This class implements most of the logic behind the high-level multiplayer API. See also godot.NetworkedMultiplayerPeer
.
By default, godot.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 godot.Node.customMultiplayer
property, effectively allowing to run both client and server in the same scene.
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.
Constructor
Variables
allowObjectDecoding:Bool
If true
(or if the godot.MultiplayerAPI.networkPeer
has godot.PacketPeer.allowObjectDecoding
set to true
), the MultiplayerAPI will allow encoding and decoding of object during RPCs/RSETs.
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 threats such as remote code execution.
networkPeer:NetworkedMultiplayerPeer
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 godot.MultiplayerAPI.isNetworkServer
) and will set root node's network mode to master, or it will become a regular peer with root node set to puppet. 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.
read onlyonNetworkPeerPacket:Signal<(id:Int, packet:Array<UInt8>) ‑> Void>
network_peer_packet
signal.
refuseNewNetworkConnections:Bool
If true
, the MultiplayerAPI's godot.MultiplayerAPI.networkPeer
refuses new incoming connections.
rootNode:Node
The 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.
Methods
clear():Void
Clears the current MultiplayerAPI network state (you shouldn't call this unless you know what you are doing).
inlinegetNetworkConnectedPeers():Array<Int>
Returns the peer IDs of all connected peers of this MultiplayerAPI's godot.MultiplayerAPI.networkPeer
.
getNetworkUniqueId():Int
Returns the unique peer ID of this MultiplayerAPI's godot.MultiplayerAPI.networkPeer
.
getRpcSenderId():Int
Returns the sender's peer ID for the RPC currently being executed.
Note: If not inside an RPC this method will return 0.
isNetworkServer():Bool
Returns true
if this MultiplayerAPI's godot.MultiplayerAPI.networkPeer
is in server mode (listening for connections).
poll():Void
Method used for polling the MultiplayerAPI. You only need to worry about this if you are using godot.Node.customMultiplayer
override or you set godot.SceneTree.multiplayerPoll
to false
. By default, godot.SceneTree
will poll its MultiplayerAPI for you.
Note: This method results in RPCs and RSETs being called, so they will be executed in the same context of this function (e.g. _process
, physics
, godot.Thread
).
sendBytes(bytes:Array<UInt8>, ?id:Int, ?mode:NetworkedMultiplayerPeer_TransferModeEnum):Error
Sends the given raw bytes
to a specific peer identified by id
(see godot.NetworkedMultiplayerPeer.setTargetPeer
). Default ID is 0
, i.e. broadcast to all peers.