godot/modules/webrtc/doc_classes/WebRTCMultiplayer.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="WebRTCMultiplayer" inherits="NetworkedMultiplayerPeer" category="Core" version="3.2">
<brief_description>
A simple interface to create a peer-to-peer mesh network composed of [WebRTCPeerConnection] that is compatible with the [MultiplayerAPI].
</brief_description>
<description>
This class constructs a full mesh of [WebRTCPeerConnection] (one connection for each peer) that can be used as a [member MultiplayerAPI.network_peer].
You can add each [WebRTCPeerConnection] via [method add_peer] or remove them via [method remove_peer]. Peers must be added in [constant WebRTCPeerConnection.STATE_NEW] state to allow it to create the appropriate channels. This class will not create offers nor set descriptions, it will only poll them, and notify connections and disconnections.
[signal NetworkedMultiplayerPeer.connection_succeeded] and [signal NetworkedMultiplayerPeer.server_disconnected] will not be emitted unless [code]server_compatibility[/code] is [code]true[/code] in [method initialize]. Beside that data transfer works like in a [NetworkedMultiplayerPeer].
</description>
<tutorials>
</tutorials>
<methods>
<method name="add_peer">
<return type="int" enum="Error">
</return>
<argument index="0" name="peer" type="WebRTCPeerConnection">
</argument>
<argument index="1" name="peer_id" type="int">
</argument>
<argument index="2" name="unreliable_lifetime" type="int" default="1">
</argument>
<description>
Add a new peer to the mesh with the given [code]peer_id[/code]. The [WebRTCPeerConnection] must be in state [constant WebRTCPeerConnection.STATE_NEW].
Three channels will be created for reliable, unreliable, and ordered transport. The value of [code]unreliable_lifetime[/code] will be passed to the [code]maxPacketLifetime[/code] option when creating unreliable and ordered channels (see [method WebRTCPeerConnection.create_data_channel]).
</description>
</method>
<method name="close">
<return type="void">
</return>
<description>
Close all the add peer connections and channels, freeing all resources.
</description>
</method>
<method name="get_peer">
<return type="Dictionary">
</return>
<argument index="0" name="peer_id" type="int">
</argument>
<description>
Return a dictionary representation of the peer with given [code]peer_id[/code] with three keys. [code]connection[/code] containing the [WebRTCPeerConnection] to this peer, [code]channels[/code] an array of three [WebRTCDataChannel], and [code]connected[/code] a boolean representing if the peer connection is currently connected (all three channels are open).
</description>
</method>
<method name="get_peers">
<return type="Dictionary">
</return>
<description>
Returns a dictionary which keys are the peer ids and values the peer representation as in [method get_peer]
</description>
</method>
<method name="has_peer">
<return type="bool">
</return>
<argument index="0" name="peer_id" type="int">
</argument>
<description>
Returns [code]true[/code] if the given [code]peer_id[/code] is in the peers map (it might not be connected though).
</description>
</method>
<method name="initialize">
<return type="int" enum="Error">
</return>
<argument index="0" name="peer_id" type="int">
</argument>
<argument index="1" name="server_compatibility" type="bool" default="false">
</argument>
<description>
Initialize the multiplayer peer with the given [code]peer_id[/code] (must be between 1 and 2147483647).
If [code]server_compatibilty[/code] is [code]false[/code] (default), the multiplayer peer will be immediately in state [constant NetworkedMultiplayerPeer.CONNECTION_CONNECTED] and [signal NetworkedMultiplayerPeer.connection_succeeded] will not be emitted.
If [code]server_compatibilty[/code] is [code]true[/code] the peer will suppress all [signal NetworkedMultiplayerPeer.peer_connected] signals until a peer with id [constant NetworkedMultiplayerPeer.TARGET_PEER_SERVER] connects and then emit [signal NetworkedMultiplayerPeer.connection_succeeded]. After that the signal [signal NetworkedMultiplayerPeer.peer_connected] will be emitted for every already connected peer, and any new peer that might connect. If the server peer disconnects after that, signal [signal NetworkedMultiplayerPeer.server_disconnected] will be emitted and state will become [constant NetworkedMultiplayerPeer.CONNECTION_CONNECTED].
</description>
</method>
<method name="remove_peer">
<return type="void">
</return>
<argument index="0" name="peer_id" type="int">
</argument>
<description>
Remove the peer with given [code]peer_id[/code] from the mesh. If the peer was connected, and [signal NetworkedMultiplayerPeer.peer_connected] was emitted for it, then [signal NetworkedMultiplayerPeer.peer_disconnected] will be emitted.
</description>
</method>
</methods>
<constants>
</constants>
</class>