mirror of
https://github.com/godotengine/godot.git
synced 2026-01-03 18:11:19 +03:00
Add object encoding param to serialization methods
Network peers get_var/put_var
File get_var/store_var
GDScript/Mono/VisualScript bytes2var/var2bytes
Add MultiplayerAPI.allow_object_decoding member which deprecates PacketPeer.allow_object_decoding.
Break ABI compatibaility (API compatibility for GDNative).
(cherry picked from commit 393e62b98a)
This commit is contained in:
committed by
Hein-Pieter van Braam-Stewart
parent
a1ad05df86
commit
e0fe795433
@@ -87,6 +87,10 @@
|
||||
</method>
|
||||
</methods>
|
||||
<members>
|
||||
<member name="allow_object_decoding" type="bool" setter="set_allow_object_decoding" getter="is_object_decoding_allowed">
|
||||
If [code]true[/code] (or if the [member network_peer] [member PacketPeer.allow_object_decoding] the MultiplayerAPI will allow encoding and decoding of object during RPCs/RSETs.
|
||||
[b]WARNING:[/b] 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).
|
||||
</member>
|
||||
<member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer">
|
||||
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 [method is_network_server]) 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.
|
||||
</member>
|
||||
|
||||
Reference in New Issue
Block a user