Fix and improve docs, adds send_bytes
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3 changed files with 31 additions and 10 deletions
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@ -61,10 +61,21 @@
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</return>
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<description>
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Method used for polling the MultiplayerAPI.
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You only need to worry about this if you are using [memeber Node.custom_multplayer] override.
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You only need to worry about this if you are using [member Node.custom_multplayer] override.
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SceneTree will poll the default MultiplayerAPI for you.
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</description>
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</method>
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<method name="send_bytes">
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<return type="int" enum="Error">
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</return>
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<argument index="0" name="bytes" type="PoolByteArray">
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</argument>
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<argument index="1" name="id" type="int" default="0">
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</argument>
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<description>
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Sends the given raw [code]bytes[/code] to a specific peer identified by [code]id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). Default ID is [code]0[/code], i.e. broadcast to all peers.
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</description>
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</method>
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<method name="set_root_node">
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<return type="void">
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</return>
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@ -78,7 +89,7 @@
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</methods>
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<members>
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<member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer">
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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 [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 slave. 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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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 slave. 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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</member>
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<member name="refuse_new_network_connections" type="bool" setter="set_refuse_new_network_connections" getter="is_refusing_new_network_connections">
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If [code]true[/code] the MultiplayerAPI's [member network_peer] refuses new incoming connections.
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@ -109,9 +120,18 @@
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Emitted whenever this MultiplayerAPI's [member network_peer] disconnects from a peer. Clients get notified when other clients disconnect from the same server.
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</description>
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</signal>
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<signal name="network_peer_packet">
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<argument index="0" name="id" type="int">
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</argument>
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<argument index="1" name="packet" type="PoolByteArray">
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</argument>
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<description>
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Emitted whenever this MultiplayerAPI's [member network_peer] receive a [code]packet[/code] with custom data (see [method send_bytes]). ID is the peer ID of the peer that sent the packet.
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</description>
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</signal>
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<signal name="server_disconnected">
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<description>
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Emitted whenever this MultiplayerAPI's [member network_peer] disconnected from server. Only emitted on clients.
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Emitted whenever this MultiplayerAPI's [member network_peer] disconnects from server. Only emitted on clients.
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</description>
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</signal>
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</signals>
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@ -46,7 +46,8 @@
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<argument index="0" name="id" type="int">
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</argument>
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<description>
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The peer to which packets will be sent. Default value: [code]0[/code].
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Sets the peer to which packets will be sent.
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The [code]id[/code] can be one of: [code]TARGET_PEER_BROADCAST[/code] to send to all connected peers, [code]TARGET_PEER_SERVER[/code] to send to the peer acting as server, a valid peer ID to send to that specific peer, a negative peer ID to send to all peers except that one. Default: [code]TARGET_PEER_BROADCAST[/code]
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</description>
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</method>
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</methods>
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@ -586,7 +586,7 @@
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<argument index="1" name="method" type="String">
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</argument>
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<description>
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Sends a [method rpc] to a specific peer identified by [code]peer_id[/code]. Returns an empty [Variant].
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Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty [Variant].
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</description>
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</method>
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<method name="rpc_unreliable" qualifiers="vararg">
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@ -606,7 +606,7 @@
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<argument index="1" name="method" type="String">
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</argument>
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<description>
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Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] using an unreliable protocol. Returns an empty [Variant].
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Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] using an unreliable protocol (see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty [Variant].
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</description>
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</method>
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<method name="rset">
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@ -641,7 +641,7 @@
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<argument index="2" name="value" type="Variant">
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</argument>
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<description>
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Remotely changes the property's value on a specific peer identified by [code]peer_id[/code].
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Remotely changes the property's value on a specific peer identified by [code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]).
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</description>
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</method>
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<method name="rset_unreliable">
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@ -665,7 +665,7 @@
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<argument index="2" name="value" type="Variant">
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</argument>
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<description>
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Remotely changes property's value on a specific peer identified by [code]peer_id[/code] using an unreliable protocol.
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Remotely changes property's value on a specific peer identified by [code]peer_id[/code] using an unreliable protocol (see [method NetworkedMultiplayerPeer.set_target_peer]).
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</description>
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</method>
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<method name="set_display_folded">
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@ -703,7 +703,7 @@
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<argument index="0" name="enable" type="bool">
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</argument>
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<description>
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Enables or disables internal physics for this node. Internal physics processing happens in isolation from the normal [method]_physics_process[/code] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or physics processing is disabled for scripting ([method set_physics_process]). Only useful for advanced uses to manipulate built-in nodes behaviour.
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Enables or disables internal physics for this node. Internal physics processing happens in isolation from the normal [method _physics_process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or physics processing is disabled for scripting ([method set_physics_process]). Only useful for advanced uses to manipulate built-in nodes behaviour.
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</description>
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</method>
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<method name="set_process">
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<argument index="0" name="enable" type="bool">
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</argument>
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<description>
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Enables or disabled internal processing for this node. Internal processing happens in isolation from the normal [method]_process[/code] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting ([method set_process]). Only useful for advanced uses to manipulate built-in nodes behaviour.
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Enables or disabled internal processing for this node. Internal processing happens in isolation from the normal [method _process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting ([method set_process]). Only useful for advanced uses to manipulate built-in nodes behaviour.
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</description>
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</method>
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<method name="set_process_unhandled_input">
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