descriptions

  • void clear ( )

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.


  • int get_network_unique_id ( ) const

Returns the unique peer ID of this MultiplayerAPI’s network_peer.


  • int get_rpc_sender_id ( ) const

Returns the sender’s peer ID for the RPC currently being executed.

Note: If not inside an RPC this method will return 0.


  • bool has_network_peer ( ) const

Returns true if there is a network_peer set.


  • bool is_network_server ( ) const

Returns true if this MultiplayerAPI’s network_peer is in server mode (listening for connections).


  • void poll ( )

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. _process, physics, Thread).


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.


  • void set_root_node ( Node node )

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.

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Disclaimer: This page has been automaticaly and directly extracted from the official Godot Docs website, the 1970-01-01 at 00:00:00. It’s the English Stable version because it’s what most Godot users should use. The Copyright owners are Juan Linietsky, Ariel Manzur and the Godot community. CC-BY 3.0. Thanks for your patience and generosity.

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