High Level Multiplayer API.
    public class MultiplayerAPI : Reference

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

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 Node.CustomMultiplayer property, effectively allowing to run both client and server in the same scene.

Inheritance Chain

Constructors

    public MultiplayerAPI()

Signals

    "connected_to_server" ()

Emitted whenever this MultiplayerAPI’s NetworkPeer successfully connected to a server. Only emitted on clients.

    "connection_failed" ()

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

    "network_peer_connected" (int id)

Emitted whenever this MultiplayerAPI’s NetworkPeer 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).

    "network_peer_disconnected" (int id)

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

    "network_peer_packet" (int id, PoolByteArray packet)

Emitted whenever this MultiplayerAPI’s NetworkPeer receive a packet with custom data (see SendBytes(byte[], int, Godot.NetworkedMultiplayerPeer.TransferModeEnum)). ID is the peer ID of the peer that sent the packet.

    "server_disconnected" ()

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

Properties

    public bool AllowObjectDecoding { get; set; }

If true (or if the NetworkPeer PacketPeer.AllowObjectDecoding the MultiplayerAPI will allow encoding and decoding of object during RPCs/RSETs.

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

    public NetworkedMultiplayerPeer NetworkPeer { get; set; }

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 IsNetworkServer()) and will set root node’s network mode to master (see NETWORK_MODE_* constants in Node), 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.

    public bool RefuseNewNetworkConnections { get; set; }

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

Methods

    public void Clear()

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

    public int[] GetNetworkConnectedPeers()

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

    public NetworkedMultiplayerPeer GetNetworkPeer()

Getter for NetworkPeer

    public int GetNetworkUniqueId()

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

    public int GetRpcSenderId()

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

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

    public bool HasNetworkPeer()

Returns true if there is a NetworkPeer set.

    public bool IsNetworkServer()

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

    public bool IsObjectDecodingAllowed()

Getter for AllowObjectDecoding

    public bool IsRefusingNewNetworkConnections()

Getter for RefuseNewNetworkConnections

    public void Poll()

Method used for polling the MultiplayerAPI. You only need to worry about this if you are using Node.CustomMultiplayer override or you set SceneTree.MultiplayerPoll 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, Thread).

    public Error SendBytes(byte[] bytes, int id = 0, NetworkedMultiplayerPeer.TransferModeEnum mode = NetworkedMultiplayerPeer.TransferModeEnum.Reliable)

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

    public void SetAllowObjectDecoding(bool enable)

Setter for AllowObjectDecoding

    public void SetNetworkPeer(NetworkedMultiplayerPeer peer)

Setter for NetworkPeer

    public void SetRefuseNewNetworkConnections(bool refuse)

Setter for RefuseNewNetworkConnections

    public void SetRootNode(Node node)

Sets the base 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.

Inner Types

RPCMode

Name Value Description
Disabled 0 Used with [method Node.rpc_config] or [method Node.rset_config] to disable a method or property for all RPC calls, making it unavailable. Default for all methods.
Remote 1 Used with [method Node.rpc_config] or [method 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 [code]remote[/code] keyword. Calls and property changes are accepted from all remote peers, no matter if they are node’s master or puppets.
Master 2 Used with [method Node.rpc_config] or [method 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 [code]master[/code] keyword. Only accepts calls or property changes from the node’s network puppets, see [method Node.set_network_master].
Puppet 3 Used with [method Node.rpc_config] or [method Node.rset_config] to set a method to be called or a property to be changed only on puppets for this node. Analogous to the [code]puppet[/code] keyword. Only accepts calls or property changes from the node’s network master, see [method Node.set_network_master].
Slave 3 Deprecated. Use [code]RPC_MODE_PUPPET[/code] instead. Analogous to the [code]slave[/code] keyword.
Remotesync 4 Behave like [code]RPC_MODE_REMOTE[/code] but also make the call or property change locally. Analogous to the [code]remotesync[/code] keyword.
Sync 4 Deprecated. Use [code]RPC_MODE_REMOTESYNC[/code] instead. Analogous to the [code]sync[/code] keyword.
Mastersync 5 Behave like [code]RPC_MODE_MASTER[/code] but also make the call or property change locally. Analogous to the [code]mastersync[/code] keyword.
Puppetsync 6 Behave like [code]RPC_MODE_PUPPET[/code] but also make the call or property change locally. Analogous to the [code]puppetsync[/code] keyword.
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