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Diffstat (limited to 'doc/classes/MultiplayerAPI.xml')
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diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml new file mode 100644 index 0000000000..8c114a55c9 --- /dev/null +++ b/doc/classes/MultiplayerAPI.xml @@ -0,0 +1,163 @@ +<?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> |