e3bd84fa57
Safer encode/decode variant.
173 lines
9.4 KiB
XML
173 lines
9.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="MultiplayerAPI" inherits="Reference" category="Core" version="3.2">
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<brief_description>
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High Level Multiplayer API.
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</brief_description>
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<description>
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This class implements most of the logic behind the high level multiplayer API.
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By default, [SceneTree] has a reference to this class that is used to provide multiplayer capabilities (i.e. RPC/RSET) across the whole scene.
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It is possible to override the MultiplayerAPI instance used by specific Nodes by setting the [member Node.custom_multiplayer] property, effectively allowing to run both client and server in the same scene.
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="clear">
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<return type="void">
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</return>
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<description>
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Clears the current MultiplayerAPI network state (you shouldn't call this unless you know what you are doing).
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</description>
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</method>
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<method name="get_network_connected_peers" qualifiers="const">
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<return type="PoolIntArray">
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</return>
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<description>
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Returns the peer IDs of all connected peers of this MultiplayerAPI's [member network_peer].
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</description>
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</method>
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<method name="get_network_unique_id" qualifiers="const">
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<return type="int">
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</return>
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<description>
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Returns the unique peer ID of this MultiplayerAPI's [member network_peer].
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</description>
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</method>
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<method name="get_rpc_sender_id" qualifiers="const">
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<return type="int">
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</return>
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<description>
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Returns the sender's peer ID for the RPC currently being executed.
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NOTE: If not inside an RPC this method will return 0.
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</description>
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</method>
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<method name="has_network_peer" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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Returns [code]true[/code] if there is a [member network_peer] set.
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</description>
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</method>
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<method name="is_network_server" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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Returns [code]true[/code] if this MultiplayerAPI's [member network_peer] is in server mode (listening for connections).
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</description>
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</method>
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<method name="poll">
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<return type="void">
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</return>
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<description>
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Method used for polling the MultiplayerAPI. You only need to worry about this if you are using [member Node.custom_multiplayer] override or you set [member SceneTree.multiplayer_poll] to [code]false[/code]. By default [SceneTree] will poll its MultiplayerAPI for you.
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NOTE: This method results in RPCs and RSETs being called, so they will be executed in the same context of this function (e.g. [code]_process[/code], [code]physics[/code], [Thread]).
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</description>
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</method>
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<method name="send_bytes">
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<return type="int" enum="Error">
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</return>
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<argument index="0" name="bytes" type="PoolByteArray">
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</argument>
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<argument index="1" name="id" type="int" default="0">
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</argument>
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<argument index="2" name="mode" type="int" enum="NetworkedMultiplayerPeer.TransferMode" default="2">
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</argument>
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<description>
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Sends the given raw [code]bytes[/code] to a specific peer identified by [code]id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). Default ID is [code]0[/code], i.e. broadcast to all peers.
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</description>
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</method>
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<method name="set_root_node">
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<return type="void">
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</return>
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<argument index="0" name="node" type="Node">
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</argument>
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<description>
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Sets the base 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.
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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.
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</description>
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</method>
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</methods>
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<members>
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<member name="allow_object_decoding" type="bool" setter="set_allow_object_decoding" getter="is_object_decoding_allowed">
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If [code]true[/code] (or if the [member network_peer] [member PacketPeer.allow_object_decoding] the MultiplayerAPI will allow encoding and decoding of object during RPCs/RSETs.
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[b]WARNING:[/b] Deserialized object can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats (remote code execution).
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</member>
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<member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer">
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The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the MultiplayerAPI will become a network server (check with [method is_network_server]) and will set root node's network mode to master (see NETWORK_MODE_* constants in [Node]), 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.
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</member>
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<member name="refuse_new_network_connections" type="bool" setter="set_refuse_new_network_connections" getter="is_refusing_new_network_connections">
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If [code]true[/code], the MultiplayerAPI's [member network_peer] refuses new incoming connections.
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</member>
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</members>
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<signals>
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<signal name="connected_to_server">
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<description>
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Emitted whenever this MultiplayerAPI's [member network_peer] successfully connected to a server. Only emitted on clients.
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</description>
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</signal>
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<signal name="connection_failed">
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<description>
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Emitted whenever this MultiplayerAPI's [member network_peer] fails to establish a connection to a server. Only emitted on clients.
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</description>
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</signal>
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<signal name="network_peer_connected">
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<argument index="0" name="id" type="int">
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</argument>
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<description>
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Emitted whenever this MultiplayerAPI's [member 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).
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</description>
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</signal>
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<signal name="network_peer_disconnected">
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<argument index="0" name="id" type="int">
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</argument>
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<description>
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Emitted whenever this MultiplayerAPI's [member network_peer] disconnects from a peer. Clients get notified when other clients disconnect from the same server.
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</description>
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</signal>
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<signal name="network_peer_packet">
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<argument index="0" name="id" type="int">
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</argument>
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<argument index="1" name="packet" type="PoolByteArray">
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</argument>
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<description>
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Emitted whenever this MultiplayerAPI's [member network_peer] receive a [code]packet[/code] with custom data (see [method send_bytes]). ID is the peer ID of the peer that sent the packet.
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</description>
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</signal>
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<signal name="server_disconnected">
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<description>
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Emitted whenever this MultiplayerAPI's [member network_peer] disconnects from server. Only emitted on clients.
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="RPC_MODE_DISABLED" value="0" enum="RPCMode">
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Used with [method Node.rpc_config] or [method Node.rset_config] to disable a method or property for all RPC calls, making it unavailable. Default for all methods.
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</constant>
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<constant name="RPC_MODE_REMOTE" value="1" enum="RPCMode">
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Used with [method Node.rpc_config] or [method 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 [code]remote[/code] keyword. Calls and property changes are accepted from all remote peers, no matter if they are node's master or puppets.
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</constant>
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<constant name="RPC_MODE_MASTER" value="2" enum="RPCMode">
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Used with [method Node.rpc_config] or [method 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 [code]master[/code] keyword. Only accepts calls or property changes from the node's network puppets, see [method Node.set_network_master].
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</constant>
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<constant name="RPC_MODE_PUPPET" value="3" enum="RPCMode">
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Used with [method Node.rpc_config] or [method 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 [code]puppet[/code] keyword. Only accepts calls or property changes from the node's network master, see [method Node.set_network_master].
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</constant>
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<constant name="RPC_MODE_SLAVE" value="3" enum="RPCMode">
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Deprecated. Use [code]RPC_MODE_PUPPET[/code] instead. Analogous to the [code]slave[/code] keyword.
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</constant>
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<constant name="RPC_MODE_REMOTESYNC" value="4" enum="RPCMode">
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Behave like [code]RPC_MODE_REMOTE[/code] but also make the call or property change locally. Analogous to the [code]remotesync[/code] keyword.
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</constant>
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<constant name="RPC_MODE_SYNC" value="4" enum="RPCMode">
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Deprecated. Use [code]RPC_MODE_REMOTESYNC[/code] instead. Analogous to the [code]sync[/code] keyword.
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</constant>
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<constant name="RPC_MODE_MASTERSYNC" value="5" enum="RPCMode">
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Behave like [code]RPC_MODE_MASTER[/code] but also make the call or property change locally. Analogous to the [code]mastersync[/code] keyword.
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</constant>
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<constant name="RPC_MODE_PUPPETSYNC" value="6" enum="RPCMode">
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Behave like [code]RPC_MODE_PUPPET[/code] but also make the call or property change locally. Analogous to the [code]puppetsync[/code] keyword.
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</constant>
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</constants>
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</class>
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