Table of Contents

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

bool

Remarks

  • void set_refuse_new_connections(bool value)
  • bool is_refusing_new_connections

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

int

Remarks

  • void set_transfer_channel(int value)
  • int get_transfer_channel

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

int

Remarks

  • void set_transfer_mode(int value)
  • int get_transfer_mode

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

peer int
force bool

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