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+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="MultiplayerAPIExtension" inherits="MultiplayerAPI" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Base class used for extending the [MultiplayerAPI].
+ </brief_description>
+ <description>
+ This class can be used to augment or replace the default [MultiplayerAPI] implementation via script or extensions.
+ The following example augment the default implemenation ([SceneMultiplayer]) by logging every RPC being made, and every object being configured for replication.
+ [codeblocks]
+ [gdscript]
+ extends MultiplayerAPIExtension
+ class_name LogMultiplayer
+
+ # We want to augment the default SceneMultiplayer.
+ var base_multiplayer = SceneMultiplayer.new()
+
+ func _init():
+ # Just passthourgh base signals (copied to var to avoid cyclic reference)
+ var cts = connected_to_server
+ var cf = connection_failed
+ var pc = peer_connected
+ var pd = peer_disconnected
+ base_multiplayer.connected_to_server.connect(func(): cts.emit())
+ base_multiplayer.connection_failed.connect(func(): cf.emit())
+ base_multiplayer.peer_connected.connect(func(id): pc.emit(id))
+ base_multiplayer.peer_disconnected.connect(func(id): pd.emit(id))
+
+ # Log RPC being made and forward it to the default multiplayer.
+ func _rpc(peer: int, object: Object, method: StringName, args: Array) -&gt; int: # Error
+ print("Got RPC for %d: %s::%s(%s)" % [peer, object, method, args])
+ return base_multiplayer.rpc(peer, object, method, args)
+
+ # Log configuration add. E.g. root path (nullptr, NodePath), replication (Node, Spawner|Synchronizer), custom.
+ func _object_configuration_add(object, config: Variant) -&gt; int: # Error
+ if config is MultiplayerSynchronizer:
+ print("Adding synchronization configuration for %s. Synchronizer: %s" % [object, config])
+ elif config is MultiplayerSpawner:
+ print("Adding node %s to the spawn list. Spawner: %s" % [object, config])
+ return base_multiplayer.object_configuration_add(object, config)
+
+ # Log configuration remove. E.g. root path (nullptr, NodePath), replication (Node, Spawner|Synchronizer), custom.
+ func _object_configuration_remove(object, config: Variant) -&gt; int: # Error
+ if config is MultiplayerSynchronizer:
+ print("Removing synchronization configuration for %s. Synchronizer: %s" % [object, config])
+ elif config is MultiplayerSpawner:
+ print("Removing node %s from the spawn list. Spawner: %s" % [object, config])
+ return base_multiplayer.object_configuration_remove(object, config)
+
+ # These can be optional, but in our case we want to augment SceneMultiplayer, so forward everything.
+ func _set_multiplayer_peer(p_peer: MultiplayerPeer):
+ base_multiplayer.multiplayer_peer = p_peer
+
+ func _get_multiplayer_peer() -&gt; MultiplayerPeer:
+ return base_multiplayer.multiplayer_peer
+
+ func _get_unique_id() -&gt; int:
+ return base_multiplayer.get_unique_id()
+
+ func _get_peer_ids() -&gt; PackedInt32Array:
+ return base_multiplayer.get_peers()
+ [/gdscript]
+ [/codeblocks]
+ Then in your main scene or in an autoload call [method SceneTree.set_multiplayer] to start using your custom [MultiplayerAPI]:
+ [codeblocks]
+ [gdscript]
+ # autoload.gd
+ func _enter_tree():
+ # Sets our custom multiplayer as the main one in SceneTree.
+ get_tree().set_multiplayer(LogMultiplayer.new())
+ [/gdscript]
+ [/codeblocks]
+ Native extensions can alternatively use the [method MultiplayerAPI.set_default_interface] method during initialization to configure themselves as the default implementation.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="_get_multiplayer_peer" qualifiers="virtual">
+ <return type="MultiplayerPeer" />
+ <description>
+ Called when the [member MultiplayerAPI.multiplayer_peer] is retrieved.
+ </description>
+ </method>
+ <method name="_get_peer_ids" qualifiers="virtual const">
+ <return type="PackedInt32Array" />
+ <description>
+ Callback for [method MultiplayerAPI.get_peers].
+ </description>
+ </method>
+ <method name="_get_remote_sender_id" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ Callback for [method MultiplayerAPI.get_remote_sender_id].
+ </description>
+ </method>
+ <method name="_get_unique_id" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ Callback for [method MultiplayerAPI.get_unique_id].
+ </description>
+ </method>
+ <method name="_object_configuration_add" qualifiers="virtual">
+ <return type="int" />
+ <param index="0" name="object" type="Object" />
+ <param index="1" name="configuration" type="Variant" />
+ <description>
+ Callback for [method MultiplayerAPI.object_configuration_add].
+ </description>
+ </method>
+ <method name="_object_configuration_remove" qualifiers="virtual">
+ <return type="int" />
+ <param index="0" name="object" type="Object" />
+ <param index="1" name="configuration" type="Variant" />
+ <description>
+ Callback for [method MultiplayerAPI.object_configuration_remove].
+ </description>
+ </method>
+ <method name="_poll" qualifiers="virtual">
+ <return type="int" />
+ <description>
+ Callback for [method MultiplayerAPI.poll].
+ </description>
+ </method>
+ <method name="_rpc" qualifiers="virtual">
+ <return type="int" />
+ <param index="0" name="peer" type="int" />
+ <param index="1" name="object" type="Object" />
+ <param index="2" name="method" type="StringName" />
+ <param index="3" name="args" type="Array" />
+ <description>
+ Callback for [method MultiplayerAPI.rpc].
+ </description>
+ </method>
+ <method name="_set_multiplayer_peer" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="multiplayer_peer" type="MultiplayerPeer" />
+ <description>
+ Called when the [member MultiplayerAPI.multiplayer_peer] is set.
+ </description>
+ </method>
+ </methods>
+</class>