MultiplayerPeer

package
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Published: Sep 20, 2025 License: MIT Imports: 24 Imported by: 0

Documentation

Overview

Manages the connection with one or more remote peers acting as server or client and assigning unique IDs to each of them. See also MultiplayerAPI.

Note: The MultiplayerAPI protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.

Note: When exporting to Android, make sure to enable the INTERNET permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

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
	AsMultiplayerPeer() Instance
}

type ConnectionStatus

type ConnectionStatus int //gd:MultiplayerPeer.ConnectionStatus
const (
	// The MultiplayerPeer is disconnected.
	ConnectionDisconnected ConnectionStatus = 0
	// The MultiplayerPeer is currently connecting to a server.
	ConnectionConnecting ConnectionStatus = 1
	// This MultiplayerPeer is connected.
	ConnectionConnected ConnectionStatus = 2
)

type Expanded

type Expanded = MoreArgs

type Extension

type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }

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]) AsMultiplayerPeer

func (self *Extension[T]) AsMultiplayerPeer() Instance

func (*Extension[T]) AsObject

func (self *Extension[T]) AsObject() [1]gd.Object

func (*Extension[T]) AsPacketPeer

func (self *Extension[T]) AsPacketPeer() PacketPeer.Instance

func (*Extension[T]) AsRefCounted

func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted

type ID

type ID Object.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.

func (ID) Instance

func (id ID) Instance() (Instance, bool)

type Instance

type Instance [1]gdclass.MultiplayerPeer

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 New

func New() Instance

func (Instance) AsMultiplayerPeer

func (self Instance) AsMultiplayerPeer() Instance

func (Instance) AsObject

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

func (Instance) AsPacketPeer

func (self Instance) AsPacketPeer() PacketPeer.Instance

func (Instance) AsRefCounted

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

func (Instance) Close

func (self Instance) Close()

Immediately close the multiplayer peer returning to the state ConnectionDisconnected. Connected peers will be dropped without emitting OnPeerDisconnected.

func (Instance) DisconnectPeer

func (self Instance) DisconnectPeer(peer int)

Disconnects the given 'peer' from this host. If 'force' is true the OnPeerDisconnected signal will not be emitted for this peer.

func (Instance) GenerateUniqueId

func (self Instance) GenerateUniqueId() int

Returns a randomly generated integer that can be used as a network unique ID.

func (Instance) GetConnectionStatus

func (self Instance) GetConnectionStatus() ConnectionStatus

Returns the current state of the connection.

func (Instance) GetPacketChannel

func (self Instance) GetPacketChannel() int

Returns the channel over which the next available packet was received. See PacketPeer.GetAvailablePacketCount.

func (Instance) GetPacketMode

func (self Instance) GetPacketMode() TransferMode

Returns the transfer mode the remote peer used to send the next available packet. See PacketPeer.GetAvailablePacketCount.

func (Instance) GetPacketPeer

func (self Instance) GetPacketPeer() int

Returns the ID of the MultiplayerPeer who sent the next available packet. See PacketPeer.GetAvailablePacketCount.

func (Instance) GetUniqueId

func (self Instance) GetUniqueId() int

Returns the ID of this MultiplayerPeer.

func (Instance) ID

func (self Instance) ID() ID

func (Instance) IsServerRelaySupported

func (self Instance) IsServerRelaySupported() bool

Returns true if the server can act as a relay in the current configuration. That is, if the higher level MultiplayerAPI should notify connected clients of other peers, and implement a relay protocol to allow communication between them.

func (Instance) MoreArgs

func (self Instance) MoreArgs() MoreArgs

MoreArgs enables certain functions to be called with additional 'optional' arguments.

func (Instance) OnPeerConnected

func (self Instance) OnPeerConnected(cb func(id int), flags ...Signal.Flags)

Emitted when a remote peer connects.

func (Instance) OnPeerDisconnected

func (self Instance) OnPeerDisconnected(cb func(id int), flags ...Signal.Flags)

Emitted when a remote peer has disconnected.

func (Instance) Poll

func (self Instance) Poll()

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

func (Instance) RefuseNewConnections

func (self Instance) RefuseNewConnections() bool

If true, this MultiplayerPeer refuses new connections.

func (*Instance) SetObject

func (self *Instance) SetObject(obj [1]gd.Object) bool

func (Instance) SetRefuseNewConnections

func (self Instance) SetRefuseNewConnections(value bool)

SetRefuseNewConnections sets the property returned by [IsRefusingNewConnections].

func (Instance) SetTargetPeer

func (self Instance) SetTargetPeer(id TargetPeer)

Sets the peer to which packets will be sent.

The 'id' can be one of: TargetPeerBroadcast to send to all connected peers, TargetPeerServer to send to the peer acting as server, a valid peer ID to send to that specific peer, a negative peer ID to send to all peers except that one. By default, the target peer is TargetPeerBroadcast.

func (Instance) SetTransferChannel

func (self Instance) SetTransferChannel(value int)

SetTransferChannel sets the property returned by [GetTransferChannel].

func (Instance) SetTransferMode

func (self Instance) SetTransferMode(value TransferMode)

SetTransferMode sets the property returned by [GetTransferMode].

func (Instance) TransferChannel

func (self Instance) TransferChannel() int

The channel to use to send packets. Many network APIs such as ENet and WebRTC allow the creation of multiple independent channels which behaves, in a way, like separate connections. This means that reliable data will only block delivery of other packets on that channel, and ordering will only be in respect to the channel the packet is being sent on. Using different channels to send different and independent state updates is a common way to optimize network usage and decrease latency in fast-paced games.

Note: The default channel (0) actually works as 3 separate channels (one for each TransferMode) so that TransferModeReliable and TransferModeUnreliableOrdered does not interact with each other by default. Refer to the specific network API documentation (e.g. ENet or WebRTC) to learn how to set up channels correctly.

func (Instance) TransferMode

func (self Instance) TransferMode() TransferMode

The manner in which to send packets to the target peer. See the SetTargetPeer method.

func (Instance) Virtual

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

type MoreArgs

type MoreArgs [1]gdclass.MultiplayerPeer

MoreArgs is a container for Instance functions with additional 'optional' arguments.

func (MoreArgs) DisconnectPeer

func (self MoreArgs) DisconnectPeer(peer int, force bool)

Disconnects the given 'peer' from this host. If 'force' is true the OnPeerDisconnected signal will not be emitted for this peer.

type TargetPeer

type TargetPeer int
const TargetPeerBroadcast TargetPeer = 0 //gd:MultiplayerPeer.TARGET_PEER_BROADCAST
const TargetPeerServer TargetPeer = 1 //gd:MultiplayerPeer.TARGET_PEER_SERVER

type TransferMode

type TransferMode int //gd:MultiplayerPeer.TransferMode
const (
	// Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than [TransferModeUnreliableOrdered]. Use for non-critical data, and always consider whether the order matters.
	TransferModeUnreliable TransferMode = 0
	// 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 [TransferModeReliable]. 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.
	TransferModeUnreliableOrdered TransferMode = 1
	// 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.
	TransferModeReliable TransferMode = 2
)

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