Max Aller
e6339f02f1
Fix incorrect default transfer_mode in high-level multiplayer tutorial
...
The documentation incorrectly stated that the default transfer_mode
for `@rpc` is "unreliable", but the actual default in Godot's source
code is "reliable".
GDScript ref: 3b48b0110e/modules/multiplayer/scene_rpc_interface.cpp (L90)
C# ref: 3b48b0110e/modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/RpcAttribute.cs (L27)
Fixes #8874
2025-12-22 07:33:04 -08:00
Water Zheng
27758f8bdc
Update high_level_multiplayer.rst
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I think `WebSocket` implementation of `MultiplayerPeer` should be `WebSocketMultiplayerPeer`, instead of `WebSocketPeer`.
2025-10-02 12:09:00 +09:00
Treidex
b0e627d313
Fixed typo in high_level_multiplayer.rst
...
"the the " -> "the"
2025-07-19 17:47:45 -07:00
Booblesnoot42
4f4b6810c6
Change network termination instructions ( #9087 )
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Changes network termination instructions to avoid issues involving unexpected network errors (https://github.com/godotengine/godot/issues/77723 )
2025-04-14 20:03:23 -04:00
lena
f31a4ac23f
docs: Add a note about the effect of @export. ( #10560 )
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Add information on @export and RPC.
2025-04-11 10:42:19 -04:00
Mateus Elias
d0e6217c12
Fix the "Example lobby implementation" section of the High-level multiplayer tutorial
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Correct both the GDScript and C# code examples in the "Example lobby implementation" section of the Networking/High-level multiplayer tutorial.
2025-01-07 08:10:59 -03:00
tetrapod00
93489bbefb
Use "low-level" and "high-level" instead of "low level" and "high level"
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Co-Authored-By: John Veness <2512915+JohnVeness@users.noreply.github.com >
2024-11-18 13:47:58 -08:00
Hugo Locurcio
fd241c74cb
Clarify "authority" in High-level multiplayer
2024-09-30 22:01:18 +02:00
Shawn Hardern
c4a17abb6b
Add C# examples to High-level Multiplayer documentation
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Co-authored-by: Raul Santos <raulsntos@gmail.com >
2024-08-23 18:17:50 +01:00
Mateus Elias
b389d1d6ed
Finish incomplete setence in High-level multiplayer tutorial ( #9421 )
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Added clarification regarding the matching of function arguments in RPC signatures between server and client code.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
2024-08-02 02:28:03 +02:00
skyace65
74098ee23c
Remove link to outdated networking library
2024-04-18 19:14:45 -04:00
A Thousand Ships
bd6cc665a7
Fix incorrect uses of a/an
2024-03-29 15:14:27 +01:00
scotmcp
9d7cbfd9a0
Update high_level_multiplayer.rst ( #8697 )
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* Update high_level_multiplayer.rst
Clarifying RPC checksum, and how all RPCs on a script must have matching partners on the target peer's script as well.
---------
Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com >
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com >
2024-01-13 18:26:29 +01:00
Paul PINA-GHERARDI
7e573eae55
Document requirement of having client + server RPCs in High-level multiplayer ( #7932 )
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Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com >
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
2023-11-09 13:30:36 +01:00
skyace65
1ae0eff971
Fix Build issue
2023-10-02 21:19:42 -04:00
Jordyfel
49a6228d6e
Patch lobby example implementation.
2023-08-21 13:10:32 +03:00
Jordyfel
2bdba37ec9
Update high level multiplayer manual for Godot 4.
2023-07-28 22:52:44 +03:00
NickCheng0921
245e8f920b
Update high_level_multiplayer.rst
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Old documentation used set_network_master instead of new method set_multiplayer_authority. Making this small update since rest of documentation for this page looks correct, but it took me a while to figure out why the old method wasn't working.
2023-03-24 18:40:15 -05:00
Jacob Steffler
d24d85acc1
Fix a grammar mistake by adding an apostrophe
2023-03-16 19:51:08 -05:00
Yuri Sizov
978a13bb0a
Mark potentially outdated pages with a WIP warning
2023-02-26 14:21:15 +01:00
BlueStag
135ad68cab
Use 4.0 method of connecting to and emitting signals ( #6311 )
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Change docs to use the new method of connecting and emitting signals
2023-01-22 22:01:34 -05:00
Hugo Locurcio
509804650e
Update all instances of instance() to instantiate()
2022-11-29 16:59:09 +01:00
Max Hilbrunner
99d3d0be12
Renames / fixes for Godot 4
2022-10-17 00:35:07 +02:00
Hugo Locurcio
d917648102
Remove mentions of VisualScript in the documentation
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VisualScript has been removed in 4.0.alpha15 and later.
2022-09-01 01:44:54 +02:00
David Snopek
838d03cd50
Attempt to clarify reliable vs unreliable RPCs
2022-08-02 08:49:31 -05:00
Nathan Anderson
aca8507c92
Mention WebRTC support on HTML5 in High-level multiplayer ( #5937 )
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
2022-07-16 18:36:29 +02:00
Henodude
deb89f665d
Fix the syntax for the Android permission requirement on network tutorials ( #5433 )
2021-12-06 18:13:15 +01:00
Hugo Locurcio
17c5fe0e35
Document the permission requirement on Android on network tutorials
2021-08-11 18:15:28 +02:00
Rodrigo Ceccato de Freitas
32bb9315e0
Fix small typo
2021-06-12 18:26:37 -03:00
Hugo Locurcio
7b168d6d78
Add a Hosting considerations section to High-level multiplayer
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This covers topics such as internal vs public IP addresses
and port forwarding.
2020-11-09 20:40:14 +01:00
Meriipu
f4aeaac2e2
high-level networking: remove bad practice; bomber demo more explicit
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Removed an instance of a bad practice (letting the clients pass their
own rpc caller id to the server and having the server trust it), as
well as making the server the only one able to unpause the game.
The first of the two is a fairly harmful habit to teach, especially
in a first introduction.
Also made the bomber demo way more explicit (and verbose) by avoiding
as many ambiguous pronouns as possible, instead being quite explicit
about which nodes or methods are being referred to at any time, and
also some intermingled motivations/reminders for why these steps are
being taken.
2020-06-25 10:44:17 +02:00
Max Hilbrunner
c302e96507
Update tutorials/networking/high_level_multiplayer.rst
2020-05-20 11:24:29 +02:00
Hugo Locurcio
ec77f48d5e
Add documentation about exporting for dedicated servers
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This also documents how to build dedicated server binaries.
The part about compiling will need to be updated for Godot 4.0
once the server platform is usable again.
This also removes prompts before commands so that they can be
copy-pasted by triple-clicking without selecting the prompt.
2020-05-19 21:52:23 +02:00
Hugo Locurcio
726fe7ca1f
Use network_peer as a property instead of using the setter method
2020-05-02 01:12:09 +02:00
Hugo Locurcio
30230b2971
Clarify that NetworkedMultiplayerPeer cannot be extended via GDScript
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See #3460 .
2020-04-28 09:39:20 +02:00
Yuri Sizov
135b33b768
Replace British spelling and fix various typos
2020-04-27 12:18:52 +03:00
nolike
8e7c82904f
Links to Gaffer On Games blog ( #3388 )
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Gaffer has relaunched his blog. No need to keep links to web archive anymore.
I propose substitute links to updated blog.
2020-04-15 21:23:54 +02:00
Jummit
fa93ed5505
remove image in networking docs
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and mention some more multiplayer peers
2020-03-13 13:05:12 +01:00
Antonio Marcum
52026c1a0a
Add a state design pattern tutorial ( #2710 )
2020-03-03 22:32:39 +01:00
follower
1b0021662f
Fix inline code formatting that used "" not "`".
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Restructured text uses double back-ticks to indicate inline monospace code formatting (a.k.a "verbatim").
(via <https://thomas-cokelaer.info/tutorials/sphinx/rest_syntax.html#inline-markup-and-special-characters-e-g-bold-italic-verbatim >)
Without this change the text is rendered as italic rather than monospaced on the [docs site](https://godot.readthedocs.io/en/3.2/tutorials/networking/high_level_multiplayer.html ).
2020-02-14 00:57:48 +13:00
follower
74ec3b46ca
Add mono-space code formatting in text.
2020-02-13 22:33:14 +13:00
Enhex
a819cb9d45
fixed variable name
2019-12-27 21:33:21 +02:00
PouleyKetchoupp
854185495c
Fixed code tags for true/false/null and a few property references
2019-11-02 13:09:14 +01:00
Fabio Alessandrelli
d5e498ed0c
Use p2p in high level multiplayer player exchange.
...
We used to broadcast player info on connect and have the server relay it
to other clients.
With this approach, each peer (including server) sends its own info once
to other peers as soon as they connects.
When a new player connects, it is notified of all the already connected
peers by the `network_peer_connected` signal.
Any already connected peer is also notified of the newly connected peer
by the same signal.
2019-07-10 11:54:54 +02:00
zEh-
9410d71a80
fix: there is get_network_peer on SceneTree
2019-04-24 14:54:47 +02:00
Fabio Alessandrelli
2dcaaf5666
Fix High Level Multiplayer tutorial listing.
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Was not properly setting the network_master for remote peers, only for
the local one, causing the clients to go out of sync
2019-01-25 10:47:08 +01:00
corrigentia
ebd232d45d
Tweak high_level_multiplayer
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Fix punctuation and grammar in high_level_multiplayer. Distinguish between function and method; ensure consistency.
2019-01-15 14:27:07 +02:00
Rémi Verschelde
a1af0dfc13
Adapt tutorial hyperlinks after godotengine/godot#24640
2019-01-07 11:43:18 +01:00
Rémi Verschelde
4ef06a4135
Removing trailing whitespace
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With `sed -i $(rg -l '[[:blank:]]*$' -g'!classes') -e 's/[[:blank:]]*$//g'`
2018-11-20 11:08:34 +01:00
Rémi Verschelde
a0e32ac017
Fix mixed use of tabs and spaces in indented blocks
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4-space is our convention for indented blocks and should be used consistently.
The only exception is for C++ code which is tab-indented, as the engine code.
2018-11-20 11:02:11 +01:00