Class SceneMultiplayer
High-level multiplayer API implementation.
- Inheritance
-
SceneMultiplayer
Remarks
This class is the default implementation of MultiplayerAPI, used to provide multiplayer functionalities in Godot Engine.
This implementation supports RPCs via Node.rpc and Node.rpc_id and requires MultiplayerAPI.rpc to be passed a Node (it will fail for other object types).
This implementation additionally provide SceneTree replication via the MultiplayerSpawner and MultiplayerSynchronizer nodes, and the SceneReplicationConfig resource.
Note: The high-level multiplayer API 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.
Properties
allow_object_decoding
If true, the MultiplayerAPI will allow encoding and decoding of object during RPCs.
Warning: Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threat such as remote code execution.
var allow_object_decoding : bool = false
Property Value
Remarks
auth_callback
The callback to execute when receiving authentication data sent via SceneMultiplayer.send_auth. If the Callable is empty (default), peers will be automatically accepted as soon as they connect.
var auth_callback : Callable = Callable()
Property Value
Remarks
auth_timeout
If set to a value greater than 0.0, the maximum duration in seconds peers can stay in the authenticating state, after which the authentication will automatically fail. See the SceneMultiplayer.peer_authenticating and SceneMultiplayer.peer_authentication_failed signals.
var auth_timeout : float = 3.0
Property Value
Remarks
max_delta_packet_size
Maximum size of each delta packet. Higher values increase the chance of receiving full updates in a single frame, but also the chance of causing networking congestion (higher latency, disconnections). See MultiplayerSynchronizer.
var max_delta_packet_size : int = 65535
Property Value
Remarks
max_sync_packet_size
Maximum size of each synchronization packet. Higher values increase the chance of receiving full updates in a single frame, but also the chance of packet loss. See MultiplayerSynchronizer.
var max_sync_packet_size : int = 1350
Property Value
Remarks
refuse_new_connections
If true, the MultiplayerAPI's multiplayer_peer refuses new incoming connections.
var refuse_new_connections : bool = false
Property Value
Remarks
root_path
The root path to use for RPCs and replication. 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.
var root_path : NodePath = NodePath("")
Property Value
Remarks
server_relay
Enable or disable the server feature that notifies clients of other peers' connection/disconnection, and relays messages between them. When this option is false, clients won't be automatically notified of other peers and won't be able to send them packets through the server.
Note: Changing this option while other peers are connected may lead to unexpected behaviors.
Note: Support for this feature may depend on the current MultiplayerPeer configuration. See is_server_relay_supported.
var server_relay : bool = true
Property Value
Remarks
Methods
clear
Clears the current SceneMultiplayer network state (you shouldn't call this unless you know what you are doing).
void clear
complete_auth(int)
Mark the authentication step as completed for the remote peer identified by id. The MultiplayerAPI.peer_connected signal will be emitted for this peer once the remote side also completes the authentication. No further authentication messages are expected to be received from this peer.
If a peer disconnects before completing authentication, either due to a network issue, the auth_timeout expiring, or manually calling SceneMultiplayer.disconnect_peer, the SceneMultiplayer.peer_authentication_failed signal will be emitted instead of MultiplayerAPI.peer_disconnected.
int complete_auth(int id)
Parameters
idint
disconnect_peer(int)
Disconnects the peer identified by id, removing it from the list of connected peers, and closing the underlying connection with it.
void disconnect_peer(int id)
Parameters
idint
get_authenticating_peers
Returns the IDs of the peers currently trying to authenticate with this MultiplayerAPI.
PackedInt32Array get_authenticating_peers
send_auth(int, PackedByteArray)
Sends the specified data to the remote peer identified by id as part of an authentication message. This can be used to authenticate peers, and control when MultiplayerAPI.peer_connected is emitted (and the remote peer accepted as one of the connected peers).
int send_auth(int id, PackedByteArray data)
Parameters
idintdataPackedByteArray
send_bytes(PackedByteArray, int, int, int)
Sends the given raw bytes to a specific peer identified by id (see MultiplayerPeer.set_target_peer). Default ID is 0, i.e. broadcast to all peers.
int send_bytes(PackedByteArray bytes, int id, int mode, int channel)
Parameters
bytesPackedByteArrayidintmodeintchannelint
Events
peer_authenticating(int)
Emitted when this MultiplayerAPI's multiplayer_peer connects to a new peer and a valid auth_callback is set. In this case, the MultiplayerAPI.peer_connected will not be emitted until SceneMultiplayer.complete_auth is called with given peer id. While in this state, the peer will not be included in the list returned by get_peers (but in the one returned by get_authenticating_peers), and only authentication data will be sent or received. See SceneMultiplayer.send_auth for sending authentication data.
signal peer_authenticating(int id)
Parameters
idint
peer_authentication_failed(int)
Emitted when this MultiplayerAPI's multiplayer_peer disconnects from a peer for which authentication had not yet completed. See SceneMultiplayer.peer_authenticating.
signal peer_authentication_failed(int id)
Parameters
idint
peer_packet(int, PackedByteArray)
Emitted when this MultiplayerAPI's multiplayer_peer receives a packet with custom data (see SceneMultiplayer.send_bytes). ID is the peer ID of the peer that sent the packet.
signal peer_packet(int id, PackedByteArray packet)
Parameters
idintpacketPackedByteArray