diff options
author | Max Hilbrunner <m.hilbrunner@gmail.com> | 2021-09-07 23:35:19 +0200 |
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committer | Max Hilbrunner <m.hilbrunner@gmail.com> | 2021-09-08 12:05:54 +0200 |
commit | 5b25457794d3a6935d4c144b277cd963649e6818 (patch) | |
tree | 216c52230c06288b0e76f2f6486d2fe5e72dc57e /doc/classes | |
parent | 43c896ac6a309bca229619a6d295918a3b656d6a (diff) |
Multiplayer networking renames/simplification
Removes _networking_ prefix from some methods and members, now that multiplayer has been largely moved out of Node and SceneTree and is seperated into its own set of classes.
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/@GlobalScope.xml | 2 | ||||
-rw-r--r-- | doc/classes/MultiplayerAPI.xml | 50 | ||||
-rw-r--r-- | doc/classes/MultiplayerPeer.xml | 2 | ||||
-rw-r--r-- | doc/classes/MultiplayerReplicator.xml | 4 | ||||
-rw-r--r-- | doc/classes/Node.xml | 14 |
5 files changed, 36 insertions, 36 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 0300511eb1..755902c709 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -2472,7 +2472,7 @@ Used with [method Node.rpc_config] to set a method to be callable remotely by any peer. Analogous to the [code]@rpc(any)[/code] annotation. Calls are accepted from all remote peers, no matter if they are node's authority or not. </constant> <constant name="RPC_MODE_AUTH" value="2" enum="RPCMode"> - Used with [method Node.rpc_config] to set a method to be callable remotely only by the current network authority (which is the server by default). Analogous to the [code]@rpc(auth)[/code] annotation. See [method Node.set_network_authority]. + Used with [method Node.rpc_config] to set a method to be callable remotely only by the current multiplayer authority (which is the server by default). Analogous to the [code]@rpc(auth)[/code] annotation. See [method Node.set_multiplayer_authority]. </constant> <constant name="TRANSFER_MODE_UNRELIABLE" value="0" enum="TransferMode"> Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than [constant TRANSFER_MODE_ORDERED]. Use for non-critical data, and always consider whether the order matters. diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml index 9c688f7b8b..7650d3f1b6 100644 --- a/doc/classes/MultiplayerAPI.xml +++ b/doc/classes/MultiplayerAPI.xml @@ -4,7 +4,7 @@ High-level multiplayer API. </brief_description> <description> - This class implements most of the logic behind the high-level multiplayer API. See also [MultiplayerPeer]. + This class implements the high-level multiplayer API. See also [MultiplayerPeer]. By default, [SceneTree] has a reference to this class that is used to provide multiplayer capabilities (i.e. RPC/RSET) across the whole scene. 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. [b]Note:[/b] 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. @@ -18,35 +18,35 @@ Clears the current MultiplayerAPI network state (you shouldn't call this unless you know what you are doing). </description> </method> - <method name="get_network_connected_peers" qualifiers="const"> + <method name="get_peers" qualifiers="const"> <return type="PackedInt32Array" /> <description> - Returns the peer IDs of all connected peers of this MultiplayerAPI's [member network_peer]. + Returns the peer IDs of all connected peers of this MultiplayerAPI's [member multiplayer_peer]. </description> </method> - <method name="get_network_unique_id" qualifiers="const"> + <method name="get_remote_sender_id" qualifiers="const"> <return type="int" /> <description> - Returns the unique peer ID of this MultiplayerAPI's [member network_peer]. + Returns the sender's peer ID for the RPC currently being executed. + [b]Note:[/b] If not inside an RPC this method will return 0. </description> </method> - <method name="get_remote_sender_id" qualifiers="const"> + <method name="get_unique_id" qualifiers="const"> <return type="int" /> <description> - Returns the sender's peer ID for the RPC currently being executed. - [b]Note:[/b] If not inside an RPC this method will return 0. + Returns the unique peer ID of this MultiplayerAPI's [member multiplayer_peer]. </description> </method> - <method name="has_network_peer" qualifiers="const"> + <method name="has_multiplayer_peer" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if there is a [member network_peer] set. + Returns [code]true[/code] if there is a [member multiplayer_peer] set. </description> </method> - <method name="is_network_server" qualifiers="const"> + <method name="is_server" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if this MultiplayerAPI's [member network_peer] is in server mode (listening for connections). + Returns [code]true[/code] if this MultiplayerAPI's [member multiplayer_peer] is valid and in server mode (listening for connections). </description> </method> <method name="poll"> @@ -72,11 +72,11 @@ If [code]true[/code], the MultiplayerAPI will allow encoding and decoding of object during RPCs/RSETs. [b]Warning:[/b] 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. </member> - <member name="network_peer" type="MultiplayerPeer" setter="set_network_peer" getter="get_network_peer"> - 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 authority, or it will become a regular client peer. 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. + <member name="multiplayer_peer" type="MultiplayerPeer" setter="set_multiplayer_peer" getter="get_multiplayer_peer"> + 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_server]) and will set root node's network mode to authority, or it will become a regular client peer. 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. </member> - <member name="refuse_new_network_connections" type="bool" setter="set_refuse_new_network_connections" getter="is_refusing_new_network_connections" default="false"> - If [code]true[/code], the MultiplayerAPI's [member network_peer] refuses new incoming connections. + <member name="refuse_new_connections" type="bool" setter="set_refuse_new_connections" getter="is_refusing_new_connections" default="false"> + If [code]true[/code], the MultiplayerAPI's [member multiplayer_peer] refuses new incoming connections. </member> <member name="replicator" type="MultiplayerReplicator" setter="" getter="get_replicator"> </member> @@ -88,36 +88,36 @@ <signals> <signal name="connected_to_server"> <description> - Emitted when this MultiplayerAPI's [member network_peer] successfully connected to a server. Only emitted on clients. + Emitted when this MultiplayerAPI's [member multiplayer_peer] successfully connected to a server. Only emitted on clients. </description> </signal> <signal name="connection_failed"> <description> - Emitted when this MultiplayerAPI's [member network_peer] fails to establish a connection to a server. Only emitted on clients. + Emitted when this MultiplayerAPI's [member multiplayer_peer] fails to establish a connection to a server. Only emitted on clients. </description> </signal> - <signal name="network_peer_connected"> + <signal name="peer_connected"> <argument index="0" name="id" type="int" /> <description> - Emitted when 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). + Emitted when this MultiplayerAPI's [member multiplayer_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). </description> </signal> - <signal name="network_peer_disconnected"> + <signal name="peer_disconnected"> <argument index="0" name="id" type="int" /> <description> - Emitted when this MultiplayerAPI's [member network_peer] disconnects from a peer. Clients get notified when other clients disconnect from the same server. + Emitted when this MultiplayerAPI's [member multiplayer_peer] disconnects from a peer. Clients get notified when other clients disconnect from the same server. </description> </signal> - <signal name="network_peer_packet"> + <signal name="peer_packet"> <argument index="0" name="id" type="int" /> <argument index="1" name="packet" type="PackedByteArray" /> <description> - Emitted when 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. + Emitted when this MultiplayerAPI's [member multiplayer_peer] receives a [code]packet[/code] with custom data (see [method send_bytes]). ID is the peer ID of the peer that sent the packet. </description> </signal> <signal name="server_disconnected"> <description> - Emitted when this MultiplayerAPI's [member network_peer] disconnects from server. Only emitted on clients. + Emitted when this MultiplayerAPI's [member multiplayer_peer] disconnects from server. Only emitted on clients. </description> </signal> </signals> diff --git a/doc/classes/MultiplayerPeer.xml b/doc/classes/MultiplayerPeer.xml index 6ee6fce49f..411317cdc8 100644 --- a/doc/classes/MultiplayerPeer.xml +++ b/doc/classes/MultiplayerPeer.xml @@ -4,7 +4,7 @@ A high-level network interface to simplify multiplayer interactions. </brief_description> <description> - Manages the connection to network peers. Assigns unique IDs to each client connected to the server. See also [MultiplayerAPI]. + Manages the connection to multiplayer peers. Assigns unique IDs to each client connected to the server. See also [MultiplayerAPI]. [b]Note:[/b] 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. </description> <tutorials> diff --git a/doc/classes/MultiplayerReplicator.xml b/doc/classes/MultiplayerReplicator.xml index 2657f835c4..e0c309ef39 100644 --- a/doc/classes/MultiplayerReplicator.xml +++ b/doc/classes/MultiplayerReplicator.xml @@ -44,7 +44,7 @@ <argument index="2" name="data" type="Variant" default="null" /> <argument index="3" name="path" type="NodePath" default="NodePath("")" /> <description> - Sends a despawn request for the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code] (see [method MultiplayerPeer.set_target_peer]). If the scene is configured as [constant REPLICATION_MODE_SERVER] (see [method spawn_config]) and the request is sent by the server (see [method MultiplayerAPI.is_network_server]), the receiving peer(s) will automatically queue for deletion the node at [code]path[/code] and emit the signal [signal despawned]. In all other cases no deletion happens, and the signal [signal despawn_requested] is emitted instead. + Sends a despawn request for the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code] (see [method MultiplayerPeer.set_target_peer]). If the scene is configured as [constant REPLICATION_MODE_SERVER] (see [method spawn_config]) and the request is sent by the server (see [method MultiplayerAPI.is_server]), the receiving peer(s) will automatically queue for deletion the node at [code]path[/code] and emit the signal [signal despawned]. In all other cases no deletion happens, and the signal [signal despawn_requested] is emitted instead. </description> </method> <method name="send_spawn"> @@ -54,7 +54,7 @@ <argument index="2" name="data" type="Variant" default="null" /> <argument index="3" name="path" type="NodePath" default="NodePath("")" /> <description> - Sends a spawn request for the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code] (see [method MultiplayerPeer.set_target_peer]). If the scene is configured as [constant REPLICATION_MODE_SERVER] (see [method spawn_config]) and the request is sent by the server (see [method MultiplayerAPI.is_network_server]), the receiving peer(s) will automatically instantiate that scene, add it to the [SceneTree] at the given [code]path[/code] and emit the signal [signal spawned]. In all other cases no instantiation happens, and the signal [signal spawn_requested] is emitted instead. + Sends a spawn request for the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code] (see [method MultiplayerPeer.set_target_peer]). If the scene is configured as [constant REPLICATION_MODE_SERVER] (see [method spawn_config]) and the request is sent by the server (see [method MultiplayerAPI.is_server]), the receiving peer(s) will automatically instantiate that scene, add it to the [SceneTree] at the given [code]path[/code] and emit the signal [signal spawned]. In all other cases no instantiation happens, and the signal [signal spawn_requested] is emitted instead. </description> </method> <method name="send_sync"> diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 1f5823c37c..51d61af99c 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -246,10 +246,10 @@ If [code]include_internal[/code] is [code]false[/code], the index won't take internal children into account, i.e. first non-internal child will have index of 0 (see [code]internal[/code] parameter in [method add_child]). </description> </method> - <method name="get_network_authority" qualifiers="const"> + <method name="get_multiplayer_authority" qualifiers="const"> <return type="int" /> <description> - Returns the peer ID of the network authority for this node. See [method set_network_authority]. + Returns the peer ID of the multiplayer authority for this node. See [method set_multiplayer_authority]. </description> </method> <method name="get_node" qualifiers="const"> @@ -417,10 +417,10 @@ Returns [code]true[/code] if this node is currently inside a [SceneTree]. </description> </method> - <method name="is_network_authority" qualifiers="const"> + <method name="is_multiplayer_authority" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if the local system is the authority of this node. + Returns [code]true[/code] if the local system is the multiplayer authority of this node. </description> </method> <method name="is_physics_processing" qualifiers="const"> @@ -578,7 +578,7 @@ <argument index="0" name="method" type="StringName" /> <description> Sends a remote procedure call request for the given [code]method[/code] to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same [NodePath], including the exact same node name. Behaviour depends on the RPC configuration for the given method, see [method rpc_config]. Methods are not exposed to RPCs by default. Returns an empty [Variant]. - [b]Note:[/b] You can only safely use RPCs on clients after you received the [code]connected_to_server[/code] signal from the [MultiplayerAPI]. You also need to keep track of the connection state, either by the [MultiplayerAPI] signals like [code]server_disconnected[/code] or by checking [code]get_multiplayer().network_peer.get_connection_status() == CONNECTION_CONNECTED[/code]. + [b]Note:[/b] You can only safely use RPCs on clients after you received the [code]connected_to_server[/code] signal from the [MultiplayerAPI]. You also need to keep track of the connection state, either by the [MultiplayerAPI] signals like [code]server_disconnected[/code] or by checking [code]get_multiplayer().peer.get_connection_status() == CONNECTION_CONNECTED[/code]. </description> </method> <method name="rpc_config"> @@ -620,12 +620,12 @@ <description> </description> </method> - <method name="set_network_authority"> + <method name="set_multiplayer_authority"> <return type="void" /> <argument index="0" name="id" type="int" /> <argument index="1" name="recursive" type="bool" default="true" /> <description> - Sets the node's network authority to the peer with the given peer ID. The network authority is the peer that has authority over the node on the network. Useful in conjunction with [method rpc_config] and the [MultiplayerAPI]. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If [code]recursive[/code], the given peer is recursively set as the authority for all children of this node. + Sets the node's multiplayer authority to the peer with the given peer ID. The multiplayer authority is the peer that has authority over the node on the network. Useful in conjunction with [method rpc_config] and the [MultiplayerAPI]. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If [code]recursive[/code], the given peer is recursively set as the authority for all children of this node. </description> </method> <method name="set_physics_process"> |