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path: root/doc/classes/MultiplayerAPI.xml
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<?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.
				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>
			<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 [constant RPC_MODE_REMOTE] 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 [constant RPC_MODE_SYNC] 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>