Class MultiplayerPeer
Abstract class for specialized PacketPeers used by the MultiplayerAPI.
- Inheritance
-
MultiplayerPeer
- Derived
Remarks
Manages the connection with one or more remote peers acting as server or client and assigning unique IDs to each of them. See also MultiplayerAPI.
Note: The MultiplayerAPI protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.
Note: When exporting to Android, make sure to enable the INTERNET
permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
See Also
Fields
TARGET_PEER_BROADCAST
Packets are sent to all connected peers.
const TARGET_PEER_BROADCAST = 0
TARGET_PEER_SERVER
Packets are sent to the remote peer acting as server.
const TARGET_PEER_SERVER = 1
Properties
refuse_new_connections
If true
, this MultiplayerPeer refuses new connections.
var refuse_new_connections : bool = false
Property Value
Remarks
transfer_channel
The channel to use to send packets. Many network APIs such as ENet and WebRTC allow the creation of multiple independent channels which behaves, in a way, like separate connections. This means that reliable data will only block delivery of other packets on that channel, and ordering will only be in respect to the channel the packet is being sent on. Using different channels to send different and independent state updates is a common way to optimize network usage and decrease latency in fast-paced games.
Note: The default channel (0
) actually works as 3 separate channels (one for each TransferMode) so that MultiplayerPeer.TRANSFER_MODE_RELIABLE and MultiplayerPeer.TRANSFER_MODE_UNRELIABLE_ORDERED does not interact with each other by default. Refer to the specific network API documentation (e.g. ENet or WebRTC) to learn how to set up channels correctly.
var transfer_channel : int = 0
Property Value
Remarks
transfer_mode
The manner in which to send packets to the target peer. See TransferMode, and the MultiplayerPeer.set_target_peer method.
var transfer_mode : int = 2
Property Value
Remarks
Methods
close
Immediately close the multiplayer peer returning to the state MultiplayerPeer.CONNECTION_DISCONNECTED. Connected peers will be dropped without emitting MultiplayerPeer.peer_disconnected.
void close
disconnect_peer(int, bool)
Disconnects the given peer
from this host. If force
is true
the MultiplayerPeer.peer_disconnected signal will not be emitted for this peer.
void disconnect_peer(int peer, bool force)
Parameters
generate_unique_id
Qualifiers: const
Returns a randomly generated integer that can be used as a network unique ID.
int generate_unique_id
get_connection_status
Qualifiers: const
Returns the current state of the connection. See ConnectionStatus.
int get_connection_status
get_packet_channel
Qualifiers: const
Returns the channel over which the next available packet was received. See get_available_packet_count.
int get_packet_channel
get_packet_mode
Qualifiers: const
Returns the transfer mode the remote peer used to send the next available packet. See get_available_packet_count.
int get_packet_mode
get_packet_peer
Qualifiers: const
Returns the ID of the MultiplayerPeer who sent the next available packet. See get_available_packet_count.
int get_packet_peer
get_unique_id
Qualifiers: const
Returns the ID of this MultiplayerPeer.
int get_unique_id
is_server_relay_supported
Qualifiers: const
Returns true
if the server can act as a relay in the current configuration. That is, if the higher level MultiplayerAPI should notify connected clients of other peers, and implement a relay protocol to allow communication between them.
bool is_server_relay_supported
poll
Waits up to 1 second to receive a new network event.
void poll
set_target_peer(int)
Sets the peer to which packets will be sent.
The id
can be one of: TARGET_PEER_BROADCAST to send to all connected peers, TARGET_PEER_SERVER to send to the peer acting as server, a valid peer ID to send to that specific peer, a negative peer ID to send to all peers except that one. By default, the target peer is TARGET_PEER_BROADCAST.
void set_target_peer(int id)
Parameters
id
int
Events
peer_connected(int)
Emitted when a remote peer connects.
signal peer_connected(int id)
Parameters
id
int
peer_disconnected(int)
Emitted when a remote peer has disconnected.
signal peer_disconnected(int id)
Parameters
id
int