Documentation
¶
Overview ¶
Package SceneMultiplayer provides methods for working with SceneMultiplayer object instances.
Index ¶
- type Advanced
- type Any
- type Instance
- func (self Instance) AllowObjectDecoding() bool
- func (self Instance) AsMultiplayerAPI() MultiplayerAPI.Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsSceneMultiplayer() Instance
- func (self Instance) AuthCallback() Callable.Function
- func (self Instance) AuthTimeout() Float.X
- func (self Instance) Clear()
- func (self Instance) CompleteAuth(id int) error
- func (self Instance) DisconnectPeer(id int)
- func (self Instance) GetAuthenticatingPeers() []int32
- func (self Instance) MaxDeltaPacketSize() int
- func (self Instance) MaxSyncPacketSize() int
- func (self Instance) OnPeerAuthenticating(cb func(id int))
- func (self Instance) OnPeerAuthenticationFailed(cb func(id int))
- func (self Instance) OnPeerPacket(cb func(id int, packet []byte))
- func (self Instance) RefuseNewConnections() bool
- func (self Instance) RootPath() string
- func (self Instance) SendAuth(id int, data []byte) error
- func (self Instance) SendBytes(bytes []byte) error
- func (self Instance) ServerRelay() bool
- func (self Instance) SetAllowObjectDecoding(value bool)
- func (self Instance) SetAuthCallback(value Callable.Function)
- func (self Instance) SetAuthTimeout(value Float.X)
- func (self Instance) SetMaxDeltaPacketSize(value int)
- func (self Instance) SetMaxSyncPacketSize(value int)
- func (self Instance) SetRefuseNewConnections(value bool)
- func (self Instance) SetRootPath(value string)
- func (self Instance) SetServerRelay(value bool)
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Instance ¶
type Instance [1]gdclass.SceneMultiplayer
This class is the default implementation of [MultiplayerAPI], used to provide multiplayer functionalities in Godot Engine. This implementation supports RPCs via [method Node.rpc] and [method Node.rpc_id] and requires [method 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. [b]Note:[/b] 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. [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] 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.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AllowObjectDecoding ¶
func (Instance) AsMultiplayerAPI ¶
func (self Instance) AsMultiplayerAPI() MultiplayerAPI.Instance
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsSceneMultiplayer ¶
func (Instance) AuthCallback ¶
func (Instance) AuthTimeout ¶
func (Instance) Clear ¶
func (self Instance) Clear()
Clears the current SceneMultiplayer network state (you shouldn't call this unless you know what you are doing).
func (Instance) CompleteAuth ¶
Mark the authentication step as completed for the remote peer identified by [param id]. The [signal 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 [member auth_timeout] expiring, or manually calling [method disconnect_peer], the [signal peer_authentication_failed] signal will be emitted instead of [signal MultiplayerAPI.peer_disconnected].
func (Instance) DisconnectPeer ¶
Disconnects the peer identified by [param id], removing it from the list of connected peers, and closing the underlying connection with it.
func (Instance) GetAuthenticatingPeers ¶
Returns the IDs of the peers currently trying to authenticate with this [MultiplayerAPI].
func (Instance) MaxDeltaPacketSize ¶
func (Instance) MaxSyncPacketSize ¶
func (Instance) OnPeerAuthenticating ¶
func (Instance) OnPeerAuthenticationFailed ¶
func (Instance) OnPeerPacket ¶
func (Instance) RefuseNewConnections ¶
func (Instance) SendAuth ¶
Sends the specified [param data] to the remote peer identified by [param id] as part of an authentication message. This can be used to authenticate peers, and control when [signal MultiplayerAPI.peer_connected] is emitted (and the remote peer accepted as one of the connected peers).
func (Instance) SendBytes ¶
Sends the given raw [param bytes] to a specific peer identified by [param id] (see [method MultiplayerPeer.set_target_peer]). Default ID is [code]0[/code], i.e. broadcast to all peers.