Fix and improve docs, adds send_bytes

This commit is contained in:
Fabio Alessandrelli 2018-05-12 18:55:32 +02:00
parent c7466eb144
commit 0ad07a823c
3 changed files with 31 additions and 10 deletions

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@ -61,10 +61,21 @@
</return>
<description>
Method used for polling the MultiplayerAPI.
You only need to worry about this if you are using [memeber Node.custom_multplayer] override.
You only need to worry about this if you are using [member Node.custom_multplayer] override.
SceneTree will poll the default MultiplayerAPI for you.
</description>
</method>
<method name="send_bytes">
<return type="int" enum="Error">
</return>
<argument index="0" name="bytes" type="PoolByteArray">
</argument>
<argument index="1" name="id" type="int" default="0">
</argument>
<description>
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.
</description>
</method>
<method name="set_root_node">
<return type="void">
</return>
@ -78,7 +89,7 @@
</methods>
<members>
<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 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.
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.
</member>
<member name="refuse_new_network_connections" type="bool" setter="set_refuse_new_network_connections" getter="is_refusing_new_network_connections">
If [code]true[/code] the MultiplayerAPI's [member network_peer] refuses new incoming connections.
@ -109,9 +120,18 @@
Emitted whenever this MultiplayerAPI's [member network_peer] disconnects from a peer. Clients get notified when other clients disconnect from the same server.
</description>
</signal>
<signal name="network_peer_packet">
<argument index="0" name="id" type="int">
</argument>
<argument index="1" name="packet" type="PoolByteArray">
</argument>
<description>
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.
</description>
</signal>
<signal name="server_disconnected">
<description>
Emitted whenever this MultiplayerAPI's [member network_peer] disconnected from server. Only emitted on clients.
Emitted whenever this MultiplayerAPI's [member network_peer] disconnects from server. Only emitted on clients.
</description>
</signal>
</signals>

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@ -46,7 +46,8 @@
<argument index="0" name="id" type="int">
</argument>
<description>
The peer to which packets will be sent. Default value: [code]0[/code].
Sets the peer to which packets will be sent.
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]
</description>
</method>
</methods>

View file

@ -586,7 +586,7 @@
<argument index="1" name="method" type="String">
</argument>
<description>
Sends a [method rpc] to a specific peer identified by [code]peer_id[/code]. Returns an empty [Variant].
Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty [Variant].
</description>
</method>
<method name="rpc_unreliable" qualifiers="vararg">
@ -606,7 +606,7 @@
<argument index="1" name="method" type="String">
</argument>
<description>
Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] using an unreliable protocol. Returns an empty [Variant].
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].
</description>
</method>
<method name="rset">
@ -641,7 +641,7 @@
<argument index="2" name="value" type="Variant">
</argument>
<description>
Remotely changes the property's value on a specific peer identified by [code]peer_id[/code].
Remotely changes the property's value on a specific peer identified by [code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]).
</description>
</method>
<method name="rset_unreliable">
@ -665,7 +665,7 @@
<argument index="2" name="value" type="Variant">
</argument>
<description>
Remotely changes property's value on a specific peer identified by [code]peer_id[/code] using an unreliable protocol.
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]).
</description>
</method>
<method name="set_display_folded">
@ -703,7 +703,7 @@
<argument index="0" name="enable" type="bool">
</argument>
<description>
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.
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.
</description>
</method>
<method name="set_process">
@ -730,7 +730,7 @@
<argument index="0" name="enable" type="bool">
</argument>
<description>
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.
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.
</description>
</method>
<method name="set_process_unhandled_input">