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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-07-12 16:08:38 +0200
committerGitHub <noreply@github.com>2021-07-12 16:08:38 +0200
commit72240084cacb40a06df7c420ad2002c1e76ac713 (patch)
tree48d973da23b741babd5a61590a6197aab8e4d091 /doc
parent69f1048ef57edcab5c1e3d4498ec17bdde7fbd47 (diff)
parent31142ac3ee9bf43443a0ec39b7e9b846877ed1b7 (diff)
Merge pull request #50396 from Faless/mp/4.x_notree
[Net] Remove most multiplayer hooks from SceneTree.
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/Node.xml2
-rw-r--r--doc/classes/SceneTree.xml70
2 files changed, 1 insertions, 71 deletions
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 88e69968d2..15784eaab9 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -660,7 +660,7 @@
</argument>
<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 [SceneTree]. You also need to keep track of the connection state, either by the [SceneTree] signals like [code]server_disconnected[/code] or by checking [code]SceneTree.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().network_peer.get_connection_status() == CONNECTION_CONNECTED[/code].
</description>
</method>
<method name="rpc_config">
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index d327e8cbca..bf51b4dfa7 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -112,20 +112,6 @@
Returns the current frame number, i.e. the total frame count since the application started.
</description>
</method>
- <method name="get_network_connected_peers" qualifiers="const">
- <return type="PackedInt32Array">
- </return>
- <description>
- Returns the peer IDs of all connected peers of this [SceneTree]'s [member network_peer].
- </description>
- </method>
- <method name="get_network_unique_id" qualifiers="const">
- <return type="int">
- </return>
- <description>
- Returns the unique peer ID of this [SceneTree]'s [member network_peer].
- </description>
- </method>
<method name="get_node_count" qualifiers="const">
<return type="int">
</return>
@@ -149,13 +135,6 @@
Returns an array of currently exising [Tween]s in the [SceneTree] (both running and paused).
</description>
</method>
- <method name="get_rpc_sender_id" qualifiers="const">
- <return type="int">
- </return>
- <description>
- Returns the sender's peer ID for the most recently received RPC call.
- </description>
- </method>
<method name="has_group" qualifiers="const">
<return type="bool">
</return>
@@ -165,20 +144,6 @@
Returns [code]true[/code] if the given group exists.
</description>
</method>
- <method name="has_network_peer" qualifiers="const">
- <return type="bool">
- </return>
- <description>
- Returns [code]true[/code] if there is a [member network_peer] set.
- </description>
- </method>
- <method name="is_network_server" qualifiers="const">
- <return type="bool">
- </return>
- <description>
- Returns [code]true[/code] if this [SceneTree]'s [member network_peer] is in server mode (listening for connections).
- </description>
- </method>
<method name="notify_group">
<return type="void">
</return>
@@ -301,32 +266,16 @@
If [code]true[/code] (default value), enables automatic polling of the [MultiplayerAPI] for this SceneTree during [signal process_frame].
If [code]false[/code], you need to manually call [method MultiplayerAPI.poll] to process network packets and deliver RPCs/RSETs. This allows running RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual [Mutex] protection when accessing the [MultiplayerAPI] from threads.
</member>
- <member name="network_peer" type="NetworkedMultiplayerPeer" 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 [SceneTree] will become a network server (check with [method is_network_server]) and will set the root node's network mode to master, or it will become a regular peer with the 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 [SceneTree]'s signals.
- </member>
<member name="paused" type="bool" setter="set_pause" getter="is_paused" default="false">
If [code]true[/code], the [SceneTree] is paused. Doing so will have the following behavior:
- 2D and 3D physics will be stopped.
- [method Node._process], [method Node._physics_process] and [method Node._input] will not be called anymore in nodes.
</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 [SceneTree]'s [member network_peer] refuses new incoming connections.
- </member>
<member name="root" type="Window" setter="" getter="get_root">
The [SceneTree]'s root [Window].
</member>
</members>
<signals>
- <signal name="connected_to_server">
- <description>
- Emitted whenever this [SceneTree]'s [member network_peer] successfully connected to a server. Only emitted on clients.
- </description>
- </signal>
- <signal name="connection_failed">
- <description>
- Emitted whenever this [SceneTree]'s [member network_peer] fails to establish a connection to a server. Only emitted on clients.
- </description>
- </signal>
<signal name="files_dropped">
<argument index="0" name="files" type="PackedStringArray">
</argument>
@@ -336,20 +285,6 @@
Emitted when files are dragged from the OS file manager and dropped in the game window. The arguments are a list of file paths and the identifier of the screen where the drag originated.
</description>
</signal>
- <signal name="network_peer_connected">
- <argument index="0" name="id" type="int">
- </argument>
- <description>
- Emitted whenever this [SceneTree]'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).
- </description>
- </signal>
- <signal name="network_peer_disconnected">
- <argument index="0" name="id" type="int">
- </argument>
- <description>
- Emitted whenever this [SceneTree]'s [member network_peer] disconnects from a peer. Clients get notified when other clients disconnect from the same server.
- </description>
- </signal>
<signal name="node_added">
<argument index="0" name="node" type="Node">
</argument>
@@ -388,11 +323,6 @@
Emitted immediately before [method Node._process] is called on every node in the [SceneTree].
</description>
</signal>
- <signal name="server_disconnected">
- <description>
- Emitted whenever this [SceneTree]'s [member network_peer] disconnected from server. Only emitted on clients.
- </description>
- </signal>
<signal name="tree_changed">
<description>
Emitted whenever the [SceneTree] hierarchy changed (children being moved or renamed, etc.).