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@@ -61,10 +61,21 @@
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</return>
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</return>
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<description>
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<description>
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Method used for polling the MultiplayerAPI.
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Method used for polling the MultiplayerAPI.
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- You only need to worry about this if you are using [memeber Node.custom_multplayer] override.
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+ You only need to worry about this if you are using [member Node.custom_multplayer] override.
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SceneTree will poll the default MultiplayerAPI for you.
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SceneTree will poll the default MultiplayerAPI for you.
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</description>
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</description>
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</method>
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</method>
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+ <method name="send_bytes">
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+ <return type="int" enum="Error">
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+ </return>
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+ <argument index="0" name="bytes" type="PoolByteArray">
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+ </argument>
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+ <argument index="1" name="id" type="int" default="0">
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+ </argument>
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+ <description>
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+ Sends the given raw [code]bytes[/code] to a specific peer identified by [code]id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). Default ID is [code]0[/code], i.e. broadcast to all peers.
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+ </description>
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+ </method>
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<method name="set_root_node">
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<method name="set_root_node">
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<return type="void">
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<return type="void">
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</return>
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</return>
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@@ -78,7 +89,7 @@
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</methods>
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</methods>
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<members>
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<members>
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<member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer">
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<member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_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_network_server()]) and will set root node's network mode to master (see NETWORK_MODE_* constants in [Node]), or it will become a regular peer with root node set to slave. 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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+ 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_network_server]) and will set root node's network mode to master (see NETWORK_MODE_* constants in [Node]), or it will become a regular peer with root node set to slave. 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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</member>
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<member name="refuse_new_network_connections" type="bool" setter="set_refuse_new_network_connections" getter="is_refusing_new_network_connections">
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<member name="refuse_new_network_connections" type="bool" setter="set_refuse_new_network_connections" getter="is_refusing_new_network_connections">
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If [code]true[/code] the MultiplayerAPI's [member network_peer] refuses new incoming connections.
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If [code]true[/code] the MultiplayerAPI's [member network_peer] refuses new incoming connections.
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@@ -109,9 +120,18 @@
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Emitted whenever this MultiplayerAPI's [member network_peer] disconnects from a peer. Clients get notified when other clients disconnect from the same server.
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Emitted whenever this MultiplayerAPI's [member network_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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</description>
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</signal>
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</signal>
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+ <signal name="network_peer_packet">
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+ <argument index="0" name="id" type="int">
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+ </argument>
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+ <argument index="1" name="packet" type="PoolByteArray">
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+ </argument>
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+ <description>
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+ Emitted whenever this MultiplayerAPI's [member network_peer] receive a [code]packet[/code] with custom data (see [method send_bytes]). ID is the peer ID of the peer that sent the packet.
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+ </description>
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+ </signal>
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<signal name="server_disconnected">
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<signal name="server_disconnected">
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<description>
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<description>
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- Emitted whenever this MultiplayerAPI's [member network_peer] disconnected from server. Only emitted on clients.
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+ Emitted whenever this MultiplayerAPI's [member network_peer] disconnects from server. Only emitted on clients.
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</description>
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</description>
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</signal>
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</signal>
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</signals>
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</signals>
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