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High-level multiplayer API implementation.

This class is the default implementation of MultiplayerAPI, used to provide multiplayer functionalities in Godot Engine.

This implementation supports RPCs via Node.rpc() and Node.rpc_id() and requires MultiplayerAPI.rpc() to be passed a Node (it will fail for other object types).

This implementation additionally provide SceneTree replication via the MultiplayerSpawner and MultiplayerSynchronizer nodes, and the SceneReplicationConfig resource.

Signal peer_authenticating<>( int id=, id:int=, ):Signal

Emitted when this MultiplayerAPI's MultiplayerAPI.multiplayer_peer connects to a new peer and a valid auth_callback is set. In this case, the MultiplayerAPI.peer_connected will not be emitted until complete_auth() is called with given peer id. While in this state, the peer will not be included in the list returned by MultiplayerAPI.get_peers() (but in the one returned by get_authenticating_peers()), and only authentication data will be sent or received. See send_auth() for sending authentication data.

Signal peer_authentication_failed<>( int id=, id:int=, ):Signal

Emitted when this MultiplayerAPI's MultiplayerAPI.multiplayer_peer disconnects from a peer for which authentication had not yet completed. See peer_authenticating.

Signal peer_packet<>( int id=, id:int=, PackedByteArray packet=, packet:PackedByteArray=, ):Signal

Emitted when this MultiplayerAPI's MultiplayerAPI.multiplayer_peer receives a packet with custom data (see send_bytes()). ID is the peer ID of the peer that sent the packet.

bool allow_object_decoding<>():bool

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 threat such as remote code execution.

Callable auth_callback<>():Callable

The callback to execute when receiving authentication data sent via send_auth(). If the Callable is empty (default), peers will be automatically accepted as soon as they connect.

float auth_timeout<>():float

If set to a value greater than 0.0, the maximum duration in seconds peers can stay in the authenticating state, after which the authentication will automatically fail. See the peer_authenticating and peer_authentication_failed signals.

int max_delta_packet_size<>():int

Maximum size of each delta packet. Higher values increase the chance of receiving full updates in a single frame, but also the chance of causing networking congestion (higher latency, disconnections). See MultiplayerSynchronizer.

int max_sync_packet_size<>():int

Maximum size of each synchronization packet. Higher values increase the chance of receiving full updates in a single frame, but also the chance of packet loss. See MultiplayerSynchronizer.

bool refuse_new_connections<>():bool

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

NodePath root_path<>():NodePath

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.

bool server_relay<>():bool

Enable or disable the server feature that notifies clients of other peers' connection/disconnection, and relays messages between them. When this option is false, clients won't be automatically notified of other peers and won't be able to send them packets through the server.

Note: Changing this option while other peers are connected may lead to unexpected behaviors.

Note: Support for this feature may depend on the current MultiplayerPeer configuration. See MultiplayerPeer.is_server_relay_supported().

void clear<>():void

Clears the current SceneMultiplayer network state (you shouldn't call this unless you know what you are doing).

Error complete_auth<>( int id=, id:int=, ):Error

Mark the authentication step as completed for the remote peer identified by id. The MultiplayerAPI.peer_connected signal will be emitted for this peer once the remote side also completes the authentication. No further authentication messages are expected to be received from this peer.

If a peer disconnects before completing authentication, either due to a network issue, the auth_timeout expiring, or manually calling disconnect_peer(), the peer_authentication_failed signal will be emitted instead of MultiplayerAPI.peer_disconnected.

void disconnect_peer<>( int id=, id:int=, ):void

Disconnects the peer identified by id, removing it from the list of connected peers, and closing the underlying connection with it.

PackedInt32Array get_authenticating_peers<>():PackedInt32Array

Returns the IDs of the peers currently trying to authenticate with this MultiplayerAPI.

Error send_auth<>( int id=, id:int=, PackedByteArray data=, data:PackedByteArray=, ):Error

Sends the specified data to the remote peer identified by id as part of an authentication message. This can be used to authenticate peers, and control when MultiplayerAPI.peer_connected is emitted (and the remote peer accepted as one of the connected peers).

Error send_bytes<>( PackedByteArray bytes=, bytes:PackedByteArray=, int id=0, id:int=0, TransferMode mode=2, mode:TransferMode=2, int channel=0, channel:int=0, ):Error

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.




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