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MultiplayerPeer¶
Inherits: PacketPeer < RefCounted < Object
Inherited By: ENetMultiplayerPeer, MultiplayerPeerExtension, OfflineMultiplayerPeer, WebRTCMultiplayerPeer, WebSocketMultiplayerPeer
Abstract class for specialized PacketPeers used by the MultiplayerAPI.
Description¶
Manages the connection with one or more remote peers acting as server or client and assigning unique IDs to each of them. See also MultiplayerAPI.
Note: The MultiplayerAPI 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.
Tutorials¶
Properties¶
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Methods¶
void |
close ( ) |
void |
disconnect_peer ( int peer, bool force=false ) |
generate_unique_id ( ) const |
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get_connection_status ( ) const |
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get_packet_channel ( ) const |
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get_packet_mode ( ) const |
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get_packet_peer ( ) const |
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get_unique_id ( ) const |
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is_server_relay_supported ( ) const |
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void |
poll ( ) |
void |
set_target_peer ( int id ) |
Signals¶
peer_connected ( int id )
Emitted when a remote peer connects.
peer_disconnected ( int id )
Emitted when a remote peer has disconnected.
Enumerations¶
enum ConnectionStatus:
ConnectionStatus CONNECTION_DISCONNECTED = 0
The MultiplayerPeer is disconnected.
ConnectionStatus CONNECTION_CONNECTING = 1
The MultiplayerPeer is currently connecting to a server.
ConnectionStatus CONNECTION_CONNECTED = 2
This MultiplayerPeer is connected.
enum TransferMode:
TransferMode TRANSFER_MODE_UNRELIABLE = 0
Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than TRANSFER_MODE_UNRELIABLE_ORDERED. Use for non-critical data, and always consider whether the order matters.
TransferMode TRANSFER_MODE_UNRELIABLE_ORDERED = 1
Packets are not acknowledged, no resend attempts are made for lost packets. Packets are received in the order they were sent in. Potentially faster than TRANSFER_MODE_RELIABLE. Use for non-critical data or data that would be outdated if received late due to resend attempt(s) anyway, for example movement and positional data.
TransferMode TRANSFER_MODE_RELIABLE = 2
Packets must be received and resend attempts should be made until the packets are acknowledged. Packets must be received in the order they were sent in. Most reliable transfer mode, but potentially the slowest due to the overhead. Use for critical data that must be transmitted and arrive in order, for example an ability being triggered or a chat message. Consider carefully if the information really is critical, and use sparingly.
Constants¶
TARGET_PEER_BROADCAST = 0
Packets are sent to all connected peers.
TARGET_PEER