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+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="MultiplayerAPI" inherits="Reference" category="Core" version="3.1">
+ <brief_description>
+ High Level Multiplayer API.
+ </brief_description>
+ <description>
+ This class implements most of the logic behind the high level multiplayer API.
+ 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.
+ </description>
+ <tutorials>
+ </tutorials>
+ <demos>
+ </demos>
+ <methods>
+ <method name="clear">
+ <return type="void">
+ </return>
+ <description>
+ 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">
+ <return type="PoolIntArray">
+ </return>
+ <description>
+ Returns the peer IDs of all connected peers of this MultiplayerAPI'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 MultiplayerAPI's [member network_peer].
+ </description>
+ </method>
+ <method name="get_rpc_sender_id" qualifiers="const">
+ <return type="int">
+ </return>
+ <description>
+ Returns the sender's peer ID for the RPC currently being executed.
+ NOTE: If not inside an RPC this method will return 0.
+ </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 MultiplayerAPI's [member network_peer] is in server mode (listening for connections).
+ </description>
+ </method>
+ <method name="poll">
+ <return type="void">
+ </return>
+ <description>
+ 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.
+ 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]).
+ </description>
+ </method>
+ <method name="send_bytes">
+ <return type="int" enum="Error">
+ </return>
+ <argument index="0" name="bytes" type="PoolByteArray">
+ </argument>
+ <argument index="1" name="id" type="int" default="0">
+ </argument>
+ <description>
+ 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.
+ </description>
+ </method>
+ <method name="set_root_node">
+ <return type="void">
+ </return>
+ <argument index="0" name="node" type="Node">
+ </argument>
+ <description>
+ 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.
+ 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.
+ </description>
+ </method>
+ </methods>
+ <members>
+ <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 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 slave. 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">
+ If [code]true[/code] the MultiplayerAPI's [member network_peer] refuses new incoming connections.
+ </member>
+ </members>
+ <signals>
+ <signal name="connected_to_server">
+ <description>
+ Emitted whenever this MultiplayerAPI's [member network_peer] successfully connected to a server. Only emitted on clients.
+ </description>
+ </signal>
+ <signal name="connection_failed">
+ <description>
+ Emitted whenever this MultiplayerAPI's [member network_peer] fails to establish a connection to a server. Only emitted on clients.
+ </description>
+ </signal>
+ <signal name="network_peer_connected">
+ <argument index="0" name="id" type="int">
+ </argument>
+ <description>
+ 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).
+ </description>
+ </signal>
+ <signal name="network_peer_disconnected">
+ <argument index="0" name="id" type="int">
+ </argument>
+ <description>
+ Emitted whenever this MultiplayerAPI's [member network_peer] disconnects from a peer. Clients get notified when other clients disconnect from the same server.
+ </description>
+ </signal>
+ <signal name="network_peer_packet">
+ <argument index="0" name="id" type="int">
+ </argument>
+ <argument index="1" name="packet" type="PoolByteArray">
+ </argument>
+ <description>
+ 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.
+ </description>
+ </signal>
+ <signal name="server_disconnected">
+ <description>
+ Emitted whenever this MultiplayerAPI's [member network_peer] disconnects from server. Only emitted on clients.
+ </description>
+ </signal>
+ </signals>
+ <constants>
+ <constant name="RPC_MODE_DISABLED" value="0" enum="RPCMode">
+ 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.
+ </constant>
+ <constant name="RPC_MODE_REMOTE" value="1" enum="RPCMode">
+ 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 slaves.
+ </constant>
+ <constant name="RPC_MODE_SYNC" value="2" enum="RPCMode">
+ Behave like [code]RPC_MODE_REMOTE[/code] but also make the call or property change locally. Analogous to the [code]sync[/code] keyword.
+ </constant>
+ <constant name="RPC_MODE_MASTER" value="3" enum="RPCMode">
+ 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 slaves, see [method Node.set_network_master].
+ </constant>
+ <constant name="RPC_MODE_SLAVE" value="4" enum="RPCMode">
+ 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 slaves for this node. Analogous to the [code]slave[/code] keyword. Only accepts calls or property changes from the node's network master, see [method Node.set_network_master].
+ </constant>
+ <constant name="RPC_MODE_REMOTESYNC" value="5" enum="RPCMode">
+ Behave like [code]RPC_MODE_REMOTE[/code] but also make the call or property change locally. Same as [code]RPC_MODE_SYNC[/code] which is only kept for compatibility. Analogous to the [code]remotesync[/code] keyword.
+ </constant>
+ <constant name="RPC_MODE_MASTERSYNC" value="6" enum="RPCMode">
+ Behave like [code]RPC_MODE_MASTER[/code] but also make the call or property change locally. Analogous to the [code]mastersync[/code] keyword.
+ </constant>
+ <constant name="RPC_MODE_SLAVESYNC" value="7" enum="RPCMode">
+ Behave like [code]RPC_MODE_SLAVE[/code] but also make the call or property change locally. Analogous to the [code]slavesync[/code] keyword.
+ </constant>
+ </constants>
+</class>