Commit Graph

63 Commits

Author SHA1 Message Date
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
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)
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)
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
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"
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
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)
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74098ee23c Remove link to outdated networking library 2024-04-18 19:14:45 -04:00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)
* 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)
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
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)
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
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)
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
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
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
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
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)
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
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 "`".
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.
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
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
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
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