High Level Multiplayer API.
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.
Clears the current MultiplayerAPI network state (you shouldn't call this unless you know what you are doing).
Returns the peer IDs of all connected peers of this MultiplayerAPI's [member network_peer].
Returns the unique peer ID of this MultiplayerAPI's [member network_peer].
Returns the sender's peer ID for the RPC currently being executed.
NOTE: If not inside an RPC this method will return 0.
Returns [code]true[/code] if there is a [member network_peer] set.
Returns [code]true[/code] if this MultiplayerAPI's [member network_peer] is in server mode (listening for connections).
Method used for polling the MultiplayerAPI.
You only need to worry about this if you are using [memeber Node.custom_multplayer] override.
SceneTree will poll the default MultiplayerAPI for you.
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.
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.
If [code]true[/code] the MultiplayerAPI's [member network_peer] refuses new incoming connections.
Emitted whenever this MultiplayerAPI's [member network_peer] successfully connected to a server. Only emitted on clients.
Emitted whenever this MultiplayerAPI's [member network_peer] fails to establish a connection to a server. Only emitted on clients.
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).
Emitted whenever this MultiplayerAPI's [member network_peer] disconnects from a peer. Clients get notified when other clients disconnect from the same server.
Emitted whenever this MultiplayerAPI's [member network_peer] disconnected from server. Only emitted on clients.