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.