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7515549c35
Mention Multiplayer.`get_remote_sender_id`'s 0 after await
148 lines
9.0 KiB
XML
148 lines
9.0 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="MultiplayerAPI" inherits="RefCounted" keywords="network" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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High-level multiplayer API interface.
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</brief_description>
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<description>
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Base class for high-level multiplayer API implementations. See also [MultiplayerPeer].
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By default, [SceneTree] has a reference to an implementation of this class and uses it to provide multiplayer capabilities (i.e. RPCs) across the whole scene.
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It is possible to override the MultiplayerAPI instance used by specific tree branches by calling the [method SceneTree.set_multiplayer] method, effectively allowing to run both client and server in the same scene.
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It is also possible to extend or replace the default implementation via scripting or native extensions. See [MultiplayerAPIExtension] for details about extensions, [SceneMultiplayer] for the details about the default implementation.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="create_default_interface" qualifiers="static">
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<return type="MultiplayerAPI" />
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<description>
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Returns a new instance of the default MultiplayerAPI.
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</description>
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</method>
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<method name="get_default_interface" qualifiers="static">
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<return type="StringName" />
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<description>
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Returns the default MultiplayerAPI implementation class name. This is usually [code]"SceneMultiplayer"[/code] when [SceneMultiplayer] is available. See [method set_default_interface].
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</description>
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</method>
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<method name="get_peers">
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<return type="PackedInt32Array" />
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<description>
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Returns the peer IDs of all connected peers of this MultiplayerAPI's [member multiplayer_peer].
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</description>
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</method>
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<method name="get_remote_sender_id">
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<return type="int" />
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<description>
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Returns the sender's peer ID for the RPC currently being executed.
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[b]Note:[/b] This method returns [code]0[/code] when called outside of an RPC. As such, the original peer ID may be lost when code execution is delayed (such as with GDScript's [code]await[/code] keyword).
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</description>
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</method>
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<method name="get_unique_id">
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<return type="int" />
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<description>
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Returns the unique peer ID of this MultiplayerAPI's [member multiplayer_peer].
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</description>
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</method>
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<method name="has_multiplayer_peer">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if there is a [member multiplayer_peer] set.
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</description>
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</method>
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<method name="is_server">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if this MultiplayerAPI's [member multiplayer_peer] is valid and in server mode (listening for connections).
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</description>
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</method>
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<method name="object_configuration_add">
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<return type="int" enum="Error" />
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<param index="0" name="object" type="Object" />
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<param index="1" name="configuration" type="Variant" />
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<description>
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Notifies the MultiplayerAPI of a new [param configuration] for the given [param object]. This method is used internally by [SceneTree] to configure the root path for this MultiplayerAPI (passing [code]null[/code] and a valid [NodePath] as [param configuration]). This method can be further used by MultiplayerAPI implementations to provide additional features, refer to specific implementation (e.g. [SceneMultiplayer]) for details on how they use it.
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[b]Note:[/b] This method is mostly relevant when extending or overriding the MultiplayerAPI behavior via [MultiplayerAPIExtension].
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</description>
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</method>
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<method name="object_configuration_remove">
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<return type="int" enum="Error" />
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<param index="0" name="object" type="Object" />
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<param index="1" name="configuration" type="Variant" />
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<description>
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Notifies the MultiplayerAPI to remove a [param configuration] for the given [param object]. This method is used internally by [SceneTree] to configure the root path for this MultiplayerAPI (passing [code]null[/code] and an empty [NodePath] as [param configuration]). This method can be further used by MultiplayerAPI implementations to provide additional features, refer to specific implementation (e.g. [SceneMultiplayer]) for details on how they use it.
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[b]Note:[/b] This method is mostly relevant when extending or overriding the MultiplayerAPI behavior via [MultiplayerAPIExtension].
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</description>
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</method>
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<method name="poll">
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<return type="int" enum="Error" />
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<description>
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Method used for polling the MultiplayerAPI. You only need to worry about this if you set [member SceneTree.multiplayer_poll] to [code]false[/code]. By default, [SceneTree] will poll its MultiplayerAPI(s) for you.
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[b]Note:[/b] This method results in RPCs being called, so they will be executed in the same context of this function (e.g. [code]_process[/code], [code]physics[/code], [Thread]).
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</description>
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</method>
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<method name="rpc">
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<return type="int" enum="Error" />
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<param index="0" name="peer" type="int" />
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<param index="1" name="object" type="Object" />
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<param index="2" name="method" type="StringName" />
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<param index="3" name="arguments" type="Array" default="[]" />
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<description>
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Sends an RPC to the target [param peer]. The given [param method] will be called on the remote [param object] with the provided [param arguments]. The RPC may also be called locally depending on the implementation and RPC configuration. See [method Node.rpc] and [method Node.rpc_config].
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[b]Note:[/b] Prefer using [method Node.rpc], [method Node.rpc_id], or [code]my_method.rpc(peer, arg1, arg2, ...)[/code] (in GDScript), since they are faster. This method is mostly useful in conjunction with [MultiplayerAPIExtension] when augmenting or replacing the multiplayer capabilities.
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</description>
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</method>
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<method name="set_default_interface" qualifiers="static">
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<return type="void" />
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<param index="0" name="interface_name" type="StringName" />
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<description>
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Sets the default MultiplayerAPI implementation class. This method can be used by modules and extensions to configure which implementation will be used by [SceneTree] when the engine starts.
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</description>
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</method>
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</methods>
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<members>
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<member name="multiplayer_peer" type="MultiplayerPeer" setter="set_multiplayer_peer" getter="get_multiplayer_peer">
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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 [method is_server]) and will set root node's network mode to authority, or it will become a regular client peer. 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.
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</member>
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</members>
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<signals>
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<signal name="connected_to_server">
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<description>
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Emitted when this MultiplayerAPI's [member multiplayer_peer] successfully connected to a server. Only emitted on clients.
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</description>
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</signal>
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<signal name="connection_failed">
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<description>
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Emitted when this MultiplayerAPI's [member multiplayer_peer] fails to establish a connection to a server. Only emitted on clients.
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</description>
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</signal>
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<signal name="peer_connected">
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<param index="0" name="id" type="int" />
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<description>
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Emitted when this MultiplayerAPI's [member multiplayer_peer] connects with a new peer. ID is the peer ID of the new peer. Clients get notified when other clients connect to the same server. Upon connecting to a server, a client also receives this signal for the server (with ID being 1).
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</description>
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</signal>
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<signal name="peer_disconnected">
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<param index="0" name="id" type="int" />
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<description>
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Emitted when this MultiplayerAPI's [member multiplayer_peer] disconnects from a peer. Clients get notified when other clients disconnect from the same server.
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</description>
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</signal>
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<signal name="server_disconnected">
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<description>
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Emitted when this MultiplayerAPI's [member multiplayer_peer] disconnects from server. Only emitted on clients.
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="RPC_MODE_DISABLED" value="0" enum="RPCMode">
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Used with [method Node.rpc_config] to disable a method or property for all RPC calls, making it unavailable. Default for all methods.
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</constant>
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<constant name="RPC_MODE_ANY_PEER" value="1" enum="RPCMode">
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Used with [method Node.rpc_config] to set a method to be callable remotely by any peer. Analogous to the [code]@rpc("any_peer")[/code] annotation. Calls are accepted from all remote peers, no matter if they are node's authority or not.
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</constant>
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<constant name="RPC_MODE_AUTHORITY" value="2" enum="RPCMode">
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Used with [method Node.rpc_config] to set a method to be callable remotely only by the current multiplayer authority (which is the server by default). Analogous to the [code]@rpc("authority")[/code] annotation. See [method Node.set_multiplayer_authority].
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</constant>
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</constants>
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</class>
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