From 7536d15fe3c5991b79aa54f0db3cf110e882e87a Mon Sep 17 00:00:00 2001 From: Fabio Alessandrelli Date: Sat, 8 Oct 2022 20:50:19 +0200 Subject: [MP] Let MultiplayerAPI handle packet relaying and peer signaling. MultiplayerPeer changes: - Adds is_server_relay_supported virtual method Informs the upper MultiplayerAPI layer if it can signal peers connected to the server to other clients, and perform packet relaying among them. - Adds get_packet_channel and get_packet_mode virtual methods Allows the MultiplayerAPI to retrieve the channel and transfer modes to use when relaying the last received packet. SceneMultiplayerPeer changes: - Implement peer signaling and packet relaying when the MultiplayerPeer advertise they are supported. ENet, WebRTC, WebSocket changes: - Removed custom code for relaying from WebSocket and ENet, and let it be handled by the upper layer. - Update WebRTC to split create_client, create_server, and create_mesh, with the latter behaving like the old initialize with "server_compatibility = false", and the first two supporting the upper layer relaying protocol. --- modules/multiplayer/doc_classes/SceneMultiplayer.xml | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'modules/multiplayer/doc_classes') diff --git a/modules/multiplayer/doc_classes/SceneMultiplayer.xml b/modules/multiplayer/doc_classes/SceneMultiplayer.xml index 62bb396d15..a7b89f58ac 100644 --- a/modules/multiplayer/doc_classes/SceneMultiplayer.xml +++ b/modules/multiplayer/doc_classes/SceneMultiplayer.xml @@ -42,6 +42,10 @@ The root path to use for RPCs and replication. 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. + + Enable or disable the server feature that notifies clients of other peers' connection/disconnection, and relays messages between them. When this option is [code]false[/code], clients won't be automatically notified of other peers and won't be able to send them packets through the server. + [b]Note:[/b] Support for this feature may depend on the current [MultiplayerPeer] configuration. See [method MultiplayerPeer.is_server_relay_supported]. + -- cgit v1.2.3