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.
Emitted when a remote peer connects.
Emitted when a remote peer has disconnected.
CONNECTION_DISCONNECTED = 0
The MultiplayerPeer is disconnected.
CONNECTION_CONNECTING = 1
The MultiplayerPeer is currently connecting to a server.
CONNECTION_CONNECTED = 2
This MultiplayerPeer is connected.
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.
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 Use for non-critical data or data that would be outdated if received late due to resend attempt(s) anyway, for example movement and positional data.
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.
If true
, this MultiplayerPeer refuses new connections.
The channel to use to send packets. Many network APIs such as ENet and WebRTC allow the creation of multiple independent channels which behaves, in a way, like separate connections. This means that reliable data will only block delivery of other packets on that channel, and ordering will only be in respect to the channel the packet is being sent on. Using different channels to send different and independent state updates is a common way to optimize network usage and decrease latency in fast-paced games.
Note: The default channel (0
) actually works as 3 separate channels (one for each TransferMode) so that TRANSFER_MODE_RELIABLE and TRANSFER_MODE_UNRELIABLE_ORDERED does not interact with each other by default. Refer to the specific network API documentation (e.g. ENet or WebRTC) to learn how to set up channels correctly.
The manner in which to send packets to the target peer. See TransferMode, and the set_target_peer method.
Immediately close the multiplayer peer returning to the state CONNECTION_DISCONNECTED. Connected peers will be dropped without emitting peer_disconnected.
Disconnects the given peer
from this host. If force
is true
the peer_disconnected signal will not be emitted for this peer.
Returns a randomly generated integer that can be used as a network unique ID.
Returns the current state of the connection. See ConnectionStatus.
Returns the channel over which the next available packet was received. See PacketPeer.get_available_packet_count.
Returns the transfer mode the remote peer used to send the next available packet. See PacketPeer.get_available_packet_count.
Returns the ID of the MultiplayerPeer who sent the next available packet. See PacketPeer.get_available_packet_count.
Returns the ID of this MultiplayerPeer.
Returns true if the server can act as a relay in the current configuration (i.e. if the higher level MultiplayerAPI should notify connected clients of other peers, and implement a relay protocol to allow communication between them).
Waits up to 1 second to receive a new network event.
Sets the peer to which packets will be sent.
The id
can be one of: TARGET_PEER_BROADCAST to send to all connected peers, TARGET_PEER_SERVER to send to the peer acting as server, a valid peer ID to send to that specific peer, a negative peer ID to send to all peers except that one. By default, the target peer is TARGET_PEER_BROADCAST.