Base class used for extending the [MultiplayerAPI]. This class can be used to augment or replace the default [MultiplayerAPI] implementation via script or extensions. The following example augment the default implementation ([SceneMultiplayer]) by logging every RPC being made, and every object being configured for replication. [codeblocks] [gdscript] extends MultiplayerAPIExtension class_name LogMultiplayer # We want to augment the default SceneMultiplayer. var base_multiplayer = SceneMultiplayer.new() func _init(): # Just passthrough base signals (copied to var to avoid cyclic reference) var cts = connected_to_server var cf = connection_failed var pc = peer_connected var pd = peer_disconnected base_multiplayer.connected_to_server.connect(func(): cts.emit()) base_multiplayer.connection_failed.connect(func(): cf.emit()) base_multiplayer.peer_connected.connect(func(id): pc.emit(id)) base_multiplayer.peer_disconnected.connect(func(id): pd.emit(id)) func _poll(): return base_multiplayer.poll() # Log RPC being made and forward it to the default multiplayer. func _rpc(peer: int, object: Object, method: StringName, args: Array) -> Error: print("Got RPC for %d: %s::%s(%s)" % [peer, object, method, args]) return base_multiplayer.rpc(peer, object, method, args) # Log configuration add. E.g. root path (nullptr, NodePath), replication (Node, Spawner|Synchronizer), custom. func _object_configuration_add(object, config: Variant) -> Error: if config is MultiplayerSynchronizer: print("Adding synchronization configuration for %s. Synchronizer: %s" % [object, config]) elif config is MultiplayerSpawner: print("Adding node %s to the spawn list. Spawner: %s" % [object, config]) return base_multiplayer.object_configuration_add(object, config) # Log configuration remove. E.g. root path (nullptr, NodePath), replication (Node, Spawner|Synchronizer), custom. func _object_configuration_remove(object, config: Variant) -> Error: if config is MultiplayerSynchronizer: print("Removing synchronization configuration for %s. Synchronizer: %s" % [object, config]) elif config is MultiplayerSpawner: print("Removing node %s from the spawn list. Spawner: %s" % [object, config]) return base_multiplayer.object_configuration_remove(object, config) # These can be optional, but in our case we want to augment SceneMultiplayer, so forward everything. func _set_multiplayer_peer(p_peer: MultiplayerPeer): base_multiplayer.multiplayer_peer = p_peer func _get_multiplayer_peer() -> MultiplayerPeer: return base_multiplayer.multiplayer_peer func _get_unique_id() -> int: return base_multiplayer.get_unique_id() func _get_peer_ids() -> PackedInt32Array: return base_multiplayer.get_peers() [/gdscript] [/codeblocks] Then in your main scene or in an autoload call [method SceneTree.set_multiplayer] to start using your custom [MultiplayerAPI]: [codeblocks] [gdscript] # autoload.gd func _enter_tree(): # Sets our custom multiplayer as the main one in SceneTree. get_tree().set_multiplayer(LogMultiplayer.new()) [/gdscript] [/codeblocks] Native extensions can alternatively use the [method MultiplayerAPI.set_default_interface] method during initialization to configure themselves as the default implementation. Called when the [member MultiplayerAPI.multiplayer_peer] is retrieved. Callback for [method MultiplayerAPI.get_peers]. Callback for [method MultiplayerAPI.get_remote_sender_id]. Callback for [method MultiplayerAPI.get_unique_id]. Callback for [method MultiplayerAPI.object_configuration_add]. Callback for [method MultiplayerAPI.object_configuration_remove]. Callback for [method MultiplayerAPI.poll]. Callback for [method MultiplayerAPI.rpc]. Called when the [member MultiplayerAPI.multiplayer_peer] is set.