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.
Properties¶
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Methods¶
void |
clear ( ) |
get_peers ( ) const |
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get_remote_sender_id ( ) const |
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get_unique_id ( ) const |
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has_multiplayer_peer ( ) const |
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is_server ( ) const |
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void |
poll ( ) |
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.
peer_packet ( int id, PackedByteArray packet )
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 |
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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.
MultiplayerPeer multiplayer_peer
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 |
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Setter |
set_refuse_new_connections(value) |
Getter |
is_refusing_new_connections() |
If true
, the MultiplayerAPI's multiplayer_peer refuses new incoming connections.
NodePath root_path
Default |
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Setter |
set_root_path(value) |
Getter |
get_root_path() |
The root path to use for RPCs and replication. 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).
PackedInt32Array get_peers ( ) const
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).
Error send_bytes ( PackedByteArray bytes, int id=0, TransferMode mode=2, int channel=0 )
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.