MultiplayerAPI

package
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Published: Feb 5, 2025 License: MIT Imports: 19 Imported by: 0

Documentation

Overview

Package MultiplayerAPI provides methods for working with MultiplayerAPI object instances.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

func CreateDefaultInterface

func CreateDefaultInterface() [1]gdclass.MultiplayerAPI

Returns a new instance of the default MultiplayerAPI.

func GetDefaultInterface

func GetDefaultInterface() string

Returns the default MultiplayerAPI implementation class name. This is usually [code]"SceneMultiplayer"[/code] when [SceneMultiplayer] is available. See [method set_default_interface].

func SetDefaultInterface

func SetDefaultInterface(interface_name string)

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.

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 Any

type Any interface {
	gd.IsClass
	AsMultiplayerAPI() Instance
}

type Instance

type Instance [1]gdclass.MultiplayerAPI

Base class for high-level multiplayer API implementations. See also [MultiplayerPeer]. 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. 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. 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.

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AsMultiplayerAPI

func (self Instance) AsMultiplayerAPI() Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsRefCounted

func (self Instance) AsRefCounted() [1]gd.RefCounted

func (Instance) GetPeers

func (self Instance) GetPeers() []int32

Returns the peer IDs of all connected peers of this MultiplayerAPI's [member multiplayer_peer].

func (Instance) GetRemoteSenderId

func (self Instance) GetRemoteSenderId() int

Returns the sender's peer ID for the RPC currently being executed. [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).

func (Instance) GetUniqueId

func (self Instance) GetUniqueId() int

Returns the unique peer ID of this MultiplayerAPI's [member multiplayer_peer].

func (Instance) HasMultiplayerPeer

func (self Instance) HasMultiplayerPeer() bool

Returns [code]true[/code] if there is a [member multiplayer_peer] set.

func (Instance) IsServer

func (self Instance) IsServer() bool

Returns [code]true[/code] if this MultiplayerAPI's [member multiplayer_peer] is valid and in server mode (listening for connections).

func (Instance) MultiplayerPeer

func (self Instance) MultiplayerPeer() [1]gdclass.MultiplayerPeer

func (Instance) ObjectConfigurationAdd

func (self Instance) ObjectConfigurationAdd(obj Object.Instance, configuration any) error

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. [b]Note:[/b] This method is mostly relevant when extending or overriding the MultiplayerAPI behavior via [MultiplayerAPIExtension].

func (Instance) ObjectConfigurationRemove

func (self Instance) ObjectConfigurationRemove(obj Object.Instance, configuration any) error

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. [b]Note:[/b] This method is mostly relevant when extending or overriding the MultiplayerAPI behavior via [MultiplayerAPIExtension].

func (Instance) OnConnectedToServer

func (self Instance) OnConnectedToServer(cb func())

func (Instance) OnConnectionFailed

func (self Instance) OnConnectionFailed(cb func())

func (Instance) OnPeerConnected

func (self Instance) OnPeerConnected(cb func(id int))

func (Instance) OnPeerDisconnected

func (self Instance) OnPeerDisconnected(cb func(id int))

func (Instance) OnServerDisconnected

func (self Instance) OnServerDisconnected(cb func())

func (Instance) Poll

func (self Instance) Poll() error

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. [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]).

func (Instance) Rpc

func (self Instance) Rpc(peer int, obj Object.Instance, method string) error

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]. [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.

func (Instance) SetMultiplayerPeer

func (self Instance) SetMultiplayerPeer(value [1]gdclass.MultiplayerPeer)

func (*Instance) UnsafePointer

func (self *Instance) UnsafePointer() unsafe.Pointer

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

type RPCMode

type RPCMode = gdclass.MultiplayerAPIRPCMode //gd:MultiplayerAPI.RPCMode
const (
	/*Used with [method Node.rpc_config] to disable a method or property for all RPC calls, making it unavailable. Default for all methods.*/
	RpcModeDisabled RPCMode = 0
	/*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.*/
	RpcModeAnyPeer RPCMode = 1
	/*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].*/
	RpcModeAuthority RPCMode = 2
)

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