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-rw-r--r--doc/classes/MultiplayerAPI.xml26
1 files changed, 23 insertions, 3 deletions
diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml
index b2ed712554..f6950d0fbc 100644
--- a/doc/classes/MultiplayerAPI.xml
+++ b/doc/classes/MultiplayerAPI.xml
@@ -61,10 +61,21 @@
</return>
<description>
Method used for polling the MultiplayerAPI.
- You only need to worry about this if you are using [memeber Node.custom_multplayer] override.
+ You only need to worry about this if you are using [member Node.custom_multplayer] override.
SceneTree will poll the default MultiplayerAPI for you.
</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>
@@ -78,7 +89,7 @@
</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.
+ 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.
@@ -109,9 +120,18 @@
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] disconnected from server. Only emitted on clients.
+ Emitted whenever this MultiplayerAPI's [member network_peer] disconnects from server. Only emitted on clients.
</description>
</signal>
</signals>