class-description NEWS COMMUNITY STORE LABS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE LABS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectRefCounted MultiplayerAPI
High-level multiplayer API interface.

Base class for high-level multiplayer API implementations. See also MultiplayerPeer.

By default, SceneTree has a reference to an implementation of this class and uses it to provide multiplayer capabilities (i.e. RPCs) across the whole scene.

It is possible to override the MultiplayerAPI instance used by specific tree branches by calling the SceneTree.set_multiplayer method, effectively allowing to run both client and server in the same scene.

It is also possible to extend or replace the default implementation via scripting or native extensions. See MultiplayerAPIExtension for details about extensions, SceneMultiplayer for the details about the default implementation.

connected_to_server connected_to_server<>():connected_to_server

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

connection_failed connection_failed<>():connection_failed

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

peer_connected peer_connected<>( int id=, id:int=, ):peer_connected

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 peer_disconnected<>( int id=, id:int=, ):peer_disconnected

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

server_disconnected server_disconnected<>():server_disconnected

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

Enum RPCMode<>():Enum

RPC_MODE_DISABLED = 0

Used with Node.rpc_config to disable a method or property for all RPC calls, making it unavailable. Default for all methods.


RPC_MODE_ANY_PEER = 1

Used with Node.rpc_config to set a method to be callable remotely by any peer. Analogous to the @rpc("any_peer") annotation. Calls are accepted from all remote peers, no matter if they are node's authority or not.


RPC_MODE_AUTHORITY = 2

Used with Node.rpc_config to set a method to be callable remotely only by the current multiplayer authority (which is the server by default). Analogous to the @rpc("authority") annotation. See Node.set_multiplayer_authority.

MultiplayerPeer multiplayer_peer<>():MultiplayerPeer

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.

MultiplayerAPI create_default_interface<>():MultiplayerAPI

Returns a new instance of the default MultiplayerAPI.

StringName get_default_interface<>():StringName

Returns the default MultiplayerAPI implementation class name. This is usually "SceneMultiplayer" when SceneMultiplayer is available. See set_default_interface.

PackedInt32Array get_peers<>():PackedInt32Array

Returns the peer IDs of all connected peers of this MultiplayerAPI's multiplayer_peer.

int get_remote_sender_id<>():int

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<>():int

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

bool has_multiplayer_peer<>():bool

Returns true if there is a multiplayer_peer set.

bool is_server<>():bool

Returns true if this MultiplayerAPI's multiplayer_peer is valid and in server mode (listening for connections).

Error object_configuration_add<>( Object object=, object:Object=, Variant configuration=, configuration:Variant=, ):Error

Notifies the MultiplayerAPI of a new configuration for the given object. This method is used internally by SceneTree to configure the root path for this MultiplayerAPI (passing null and a valid NodePath as configuration). This method can be further used by MultiplayerAPI implementations to provide additional features, refer to specific implementation (e.g. SceneMultiplayer) for details on how they use it.

Note: This method is mostly relevant when extending or overriding the MultiplayerAPI behavior via MultiplayerAPIExtension.

Error object_configuration_remove<>( Object object=, object:Object=, Variant configuration=, configuration:Variant=, ):Error

Notifies the MultiplayerAPI to remove a configuration for the given object. This method is used internally by SceneTree to configure the root path for this MultiplayerAPI (passing null and an empty NodePath as configuration). This method can be further used by MultiplayerAPI implementations to provide additional features, refer to specific implementation (e.g. SceneMultiplayer) for details on how they use it.

Note: This method is mostly relevant when extending or overriding the MultiplayerAPI behavior via MultiplayerAPIExtension.

Error poll<>():Error

Method used for polling the MultiplayerAPI. You only need to worry about this if you set SceneTree.multiplayer_poll to false. By default, SceneTree will poll its MultiplayerAPI(s) 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 rpc<>( int peer=, peer:int=, Object object=, object:Object=, StringName method=, method:StringName=, Array=, Array:=, ):Error

Sends an RPC to the target peer. The given method will be called on the remote object with the provided arguments. The RPC may also be called locally depending on the implementation and RPC configuration. See Node.rpc and Node.rpc_config.

Note: Prefer using Node.rpc, Node.rpc_id, or my_method.rpc(peer, arg1, arg2, ...) (in GDScript), since they are faster. This method is mostly useful in conjunction with MultiplayerAPIExtension when augmenting or replacing the multiplayer capabilities.

void set_default_interface<>( StringName interface_name=, interface_name:StringName=, ):void

Sets the default MultiplayerAPI implementation class. This method can be used by modules and extensions to configure which implementation will be used by SceneTree when the engine starts.




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