MultiplayerAPI
Inherits: Reference < Object High-level multiplayer API.
Description
NetworkedMultiplayerPeer. SceneTree has a reference to this class that is used to provide multiplayer capabilities (i.e. RPC/RSET) across the whole scene. 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.
Properties
Methods
Signals
- connected_to_server ( ) network_peer successfully connected to a server. Only emitted on clients.
- connection_failed ( ) network_peer fails to establish a connection to a server. Only emitted on clients.
- network_peer_connected ( int id ) network_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).
- network_peer_disconnected ( int id ) network_peer disconnects from a peer. Clients get notified when other clients disconnect from the same server.
- network_peer_packet ( int id, PoolByteArray packet )
network_peer receive a
packetwith custom data (see send_bytes). ID is the peer ID of the peer that sent the packet.
- server_disconnected ( )
network_peer disconnects from server. Only emitted on clients.
Enumerations
RPCMode: - RPC_MODE_DISABLED = 0 —- Used with Node.rpc_config or Node.rset_config to disable a method or property for all RPC calls, making it unavailable. Default for all methods.
- RPC_MODE_REMOTE = 1 —- Used with Node.rpc_config or Node.rset_config to set a method to be called or a property to be changed only on the remote end, not locally. Analogous to the
remotekeyword. Calls and property changes are accepted from all remote peers, no matter if they are node’s master or puppets. - RPC_MODE_MASTER = 2 —- Used with Node.rpc_config or Node.rset_config to set a method to be called or a property to be changed only on the network master for this node. Analogous to the
masterkeyword. Only accepts calls or property changes from the node’s network puppets, see Node.set_network_master. - RPC_MODE_PUPPET = 3 —- Used with Node.rpc_config or Node.rset_config to set a method to be called or a property to be changed only on puppets for this node. Analogous to the
puppetkeyword. Only accepts calls or property changes from the node’s network master, see Node.set_network_master. - RPC_MODE_SLAVE = 3 —- Deprecated. Use RPC_MODE_PUPPET instead. Analogous to the
slavekeyword. - RPC_MODE_REMOTESYNC = 4 —- Behave like RPC_MODE_REMOTE but also make the call or property change locally. Analogous to the
remotesynckeyword. - RPC_MODE_SYNC = 4 —- Deprecated. Use RPC_MODE_REMOTESYNC instead. Analogous to the
synckeyword. - RPC_MODE_MASTERSYNC = 5 —- Behave like RPC_MODE_MASTER but also make the call or property change locally. Analogous to the
mastersynckeyword. - RPC_MODE_PUPPETSYNC = 6 —- Behave like RPC_MODE_PUPPET but also make the call or property change locally. Analogous to the
puppetsynckeyword.Property Descriptions
- bool allow_object_decoding
true(or if the network_peer has PacketPeer.allow_object_decoding set totrue), the MultiplayerAPI will allow encoding and decoding of object during RPCs/RSETs. 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.
- NetworkedMultiplayerPeer network_peer is_network_server) and will set root node’s network mode to master, or it will become a regular peer with root node set to puppet. 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_network_connections
true, the MultiplayerAPI’s network_peer refuses new incoming connections.
- Node root_node
The root node to use for RPCs. 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
- clear ( ) Clears the current MultiplayerAPI network state (you shouldn’t call this unless you know what you are doing).
- PoolIntArray get_network_connected_peers ( ) const network_peer.
- int get_network_unique_id ( ) const network_peer.
- int get_rpc_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.
- bool has_network_peer ( ) const
trueif there is a network_peer set.
- bool is_network_server ( ) const
trueif this MultiplayerAPI’s network_peer is in server mode (listening for connections).
- poll ( )
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 and RSETs being called, so they will be executed in the same context of this function (e.g._process,physics, Thread).
- Error send_bytes ( PoolByteArray bytes, int id=0, TransferMode mode=2 )
bytesto a specific peer identified byid(see NetworkedMultiplayerPeer.set_target_peer). Default ID is0, i.e. broadcast to all peers.
