MultiplayerAPI
High-level multiplayer API.
This class implements most of the logic behind the high-level multiplayer API.
By default, 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.
Properties
void | ( ) |
PoolIntArray | ( ) const |
int | ( ) const |
int | ( ) const |
bool | ( ) const |
bool | ( ) const |
void | poll ( ) |
send_bytes ( bytes, int id=0, mode=2 ) |
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 fails to establish a connection to a server. Only emitted on clients.
- network_peer_connected ( int id )
Emitted when this MultiplayerAPI’s 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 when this MultiplayerAPI’s network_peer disconnects from a peer. Clients get notified when other clients disconnect from the same server.
- network_peer_packet ( id, PoolByteArray packet )
- server_disconnected ( )
Emitted when this MultiplayerAPI’s disconnects from server. Only emitted on clients.
enum RPCMode:
- RPC_MODE_DISABLED = 0 —- Used with Node.rpc_config or 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 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 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 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 . - RPC_MODE_SLAVE = 3 —- Deprecated. Use RPC_MODE_PUPPET instead. Analogous to the
slave
keyword. - RPC_MODE_REMOTESYNC = 4 —- Behave like but also make the call or property change locally. Analogous to the
remotesync
keyword. - RPC_MODE_SYNC = 4 —- Deprecated. Use RPC_MODE_REMOTESYNC instead. Analogous to the keyword.
- RPC_MODE_MASTERSYNC = 5 —- Behave like but also make the call or property change locally. Analogous to the
mastersync
keyword.
Property Descriptions
- bool allow_object_decoding
If true
(or if the 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.
- network_peer
Setter | set_network_peer(value) |
Getter | get_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.
- refuse_new_network_connections
If true
, the MultiplayerAPI’s network_peer refuses new incoming connections.
- root_node
Setter | set_root_node(value) |
Getter | get_root_node() |
The 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.
- void clear ( )
- PoolIntArray get_network_connected_peers ( ) const
Returns the peer IDs of all connected peers of this MultiplayerAPI’s .
- 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 if there is a network_peer set.
- is_network_server ( ) const
Returns 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 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).
- send_bytes ( PoolByteArray bytes, id=0, TransferMode mode=2 )