Documentation
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Overview ¶
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.SetMultiplayer 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.
Index ¶
- func GetDefaultInterface() string
- func SetDefaultInterface(interface_name string)
- type Advanced
- type Any
- type Expanded
- type Extension
- type ID
- type Instance
- func (self Instance) AsMultiplayerAPI() Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) GetPeers() []int32
- func (self Instance) GetRemoteSenderId() int
- func (self Instance) GetUniqueId() int
- func (self Instance) HasMultiplayerPeer() bool
- func (self Instance) ID() ID
- func (self Instance) IsServer() bool
- func (self Instance) MoreArgs() MoreArgs
- func (self Instance) MultiplayerPeer() MultiplayerPeer.Instance
- func (self Instance) ObjectConfigurationAdd(obj Object.Instance, configuration any) error
- func (self Instance) ObjectConfigurationRemove(obj Object.Instance, configuration any) error
- func (self Instance) OnConnectedToServer(cb func(), flags ...Signal.Flags)
- func (self Instance) OnConnectionFailed(cb func(), flags ...Signal.Flags)
- func (self Instance) OnPeerConnected(cb func(id int), flags ...Signal.Flags)
- func (self Instance) OnPeerDisconnected(cb func(id int), flags ...Signal.Flags)
- func (self Instance) OnServerDisconnected(cb func(), flags ...Signal.Flags)
- func (self Instance) Poll() error
- func (self Instance) Rpc(peer int, obj Object.Instance, method string) error
- func (self Instance) SetMultiplayerPeer(value MultiplayerPeer.Instance)
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) Virtual(name string) reflect.Value
- type MoreArgs
- type RPCMode
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func GetDefaultInterface ¶
func GetDefaultInterface() string
Returns the default MultiplayerAPI implementation class name. This is usually "SceneMultiplayer" when SceneMultiplayer is available. See SetDefaultInterface.
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 Extension ¶
Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension
func (*Extension[T]) AsMultiplayerAPI ¶
func (*Extension[T]) AsRefCounted ¶
func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
type ID ¶
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.
type Instance ¶
type Instance [1]gdclass.MultiplayerAPI
Instance of the class with convieniently typed arguments and results.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func CreateDefaultInterface ¶
func CreateDefaultInterface() Instance
Returns a new instance of the default MultiplayerAPI.
func (Instance) AsMultiplayerAPI ¶
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) GetPeers ¶
Returns the peer IDs of all connected peers of this MultiplayerAPI's MultiplayerPeer.
func (Instance) GetRemoteSenderId ¶
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).
func (Instance) GetUniqueId ¶
Returns the unique peer ID of this MultiplayerAPI's MultiplayerPeer.
func (Instance) HasMultiplayerPeer ¶
Returns true if there is a MultiplayerPeer set.
func (Instance) IsServer ¶
Returns true if this MultiplayerAPI's MultiplayerPeer is valid and in server mode (listening for connections).
func (Instance) MoreArgs ¶
MoreArgs enables certain functions to be called with additional 'optional' arguments.
func (Instance) MultiplayerPeer ¶
func (self Instance) MultiplayerPeer() MultiplayerPeer.Instance
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 IsServer) 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.
func (Instance) ObjectConfigurationAdd ¶
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 node path 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.
func (Instance) ObjectConfigurationRemove ¶
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 node path 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.
func (Instance) OnConnectedToServer ¶
Emitted when this MultiplayerAPI's MultiplayerPeer successfully connected to a server. Only emitted on clients.
func (Instance) OnConnectionFailed ¶
Emitted when this MultiplayerAPI's MultiplayerPeer fails to establish a connection to a server. Only emitted on clients.
func (Instance) OnPeerConnected ¶
Emitted when this MultiplayerAPI's MultiplayerPeer 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).
func (Instance) OnPeerDisconnected ¶
Emitted when this MultiplayerAPI's MultiplayerPeer disconnects from a peer. Clients get notified when other clients disconnect from the same server.
func (Instance) OnServerDisconnected ¶
Emitted when this MultiplayerAPI's MultiplayerPeer disconnects from server. Only emitted on clients.
func (Instance) Poll ¶
Method used for polling the MultiplayerAPI. You only need to worry about this if you set SceneTree.MultiplayerPoll 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).
func (Instance) Rpc ¶
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.RpcConfig.
Note: Prefer using Node.Rpc, Node.RpcId, or my_method.rpc(peer, arg1, arg2, ...) (in GDScript), since they are faster. This method is mostly useful in conjunction with MultiplayerAPIExtension when extending or replacing the multiplayer capabilities.
func (Instance) SetMultiplayerPeer ¶
func (self Instance) SetMultiplayerPeer(value MultiplayerPeer.Instance)
SetMultiplayerPeer sets the property returned by [GetMultiplayerPeer].
type MoreArgs ¶
type MoreArgs [1]gdclass.MultiplayerAPI
MoreArgs is a container for Instance functions with additional 'optional' arguments.
func (MoreArgs) Rpc ¶
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.RpcConfig.
Note: Prefer using Node.Rpc, Node.RpcId, or my_method.rpc(peer, arg1, arg2, ...) (in GDScript), since they are faster. This method is mostly useful in conjunction with MultiplayerAPIExtension when extending or replacing the multiplayer capabilities.
type RPCMode ¶
type RPCMode int //gd:MultiplayerAPI.RPCMode
const ( // Used with [Node.RpcConfig] to disable a method or property for all RPC calls, making it unavailable. Default for all methods. // // [Node.RpcConfig]: https://pkg.go.dev/graphics.gd/classdb/Node#Instance.RpcConfig RpcModeDisabled RPCMode = 0 // Used with [Node.RpcConfig] 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. // // [Node.RpcConfig]: https://pkg.go.dev/graphics.gd/classdb/Node#Instance.RpcConfig RpcModeAnyPeer RPCMode = 1 // Used with [Node.RpcConfig] 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.SetMultiplayerAuthority]. // // [Node.RpcConfig]: https://pkg.go.dev/graphics.gd/classdb/Node#Instance.RpcConfig // [Node.SetMultiplayerAuthority]: https://pkg.go.dev/graphics.gd/classdb/Node#Instance.SetMultiplayerAuthority RpcModeAuthority RPCMode = 2 )