MultiplayerAPI

    High-level multiplayer API.

    This class implements most of the logic behind the high-level multiplayer API. See also .

    By default, SceneTree has a reference to this class that is used to provide multiplayer capabilities (i.e. RPC/RSET) across the whole scene.

    It is possible to override the MultiplayerAPI instance used by specific Nodes by setting the property, effectively allowing to run both client and server in the same scene.

    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.

    Properties

    void

    clear ( )

    get_network_connected_peers ( ) const

    get_network_unique_id ( ) const

    get_rpc_sender_id ( ) const

    has_network_peer ( ) const

    is_network_server ( ) const

    ( )

    Error

    ( PoolByteArray bytes, id=0, TransferMode mode=2 )

    Signals

    • connected_to_server ( )

    Emitted when this MultiplayerAPI’s network_peer successfully connected to a server. Only emitted on clients.


    • connection_failed ( )

    Emitted when this MultiplayerAPI’s fails to establish a connection to a server. Only emitted on clients.


    • network_peer_connected ( int id )

    Emitted when this MultiplayerAPI’s 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).


    Emitted when this MultiplayerAPI’s network_peer disconnects from a peer. Clients get notified when other clients disconnect from the same server.


    Emitted when this MultiplayerAPI’s receive a packet with custom data (see send_bytes). ID is the peer ID of the peer that sent the packet.


    • server_disconnected ( )

    Emitted when this MultiplayerAPI’s disconnects from server. Only emitted on clients.

    enum RPCMode:

    • RPC_MODE_DISABLED = 0 —- Used with or Node.rset_config to disable a method or property for all RPC calls, making it unavailable. Default for all methods.

    • RPC_MODE_REMOTE = 1 —- Used with or Node.rset_config to set a method to be called or a property to be changed only on the remote end, not locally. Analogous to the remote keyword. Calls and property changes are accepted from all remote peers, no matter if they are node’s master or puppets.

    • RPC_MODE_MASTER = 2 —- Used with or Node.rset_config to set a method to be called or a property to be changed only on the network master for this node. Analogous to the master keyword. Only accepts calls or property changes from the node’s network puppets, see .

    • RPC_MODE_PUPPET = 3 —- Used with Node.rpc_config or to set a method to be called or a property to be changed only on puppets for this node. Analogous to the puppet keyword. Only accepts calls or property changes from the node’s network master, see Node.set_network_master.

    • RPC_MODE_SLAVE = 3 —- Deprecated. Use instead. Analogous to the slave keyword.

    • RPC_MODE_REMOTESYNC = 4 —- Behave like RPC_MODE_REMOTE but also make the call or property change locally. Analogous to the remotesync keyword.

    • RPC_MODE_SYNC = 4 —- Deprecated. Use instead. Analogous to the keyword.

    • RPC_MODE_MASTERSYNC = 5 —- Behave like RPC_MODE_MASTER but also make the call or property change locally. Analogous to the mastersync keyword.

    Property Descriptions

    • bool allow_object_decoding

    If true (or if the has PacketPeer.allow_object_decoding set to true), the MultiplayerAPI will allow encoding and decoding of object during RPCs/RSETs.

    Warning: Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution.


    • network_peer

    set_network_peer(value)

    Getter

    get_network_peer()

    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 is_network_server) and will set root node’s network mode to master, or it will become a regular peer with root node set to puppet. 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.


    • refuse_new_network_connections

    If true, the MultiplayerAPI’s network_peer refuses new incoming connections.


    • root_node

    Setter

    set_root_node(value)

    Getter

    get_root_node()

    The root node to use for RPCs. Instead of an absolute path, a relative path will be used to find the node upon which the RPC should be executed.

    This effectively allows to have different branches of the scene tree to be managed by different MultiplayerAPI, allowing for example to run both client and server in the same scene.

    • void clear ( )

    Clears the current MultiplayerAPI network state (you shouldn’t call this unless you know what you are doing).


    • get_network_connected_peers ( ) const

    Returns the peer IDs of all connected peers of this MultiplayerAPI’s network_peer.


    • get_network_unique_id ( ) const

    Returns the unique peer ID of this MultiplayerAPI’s network_peer.


    • get_rpc_sender_id ( ) const

    Returns the sender’s peer ID for the RPC currently being executed.

    Note: If not inside an RPC this method will return 0.


    • bool has_network_peer ( ) const

    Returns if there is a set.


    • bool is_network_server ( ) const

    Returns true if this MultiplayerAPI’s is in server mode (listening for connections).


    Method used for polling the MultiplayerAPI. You only need to worry about this if you are using Node.custom_multiplayer override or you set to false. By default, SceneTree will poll its MultiplayerAPI for you.

    Note: This method results in RPCs and RSETs being called, so they will be executed in the same context of this function (e.g. _process, physics, ).


    • Error send_bytes ( bytes, int id=0, mode=2 )

    Sends the given raw bytes to a specific peer identified by id (see NetworkedMultiplayerPeer.set_target_peer). Default ID is 0, i.e. broadcast to all peers.