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@@ -61,30 +61,40 @@ Signals
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Emitted when this MultiplayerAPI's :ref:`network_peer<class_MultiplayerAPI_property_network_peer>` successfully connected to a server. Only emitted on clients.
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----
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.. _class_MultiplayerAPI_signal_connection_failed:
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- **connection_failed** **(** **)**
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Emitted when this MultiplayerAPI's :ref:`network_peer<class_MultiplayerAPI_property_network_peer>` fails to establish a connection to a server. Only emitted on clients.
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----
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.. _class_MultiplayerAPI_signal_network_peer_connected:
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- **network_peer_connected** **(** :ref:`int<class_int>` id **)**
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Emitted when this MultiplayerAPI's :ref:`network_peer<class_MultiplayerAPI_property_network_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).
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----
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.. _class_MultiplayerAPI_signal_network_peer_disconnected:
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- **network_peer_disconnected** **(** :ref:`int<class_int>` id **)**
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Emitted when this MultiplayerAPI's :ref:`network_peer<class_MultiplayerAPI_property_network_peer>` disconnects from a peer. Clients get notified when other clients disconnect from the same server.
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----
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.. _class_MultiplayerAPI_signal_network_peer_packet:
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- **network_peer_packet** **(** :ref:`int<class_int>` id, :ref:`PoolByteArray<class_PoolByteArray>` packet **)**
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Emitted when this MultiplayerAPI's :ref:`network_peer<class_MultiplayerAPI_property_network_peer>` receive a ``packet`` with custom data (see :ref:`send_bytes<class_MultiplayerAPI_method_send_bytes>`). ID is the peer ID of the peer that sent the packet.
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----
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.. _class_MultiplayerAPI_signal_server_disconnected:
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- **server_disconnected** **(** **)**
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@@ -162,6 +172,8 @@ If ``true`` (or if the :ref:`network_peer<class_MultiplayerAPI_property_network_
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**Warning:** Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution.
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----
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.. _class_MultiplayerAPI_property_network_peer:
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- :ref:`NetworkedMultiplayerPeer<class_NetworkedMultiplayerPeer>` **network_peer**
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@@ -174,6 +186,8 @@ If ``true`` (or if the :ref:`network_peer<class_MultiplayerAPI_property_network_
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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 :ref:`is_network_server<class_MultiplayerAPI_method_is_network_server>`) and will set root node's network mode to master (see ``NETWORK_MODE_*`` constants in :ref:`Node<class_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.
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----
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.. _class_MultiplayerAPI_property_refuse_new_network_connections:
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- :ref:`bool<class_bool>` **refuse_new_network_connections**
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@@ -197,18 +211,24 @@ Method Descriptions
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Clears the current MultiplayerAPI network state (you shouldn't call this unless you know what you are doing).
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----
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.. _class_MultiplayerAPI_method_get_network_connected_peers:
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- :ref:`PoolIntArray<class_PoolIntArray>` **get_network_connected_peers** **(** **)** const
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Returns the peer IDs of all connected peers of this MultiplayerAPI's :ref:`network_peer<class_MultiplayerAPI_property_network_peer>`.
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----
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.. _class_MultiplayerAPI_method_get_network_unique_id:
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- :ref:`int<class_int>` **get_network_unique_id** **(** **)** const
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Returns the unique peer ID of this MultiplayerAPI's :ref:`network_peer<class_MultiplayerAPI_property_network_peer>`.
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----
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.. _class_MultiplayerAPI_method_get_rpc_sender_id:
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- :ref:`int<class_int>` **get_rpc_sender_id** **(** **)** const
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@@ -217,18 +237,24 @@ Returns the sender's peer ID for the RPC currently being executed.
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**Note:** If not inside an RPC this method will return 0.
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----
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.. _class_MultiplayerAPI_method_has_network_peer:
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- :ref:`bool<class_bool>` **has_network_peer** **(** **)** const
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Returns ``true`` if there is a :ref:`network_peer<class_MultiplayerAPI_property_network_peer>` set.
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----
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.. _class_MultiplayerAPI_method_is_network_server:
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- :ref:`bool<class_bool>` **is_network_server** **(** **)** const
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Returns ``true`` if this MultiplayerAPI's :ref:`network_peer<class_MultiplayerAPI_property_network_peer>` is in server mode (listening for connections).
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----
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.. _class_MultiplayerAPI_method_poll:
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- void **poll** **(** **)**
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@@ -237,12 +263,16 @@ Method used for polling the MultiplayerAPI. You only need to worry about this if
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**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``, :ref:`Thread<class_Thread>`).
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----
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.. _class_MultiplayerAPI_method_send_bytes:
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- :ref:`Error<enum_@GlobalScope_Error>` **send_bytes** **(** :ref:`PoolByteArray<class_PoolByteArray>` bytes, :ref:`int<class_int>` id=0, :ref:`TransferMode<enum_NetworkedMultiplayerPeer_TransferMode>` mode=2 **)**
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Sends the given raw ``bytes`` to a specific peer identified by ``id`` (see :ref:`NetworkedMultiplayerPeer.set_target_peer<class_NetworkedMultiplayerPeer_method_set_target_peer>`). Default ID is ``0``, i.e. broadcast to all peers.
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----
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.. _class_MultiplayerAPI_method_set_root_node:
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- void **set_root_node** **(** :ref:`Node<class_Node>` node **)**
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