MultiplayerAPI

    Category: Core

    High Level Multiplayer API.

    Properties

    Signals

    • connected_to_server ( )

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


    • connection_failed ( )

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


    • network_peer_connected ( id )

    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 disconnects from a peer. Clients get notified when other clients disconnect from the same server.


    • network_peer_packet ( int id, packet )

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


    • server_disconnected ( )

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

    • RPC_MODE_DISABLED = 0 — Used with 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 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 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 .
    • RPC_MODE_PUPPET = 3 — Used with Node.rpc_config or 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 = 3 — Deprecated. Use 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 = 4 — Deprecated. Use instead. Analogous to the 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 but also make the call or property change locally. Analogous to the puppetsync keyword.

    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 property, effectively allowing to run both client and server in the same scene.

    If true (or if the network_peer the MultiplayerAPI will allow encoding and decoding of object during RPCs/RSETs.

    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 ) 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.


    • refuse_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).


    • get_network_connected_peers ( ) const

    • int get_network_unique_id ( ) const

    Returns the unique peer ID of this MultiplayerAPI’s .


    • 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.


    • has_network_peer ( ) const

    Returns true if there is a network_peer set.


    • is_network_server ( ) const

    Returns 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 override or you set SceneTree.multiplayer_poll to false. By default 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 ). Default ID is , i.e. broadcast to all peers.


    • void set_root_node ( Node node )

    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.