NetworkedMultiplayerPeer

    Inherited By: MultiplayerPeerGDNative, , NetworkedMultiplayerENet, , WebSocketMultiplayerPeer

    A high-level network interface to simplify multiplayer interactions.

    Manages the connection to network peers. Assigns unique IDs to each client connected to the server. See also MultiplayerAPI.

    Note: 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.

    Tutorials

    Properties

    Signals

    • connection_failed ( )

    Emitted when a connection attempt fails.


    • connection_succeeded ( )

    Emitted when a connection attempt succeeds.


    • peer_connected ( int id )

    Emitted by the server when a client connects.


    • peer_disconnected ( id )

    Emitted by the server when a client disconnects.


    • server_disconnected ( )

    Emitted by clients when the server disconnects.

    Enumerations

    enum TransferMode:

    • TRANSFER_MODE_UNRELIABLE = 0 —- Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than . Use for non-critical data, and always consider whether the order matters.

    • TRANSFER_MODE_UNRELIABLE_ORDERED = 1 —- Packets are not acknowledged, no resend attempts are made for lost packets. Packets are received in the order they were sent in. Potentially faster than TRANSFER_MODE_RELIABLE. Use for non-critical data or data that would be outdated if received late due to resend attempt(s) anyway, for example movement and positional data.

    • TRANSFER_MODE_RELIABLE = 2 —- Packets must be received and resend attempts should be made until the packets are acknowledged. Packets must be received in the order they were sent in. Most reliable transfer mode, but potentially the slowest due to the overhead. Use for critical data that must be transmitted and arrive in order, for example an ability being triggered or a chat message. Consider carefully if the information really is critical, and use sparingly.


    enum ConnectionStatus:

    • CONNECTION_CONNECTING = 1 —- A connection attempt is ongoing.

    • CONNECTION_CONNECTED = 2 —- The connection attempt succeeded.

    • TARGET_PEER_BROADCAST = 0 —- Packets are sent to the server and then redistributed to other peers.

    • TARGET_PEER_SERVER = 1 —- Packets are sent to the server alone.

    Property Descriptions

    • refuse_new_connections

    If , this NetworkedMultiplayerPeer refuses new connections.


    The manner in which to send packets to the . See .

    Method Descriptions

    • get_connection_status ( ) const

    Returns the current state of the connection. See ConnectionStatus.


    • get_packet_peer ( ) const

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


    • int get_unique_id ( ) const

    Returns the ID of this NetworkedMultiplayerPeer.


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


    • void set_target_peer ( id )

    Sets the peer to which packets will be sent.