MultiplayerAPI

Inherits: RefCounted < Object

Inherited By: MultiplayerAPIExtension, SceneMultiplayer

High-level multiplayer API interface.

Description

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 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.

Properties

MultiplayerPeer

multiplayer_peer

Methods

MultiplayerAPI

create_default_interface() static

StringName

get_default_interface() static

PackedInt32Array

get_peers()

int

get_remote_sender_id()

int

get_unique_id()

bool

has_multiplayer_peer()

bool

is_server()

Error

object_configuration_add(object: Object, configuration: Variant)

Error

object_configuration_remove(object: Object, configuration: Variant)

Error

poll()

Error

rpc(peer: int, object: Object, method: StringName, arguments: Array = [])

void

set_default_interface(interface_name: StringName) static


Signals

connected_to_server() 🔗

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


connection_failed() 🔗

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


peer_connected(id: int) 🔗

Emitted when this MultiplayerAPI’s multiplayer_peer 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).


peer_disconnected(id: int) 🔗

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


server_disconnected() 🔗

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


Enumerations

enum RPCMode: 🔗

RPCMode RPC_MODE_DISABLED = 0

Used with Node.rpc_config to disable a method or property for all RPC calls, making it unavailable. Default for all methods.

RPCMode RPC_MODE_ANY_PEER = 1

Used with Node.rpc_config to set a method to be callable remotely by any peer. Analogous to the @rpc("any_peer") annotation. Calls are accepted from all remote peers, no matter if they are node’s authority or not.

RPCMode RPC_MODE_AUTHORITY = 2

Used with 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 @rpc("authority") annotation. See Node.set_multiplayer_authority.


Property Descriptions

MultiplayerPeer multiplayer_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_server) and will set root node’s network mode to authority, or it will become a regular client peer. 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.


Method Descriptions

MultiplayerAPI create_default_interface() static 🔗

Returns a new instance of the default MultiplayerAPI.


StringName get_default_interface() static 🔗

Returns the default MultiplayerAPI implementation class name. This is usually "SceneMultiplayer" when SceneMultiplayer is available. See set_default_interface.


PackedInt32Array get_peers() 🔗

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


int get_remote_sender_id() 🔗

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

Note: This method returns 0 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 await keyword).


int get_unique_id() 🔗

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


bool has_multiplayer_peer() 🔗

Returns true if there is a multiplayer_peer set.


bool is_server() 🔗

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


Error object_configuration_add(object: Object, configuration: Variant) 🔗

Notifies the MultiplayerAPI of a new configuration for the given object. This method is used internally by SceneTree to configure the root path for this MultiplayerAPI (passing null and a valid NodePath as 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.

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


Error object_configuration_remove(object: Object, configuration: Variant) 🔗

Notifies the MultiplayerAPI to remove a configuration for the given object. This method is used internally by SceneTree to configure the root path for this MultiplayerAPI (passing null and an empty NodePath as 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.

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


Error poll() 🔗

Method used for polling the MultiplayerAPI. You only need to worry about this if you set SceneTree.multiplayer_poll to false. By default, SceneTree will poll its MultiplayerAPI(s) for you.

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


Error rpc(peer: int, object: Object, method: StringName, arguments: Array = []) 🔗

Sends an RPC to the target peer. The given method will be called on the remote object with the provided arguments. The RPC may also be called locally depending on the implementation and RPC configuration. See Node.rpc and Node.rpc_config.

Note: Prefer using Node.rpc, Node.rpc_id, or my_method.rpc(peer, arg1, arg2, ...) (in GDScript), since they are faster. This method is mostly useful in conjunction with MultiplayerAPIExtension when augmenting or replacing the multiplayer capabilities.


void set_default_interface(interface_name: StringName) static 🔗

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.


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