This class constructs a full mesh of godot.WebRTCPeerConnection (one connection for each peer) that can be used as a godot.MultiplayerAPI.networkPeer.

You can add each godot.WebRTCPeerConnection via godot.WebRTCMultiplayer.addPeer or remove them via godot.WebRTCMultiplayer.removePeer. Peers must be added in godot.WebRTCPeerConnection_ConnectionState.new state to allow it to create the appropriate channels. This class will not create offers nor set descriptions, it will only poll them, and notify connections and disconnections.

NetworkedMultiplayerPeer.connection_succeeded and NetworkedMultiplayerPeer.server_disconnected will not be emitted unless server_compatibility is true in godot.WebRTCMultiplayer.initialize. Beside that data transfer works like in a godot.NetworkedMultiplayerPeer.

Constructor

@:native("new")new()

Methods

@:native("AddPeer")addPeer(peer:WebRTCPeerConnection, peerId:Int, ?unreliableLifetime:Int):Error

Add a new peer to the mesh with the given peer_id. The godot.WebRTCPeerConnection must be in state godot.WebRTCPeerConnection_ConnectionState.new.

Three channels will be created for reliable, unreliable, and ordered transport. The value of unreliable_lifetime will be passed to the maxPacketLifetime option when creating unreliable and ordered channels (see godot.WebRTCPeerConnection.createDataChannel).

@:native("Close")close():Void

Close all the add peer connections and channels, freeing all resources.

@:native("GetPeer")getPeer(peerId:Int):Dictionary

Return a dictionary representation of the peer with given peer_id with three keys. connection containing the godot.WebRTCPeerConnection to this peer, channels an array of three godot.WebRTCDataChannel, and connected a boolean representing if the peer connection is currently connected (all three channels are open).

@:native("GetPeers")getPeers():Dictionary

Returns a dictionary which keys are the peer ids and values the peer representation as in godot.WebRTCMultiplayer.getPeer.

@:native("HasPeer")hasPeer(peerId:Int):Bool

Returns true if the given peer_id is in the peers map (it might not be connected though).

@:native("Initialize")initialize(peerId:Int, ?serverCompatibility:Bool):Error

Initialize the multiplayer peer with the given peer_id (must be between 1 and 2147483647).

If server_compatibilty is false (default), the multiplayer peer will be immediately in state godot.NetworkedMultiplayerPeer_ConnectionStatus.connected and NetworkedMultiplayerPeer.connection_succeeded will not be emitted.

If server_compatibilty is true the peer will suppress all NetworkedMultiplayerPeer.peer_connected signals until a peer with id godot.NetworkedMultiplayerPeer.targetPeerServer connects and then emit NetworkedMultiplayerPeer.connection_succeeded. After that the signal NetworkedMultiplayerPeer.peer_connected will be emitted for every already connected peer, and any new peer that might connect. If the server peer disconnects after that, signal NetworkedMultiplayerPeer.server_disconnected will be emitted and state will become godot.NetworkedMultiplayerPeer_ConnectionStatus.connected.

@:native("RemovePeer")removePeer(peerId:Int):Void

Remove the peer with given peer_id from the mesh. If the peer was connected, and NetworkedMultiplayerPeer.peer_connected was emitted for it, then NetworkedMultiplayerPeer.peer_disconnected will be emitted.

Inherited Variables

Defined by NetworkedMultiplayerPeer

read onlyonConnectionFailed:Signal<() ‑> Void>

connection_failed signal.

read onlyonConnectionSucceeded:Signal<() ‑> Void>

connection_succeeded signal.

read onlyonPeerConnected:Signal<(id:Int) ‑> Void>

peer_connected signal.

read onlyonPeerDisconnected:Signal<(id:Int) ‑> Void>

peer_disconnected signal.

read onlyonServerDisconnected:Signal<() ‑> Void>

server_disconnected signal.

@:native("RefuseNewConnections")refuseNewConnections:Bool

If true, this godot.NetworkedMultiplayerPeer refuses new connections.

@:native("TransferMode")transferMode:NetworkedMultiplayerPeer_TransferModeEnum

The manner in which to send packets to the target_peer. See godot.NetworkedMultiplayerPeer_TransferModeEnum.

Defined by PacketPeer

@:native("AllowObjectDecoding")allowObjectDecoding:Bool

Deprecated. Use get_var and put_var parameters instead.

If true, the PacketPeer will allow encoding and decoding of object via godot.PacketPeer.getVar and godot.PacketPeer.putVar.

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.

@:native("EncodeBufferMaxSize")encodeBufferMaxSize:Int

Maximum buffer size allowed when encoding Variants. Raise this value to support heavier memory allocations.

The godot.PacketPeer.putVar method allocates memory on the stack, and the buffer used will grow automatically to the closest power of two to match the size of the Variant. If the Variant is bigger than encode_buffer_max_size, the method will error out with ERR_OUT_OF_MEMORY.

Defined by Object

@:native("DynamicObject")read onlydynamicObject:Dynamic

Gets a new godot.DynamicGodotObject associated with this instance.

@:native("NativeInstance")read onlynativeInstance:IntPtr

The pointer to the native instance of this godot.Object.

read onlyonScriptChanged:Signal<() ‑> Void>

script_changed signal.

Inherited Methods

Defined by NetworkedMultiplayerPeer

@:native("GetConnectionStatus")getConnectionStatus():NetworkedMultiplayerPeer_ConnectionStatus

Returns the current state of the connection. See godot.NetworkedMultiplayerPeer_ConnectionStatus.

@:native("GetPacketPeer")getPacketPeer():Int

Returns the ID of the godot.NetworkedMultiplayerPeer who sent the most recent packet.

@:native("GetUniqueId")getUniqueId():Int

Returns the ID of this godot.NetworkedMultiplayerPeer.

@:native("IsRefusingNewConnections")isRefusingNewConnections():Bool

@:native("Poll")poll():Void

Waits up to 1 second to receive a new network event.

@:native("SetRefuseNewConnections")setRefuseNewConnections(enable:Bool):Void

@:native("SetTargetPeer")setTargetPeer(id:Int):Void

Sets the peer to which packets will be sent.

The id can be one of: godot.NetworkedMultiplayerPeer.targetPeerBroadcast to send to all connected peers, godot.NetworkedMultiplayerPeer.targetPeerServer 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 godot.NetworkedMultiplayerPeer.targetPeerBroadcast.

@:native("SetTransferMode")setTransferMode(mode:NetworkedMultiplayerPeer_TransferModeEnum):Void

Defined by PacketPeer

@:native("GetAvailablePacketCount")getAvailablePacketCount():Int

Returns the number of packets currently available in the ring-buffer.

@:native("GetEncodeBufferMaxSize")getEncodeBufferMaxSize():Int

inlinegetPacket():Array<UInt8>

Gets a raw packet.

@:native("GetPacketError")getPacketError():Error

Returns the error state of the last packet received (via godot.PacketPeer.getPacket and godot.PacketPeer.getVar).

@:native("GetVar")getVar(?allowObjects:Bool):Dynamic

Gets a Variant. If allow_objects (or godot.PacketPeer.allowObjectDecoding) is true, decoding objects is allowed.

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.

@:native("IsObjectDecodingAllowed")isObjectDecodingAllowed():Bool

@:native("PutPacket")putPacket(buffer:HaxeArray<UInt8>):Error

Sends a raw packet.

@:native("PutVar")putVar(var_:Dynamic, ?fullObjects:Bool):Error

Sends a Variant as a packet. If full_objects (or godot.PacketPeer.allowObjectDecoding) is true, encoding objects is allowed (and can potentially include code).

@:native("SetAllowObjectDecoding")setAllowObjectDecoding(enable:Bool):Void

@:native("SetEncodeBufferMaxSize")setEncodeBufferMaxSize(maxSize:Int):Void

Defined by Reference

@:native("InitRef")initRef():Bool

Initializes the internal reference counter. Use this only if you really know what you are doing.

Returns whether the initialization was successful.

@:native("Reference_")reference_():Bool

Increments the internal reference counter. Use this only if you really know what you are doing.

Returns true if the increment was successful, false otherwise.

@:native("Unreference")unreference():Bool

Decrements the internal reference counter. Use this only if you really know what you are doing.

Returns true if the decrement was successful, false otherwise.

Defined by Object

@:native("_Get")_Get(property:String):Dynamic

Virtual method which can be overridden to customize the return value of godot.Object.get.

Returns the given property. Returns null if the property does not exist.

@:native("_GetPropertyList")_GetPropertyList():Array

Virtual method which can be overridden to customize the return value of godot.Object.getPropertyList.

Returns the object's property list as an godot.Collections_Array of dictionaries.

Each property's godot.Collections_Dictionary must contain at least name: String and type: int (see godot.Variant_Type) entries. Optionally, it can also include hint: int (see godot.PropertyHint), hint_string: String, and usage: int (see godot.PropertyUsageFlags).

@:native("_Notification")_Notification(what:Int):Void

Called whenever the object receives a notification, which is identified in what by a constant. The base godot.Object has two constants godot.Object.notificationPostinitialize and godot.Object.notificationPredelete, but subclasses such as godot.Node define a lot more notifications which are also received by this method.

@:native("_Set")_Set(property:String, value:Dynamic):Bool

Virtual method which can be overridden to customize the return value of godot.Object.set.

Sets a property. Returns true if the property exists.

@:native("AddUserSignal")addUserSignal(signal:String, ?arguments:Array):Void

Adds a user-defined signal. Arguments are optional, but can be added as an godot.Collections_Array of dictionaries, each containing name: String and type: int (see godot.Variant_Type) entries.

Parameters:

arguments

If the parameter is null, then the default value is new Godot.Collections.Array { }

@:native("Call")call(method:String, args:HaxeArray<Dynamic>):Dynamic

Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:


call("set", "position", Vector2(42.0, 0.0))

Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

@:native("CallDeferred")callDeferred(method:String, args:HaxeArray<Dynamic>):Void

Calls the method on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:


call_deferred("set", "position", Vector2(42.0, 0.0))

Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

@:native("Callv")callv(method:String, argArray:Array):Dynamic

Calls the method on the object and returns the result. Contrarily to godot.Object.call, this method does not support a variable number of arguments but expects all parameters to be via a single godot.Collections_Array.


callv("set", [ "position", Vector2(42.0, 0.0) ])

@:native("CanTranslateMessages")canTranslateMessages():Bool

Returns true if the object can translate strings. See godot.Object.setMessageTranslation and godot.Object.tr.

@:native("Connect")connect(signal:String, target:Object, method:String, ?binds:Array, ?flags:UInt):Error

Connects a signal to a method on a target object. Pass optional binds to the call as an godot.Collections_Array of parameters. These parameters will be passed to the method after any parameter used in the call to godot.Object.emitSignal. Use flags to set deferred or one-shot connections. See godot.Object_ConnectFlags constants.

A signal can only be connected once to a method. It will print an error if already connected, unless the signal was connected with godot.Object_ConnectFlags.referenceCounted. To avoid this, first, use godot.Object.isConnected to check for existing connections.

If the target is destroyed in the game's lifecycle, the connection will be lost.

Examples:


connect("pressed", self, "_on_Button_pressed") # BaseButton signal
connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal

An example of the relationship between binds passed to godot.Object.connect and parameters used when calling godot.Object.emitSignal:


connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
func _on_Player_hit(hit_by, level, weapon_type, damage):
print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])

Parameters:

binds

If the parameter is null, then the default value is new Godot.Collections.Array { }

@:native("Disconnect")disconnect(signal:String, target:Object, method:String):Void

Disconnects a signal from a method on the given target.

If you try to disconnect a connection that does not exist, the method will print an error. Use godot.Object.isConnected to ensure that the connection exists.

@:native("Dispose")dispose():Void

@:native("Dispose")@:protectedDispose(disposing:Bool):Void

Disposes of this godot.Object.

@:native("EmitSignal")emitSignal(signal:String, args:HaxeArray<Dynamic>):Void

Emits the given signal. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:


emit_signal("hit", weapon_type, damage)
emit_signal("game_over")

@:native("Free")free():Void

Deletes the object from memory immediately. For godot.Nodes, you may want to use godot.Node.queueFree to queue the node for safe deletion at the end of the current frame.

Important: If you have a variable pointing to an object, it will not be assigned to null once the object is freed. Instead, it will point to a previously freed instance and you should validate it with @GDScript.is_instance_valid before attempting to call its methods or access its properties.

@:native("Get")get(property:String):Dynamic

Returns the Variant value of the given property. If the property doesn't exist, this will return null.

Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

@:native("GetClass")getClass():String

Returns the object's class as a String. See also godot.Object.isClass.

Note: godot.Object.getClass does not take class_name declarations into account. If the object has a class_name defined, the base class name will be returned instead.

@:native("GetIncomingConnections")getIncomingConnections():Array

Returns an godot.Collections_Array of dictionaries with information about signals that are connected to the object.

Each godot.Collections_Dictionary contains three String entries:

  • source is a reference to the signal emitter.

  • signal_name is the name of the connected signal.

  • method_name is the name of the method to which the signal is connected.

@:native("GetIndexed")getIndexed(property:NodePath):Dynamic

Gets the object's property indexed by the given godot.NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Examples: "position:x" or "material:next_pass:blend_mode".

Note: Even though the method takes godot.NodePath argument, it doesn't support actual paths to godot.Nodes in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use godot.Node.getNodeAndResource instead.

@:native("GetInstanceId")getInstanceId():UInt64

Returns the object's unique instance ID.

This ID can be saved in godot.EncodedObjectAsID, and can be used to retrieve the object instance with @GDScript.instance_from_id.

@:native("GetMeta")getMeta(name:String):Dynamic

Returns the object's metadata entry for the given name.

inlinegetMetaList():Array<String>

Returns the object's metadata as a String.

@:native("GetMethodList")getMethodList():Array

Returns the object's methods and their signatures as an godot.Collections_Array.

@:native("GetPropertyList")getPropertyList():Array

Returns the object's property list as an godot.Collections_Array of dictionaries.

Each property's godot.Collections_Dictionary contain at least name: String and type: int (see godot.Variant_Type) entries. Optionally, it can also include hint: int (see godot.PropertyHint), hint_string: String, and usage: int (see godot.PropertyUsageFlags).

@:native("GetScript")getScript():Reference

Returns the object's godot.Script instance, or null if none is assigned.

@:native("GetSignalConnectionList")getSignalConnectionList(signal:String):Array

Returns an godot.Collections_Array of connections for the given signal.

@:native("GetSignalList")getSignalList():Array

Returns the list of signals as an godot.Collections_Array of dictionaries.

@:native("HasMeta")hasMeta(name:String):Bool

Returns true if a metadata entry is found with the given name.

@:native("HasMethod")hasMethod(method:String):Bool

Returns true if the object contains the given method.

@:native("HasSignal")hasSignal(signal:String):Bool

Returns true if the given signal exists.

@:native("HasUserSignal")hasUserSignal(signal:String):Bool

Returns true if the given user-defined signal exists. Only signals added using godot.Object.addUserSignal are taken into account.

@:native("IsBlockingSignals")isBlockingSignals():Bool

Returns true if signal emission blocking is enabled.

@:native("IsClass")isClass(class_:String):Bool

Returns true if the object inherits from the given class. See also godot.Object.getClass.

Note: godot.Object.isClass does not take class_name declarations into account. If the object has a class_name defined, godot.Object.isClass will return false for that name.

@:native("IsConnected")isConnected(signal:String, target:Object, method:String):Bool

Returns true if a connection exists for a given signal, target, and method.

@:native("IsQueuedForDeletion")isQueuedForDeletion():Bool

Returns true if the godot.Node.queueFree method was called for the object.

@:native("Notification")notification(what:Int, ?reversed:Bool):Void

Send a given notification to the object, which will also trigger a call to the godot.Object._Notification method of all classes that the object inherits from.

If reversed is true, godot.Object._Notification is called first on the object's own class, and then up to its successive parent classes. If reversed is false, godot.Object._Notification is called first on the highest ancestor (godot.Object itself), and then down to its successive inheriting classes.

@:native("PropertyListChangedNotify")propertyListChangedNotify():Void

Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.

@:native("RemoveMeta")removeMeta(name:String):Void

Removes a given entry from the object's metadata. See also godot.Object.setMeta.

@:native("Set")set(property:String, value:Dynamic):Void

Assigns a new value to the given property. If the property does not exist or the given value's type doesn't match, nothing will happen.

Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

@:native("SetBlockSignals")setBlockSignals(enable:Bool):Void

If set to true, signal emission is blocked.

@:native("SetDeferred")setDeferred(property:String, value:Dynamic):Void

Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling godot.Object.set via godot.Object.callDeferred, i.e. call_deferred("set", property, value).

Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

@:native("SetIndexed")setIndexed(property:NodePath, value:Dynamic):Void

Assigns a new value to the property identified by the godot.NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Example:


set_indexed("position", Vector2(42, 0))
set_indexed("position:y", -10)
print(position) # (42, -10)

@:native("SetMessageTranslation")setMessageTranslation(enable:Bool):Void

Defines whether the object can translate strings (with calls to godot.Object.tr). Enabled by default.

@:native("SetMeta")setMeta(name:String, value:Dynamic):Void

Adds, changes or removes a given entry in the object's metadata. Metadata are serialized and can take any Variant value.

To remove a given entry from the object's metadata, use godot.Object.removeMeta. Metadata is also removed if its value is set to null. This means you can also use set_meta("name", null) to remove metadata for "name".

@:native("SetScript")setScript(script:Reference):Void

Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality.

If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script's method will be called.

@:native("ToSignal")toSignal(source:Object, signal:String):SignalAwaiter

Returns a new godot.SignalAwaiter awaiter configured to complete when the instance source emits the signal specified by the signal parameter.

Parameters:

source

The instance the awaiter will be listening to.

signal

The signal the awaiter will be waiting for. This sample prints a message once every frame up to 100 times.

public override void _Ready()
{
for (int i = 0; i &lt; 100; i++)
{
await ToSignal(GetTree(), "idle_frame");
GD.Print($"Frame {i}");
}
}

Returns:

A godot.SignalAwaiter that completes when source emits the signal.

@:native("ToString")toString():String

Converts this godot.Object to a string.

Returns:

A string representation of this object.

@:native("Tr")tr(message:String):String

Translates a message using translation catalogs configured in the Project Settings.

Only works if message translation is enabled (which it is by default), otherwise it returns the message unchanged. See godot.Object.setMessageTranslation.