MultiplayerAPI

Inherits: RefCounted < Object

High-level multiplayer API.

Description

This class implements the high-level multiplayer API. See also MultiplayerPeer.

By default, SceneTree has a reference to this class that is used to provide multiplayer capabilities (i.e. RPCs) 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.

Note: The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.

Note: When exporting to Android, make sure to enable the INTERNET permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.

Methods

void

clear ( )

PackedInt32Array

get_peers ( ) const

int

get_remote_sender_id ( ) const

int

get_unique_id ( ) const

bool

has_multiplayer_peer ( ) const

bool

is_server ( ) const

void

poll ( )

Error

send_bytes ( PackedByteArray bytes, int id=0, TransferMode mode=2, int channel=0 )

Signals

  • connected_to_server ( )

Emitted when this MultiplayerAPI's multiplayer_peer successfully connected to a server. Only emitted on clients.


  • connection_failed ( )

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


  • peer_connected ( int id )

Emitted when this MultiplayerAPI's multiplayer_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).


  • peer_disconnected ( int id )

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


Emitted when this MultiplayerAPI's multiplayer_peer receives 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 multiplayer_peer disconnects from server. Only emitted on clients.

Property Descriptions

  • bool allow_object_decoding

Default

false

Setter

set_allow_object_decoding(value)

Getter

is_object_decoding_allowed()

If true, the MultiplayerAPI will allow encoding and decoding of object during RPCs.

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.


Setter

set_multiplayer_peer(value)

Getter

get_multiplayer_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_server) and will set root node's network mode to authority, or it will become a regular client peer. 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_connections

Default

false

Setter

set_refuse_new_connections(value)

Getter

is_refusing_new_connections()

If true, the MultiplayerAPI's multiplayer_peer refuses new incoming connections.


Getter

get_replicator()


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.

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 multiplayer_peer.


  • int get_remote_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.


  • int get_unique_id ( ) const

Returns the unique peer ID of this MultiplayerAPI's multiplayer_peer.


  • bool has_multiplayer_peer ( ) const

Returns true if there is a multiplayer_peer set.


  • bool is_server ( ) const

Returns true if this MultiplayerAPI's multiplayer_peer is valid and 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 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 MultiplayerPeer.set_target_peer). Default ID is 0, i.e. broadcast to all peers.