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classref: Sync with latest 4.0-alpha
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@@ -29,17 +29,15 @@ It is possible to override the MultiplayerAPI instance used by specific Nodes by
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Properties
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----------
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+-----------------------------------------------------------+-------------------------------------------------------------------------------------+-----------+
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| :ref:`bool<class_bool>` | :ref:`allow_object_decoding<class_MultiplayerAPI_property_allow_object_decoding>` | ``false`` |
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+-----------------------------------------------------------+-------------------------------------------------------------------------------------+-----------+
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| :ref:`MultiplayerPeer<class_MultiplayerPeer>` | :ref:`multiplayer_peer<class_MultiplayerAPI_property_multiplayer_peer>` | |
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+-----------------------------------------------------------+-------------------------------------------------------------------------------------+-----------+
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| :ref:`bool<class_bool>` | :ref:`refuse_new_connections<class_MultiplayerAPI_property_refuse_new_connections>` | ``false`` |
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+-----------------------------------------------------------+-------------------------------------------------------------------------------------+-----------+
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| :ref:`MultiplayerReplicator<class_MultiplayerReplicator>` | :ref:`replicator<class_MultiplayerAPI_property_replicator>` | |
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+-----------------------------------------------------------+-------------------------------------------------------------------------------------+-----------+
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| :ref:`Node<class_Node>` | :ref:`root_node<class_MultiplayerAPI_property_root_node>` | |
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+-----------------------------------------------------------+-------------------------------------------------------------------------------------+-----------+
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+-----------------------------------------------+-------------------------------------------------------------------------------------+------------------+
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| :ref:`bool<class_bool>` | :ref:`allow_object_decoding<class_MultiplayerAPI_property_allow_object_decoding>` | ``false`` |
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+-----------------------------------------------+-------------------------------------------------------------------------------------+------------------+
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| :ref:`MultiplayerPeer<class_MultiplayerPeer>` | :ref:`multiplayer_peer<class_MultiplayerAPI_property_multiplayer_peer>` | |
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+-----------------------------------------------+-------------------------------------------------------------------------------------+------------------+
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| :ref:`bool<class_bool>` | :ref:`refuse_new_connections<class_MultiplayerAPI_property_refuse_new_connections>` | ``false`` |
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+-----------------------------------------------+-------------------------------------------------------------------------------------+------------------+
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| :ref:`NodePath<class_NodePath>` | :ref:`root_path<class_MultiplayerAPI_property_root_path>` | ``NodePath("")`` |
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+-----------------------------------------------+-------------------------------------------------------------------------------------+------------------+
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Methods
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-------
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@@ -162,27 +160,19 @@ If ``true``, the MultiplayerAPI's :ref:`multiplayer_peer<class_MultiplayerAPI_pr
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----
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.. _class_MultiplayerAPI_property_replicator:
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.. _class_MultiplayerAPI_property_root_path:
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- :ref:`MultiplayerReplicator<class_MultiplayerReplicator>` **replicator**
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- :ref:`NodePath<class_NodePath>` **root_path**
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+----------+------------------+
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| *Getter* | get_replicator() |
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+----------+------------------+
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+-----------+----------------------+
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| *Default* | ``NodePath("")`` |
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+-----------+----------------------+
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| *Setter* | set_root_path(value) |
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+-----------+----------------------+
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| *Getter* | get_root_path() |
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+-----------+----------------------+
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----
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.. _class_MultiplayerAPI_property_root_node:
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- :ref:`Node<class_Node>` **root_node**
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+----------+----------------------+
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| *Setter* | set_root_node(value) |
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+----------+----------------------+
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| *Getter* | get_root_node() |
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+----------+----------------------+
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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.
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The root path to use for RPCs and replication. Instead of an absolute path, a relative path will be used to find the node upon which the RPC should be executed.
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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.
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