Class MultiplayerAPI
High-level multiplayer API interface.
- Inheritance
-
MultiplayerAPI
- Derived
Remarks
Base class for high-level multiplayer API implementations. See also MultiplayerPeer.
By default, SceneTree has a reference to an implementation of this class and uses it to provide multiplayer capabilities (i.e. RPCs) across the whole scene.
It is possible to override the MultiplayerAPI instance used by specific tree branches by calling the SceneTree.set_multiplayer method, effectively allowing to run both client and server in the same scene.
It is also possible to extend or replace the default implementation via scripting or native extensions. See MultiplayerAPIExtension for details about extensions, SceneMultiplayer for the details about the default implementation.
Properties
multiplayer_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 is_server) and will set root node's network mode to authority, or it will become a regular client peer. 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.
var multiplayer_peer : MultiplayerPeer
Property Value
Remarks
- void set_multiplayer_peer(MultiplayerPeer value)
- MultiplayerPeer get_multiplayer_peer
Methods
create_default_interface
Qualifiers: static
Returns a new instance of the default MultiplayerAPI.
MultiplayerAPI create_default_interface
get_default_interface
Qualifiers: static
Returns the default MultiplayerAPI implementation class name. This is usually "SceneMultiplayer"
when SceneMultiplayer is available. See MultiplayerAPI.set_default_interface.
StringName get_default_interface
get_peers
Returns the peer IDs of all connected peers of this MultiplayerAPI's multiplayer_peer.
PackedInt32Array get_peers
get_remote_sender_id
Returns the sender's peer ID for the RPC currently being executed.
Note: This method returns 0
when called outside of an RPC. As such, the original peer ID may be lost when code execution is delayed (such as with GDScript's await
keyword).
int get_remote_sender_id
get_unique_id
Returns the unique peer ID of this MultiplayerAPI's multiplayer_peer.
int get_unique_id
has_multiplayer_peer
Returns true
if there is a multiplayer_peer set.
bool has_multiplayer_peer
is_server
Returns true
if this MultiplayerAPI's multiplayer_peer is valid and in server mode (listening for connections).
bool is_server
object_configuration_add(Object, Variant)
Notifies the MultiplayerAPI of a new configuration
for the given object
. This method is used internally by SceneTree to configure the root path for this MultiplayerAPI (passing null
and a valid NodePath as configuration
). This method can be further used by MultiplayerAPI implementations to provide additional features, refer to specific implementation (e.g. SceneMultiplayer) for details on how they use it.
Note: This method is mostly relevant when extending or overriding the MultiplayerAPI behavior via MultiplayerAPIExtension.
int object_configuration_add(Object object, Variant configuration)
Parameters
object_configuration_remove(Object, Variant)
Notifies the MultiplayerAPI to remove a configuration
for the given object
. This method is used internally by SceneTree to configure the root path for this MultiplayerAPI (passing null
and an empty NodePath as configuration
). This method can be further used by MultiplayerAPI implementations to provide additional features, refer to specific implementation (e.g. SceneMultiplayer) for details on how they use it.
Note: This method is mostly relevant when extending or overriding the MultiplayerAPI behavior via MultiplayerAPIExtension.
int object_configuration_remove(Object object, Variant configuration)
Parameters
poll
Method used for polling the MultiplayerAPI. You only need to worry about this if you set multiplayer_poll to false
. By default, SceneTree will poll its MultiplayerAPI(s) for you.
Note: This method results in RPCs being called, so they will be executed in the same context of this function (e.g. _process
, physics
, Thread).
int poll
rpc(int, Object, StringName, Array)
Sends an RPC to the target peer
. The given method
will be called on the remote object
with the provided arguments
. The RPC may also be called locally depending on the implementation and RPC configuration. See Node.rpc and Node.rpc_config.
Note: Prefer using Node.rpc, Node.rpc_id, or my_method.rpc(peer, arg1, arg2, ...)
(in GDScript), since they are faster. This method is mostly useful in conjunction with MultiplayerAPIExtension when extending or replacing the multiplayer capabilities.
int rpc(int peer, Object object, StringName method, Array arguments)
Parameters
peer
intobject
Objectmethod
StringNamearguments
Array
set_default_interface(StringName)
Qualifiers: static
Sets the default MultiplayerAPI implementation class. This method can be used by modules and extensions to configure which implementation will be used by SceneTree when the engine starts.
void set_default_interface(StringName interface_name)
Parameters
interface_name
StringName
Events
connected_to_server
Emitted when this MultiplayerAPI's multiplayer_peer successfully connected to a server. Only emitted on clients.
signal connected_to_server
connection_failed
Emitted when this MultiplayerAPI's multiplayer_peer fails to establish a connection to a server. Only emitted on clients.
signal connection_failed
peer_connected(int)
Emitted when this MultiplayerAPI's multiplayer_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).
signal peer_connected(int id)
Parameters
id
int
peer_disconnected(int)
Emitted when this MultiplayerAPI's multiplayer_peer disconnects from a peer. Clients get notified when other clients disconnect from the same server.
signal peer_disconnected(int id)
Parameters
id
int
server_disconnected
Emitted when this MultiplayerAPI's multiplayer_peer disconnects from server. Only emitted on clients.
signal server_disconnected