Merge pull request #6779 from WalasPrime/rpc_docs
Documentation of RPC-related methods and classes
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@ -22262,8 +22262,10 @@
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</class>
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<class name="NetworkedMultiplayerENet" inherits="NetworkedMultiplayerPeer" category="Core">
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<brief_description>
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PacketPeer implementation using the ENet library.
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</brief_description>
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<description>
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A connection (or a listening server) that should be passed to [method SceneTree.set_network_peer]. Socket events can be handled by connecting to [SceneTree] signals.
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</description>
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<methods>
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<method name="close_connection">
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@ -22618,6 +22620,7 @@
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Nodes can also process input events. When set, the [method _input] function will be called for each input that the program receives. In many cases, this can be overkill (unless used for simple projects), and the [method _unhandled_input] function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI [Control] nodes), ensuring that the node only receives the events that were meant for it.
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To keep track of the scene hierarchy (especially when instancing scenes into other scenes), an "owner" can be set for the node with [method set_owner]. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though.
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Finally, when a node is freed with [method free] or [method queue_free], it will also free all its children.
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[b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]) it is possible to use the built-in RPC (remote procedure call) system to easily communicate over the network. By calling [method rpc] with a method name, it will be called locally, and in all connected peers (peers = clients and the server that accepts connections), with behaviour varying depending on the network mode ([method set_network_mode]) on the receiving peer. To identify which [Node] receives the RPC call Godot will use it's [NodePath] (make sure node names are the same on all peers).
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</description>
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<methods>
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<method name="_enter_tree" qualifiers="virtual">
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@ -23055,6 +23058,7 @@
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<argument index="0" name="method" type="String">
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</argument>
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<description>
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Send a remote procedure call request to all peers on the network (and locally), optionally sending additional data as arguments. Call request will be received by nodes with the same [NodePath].
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</description>
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</method>
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<method name="rpc_config">
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@ -23063,6 +23067,7 @@
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<argument index="1" name="mode" type="int">
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</argument>
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<description>
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Change the method's RPC mode (one of RPC_MODE_* constants).
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</description>
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</method>
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<method name="rpc_id" qualifiers="vararg">
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@ -23071,12 +23076,14 @@
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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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Send a [method rpc] to a specific peer identified by [i]peer_id[/i].
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</description>
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</method>
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<method name="rpc_unreliable" qualifiers="vararg">
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<argument index="0" name="method" type="String">
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</argument>
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<description>
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Send a [method rpc] using an unreliable protocol.
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</description>
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</method>
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<method name="rpc_unreliable_id" qualifiers="vararg">
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@ -23085,6 +23092,7 @@
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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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Send a [method rpc] to a specific peer identified by [i]peer_id[/i] using an unreliable protocol.
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</description>
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</method>
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<method name="rset">
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@ -23093,6 +23101,7 @@
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<argument index="1" name="value" type="Variant">
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</argument>
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<description>
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Remotely change property's value on other peers (and locally).
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</description>
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</method>
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<method name="rset_config">
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@ -23101,6 +23110,7 @@
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<argument index="1" name="mode" type="int">
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</argument>
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<description>
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Change the property's RPC mode (one of RPC_MODE_* constants).
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</description>
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</method>
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<method name="rset_id">
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@ -23111,6 +23121,7 @@
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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 change property's value on a specific peer identified by [i]peer_id[/i].
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</description>
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</method>
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<method name="rset_unreliable">
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@ -23119,6 +23130,7 @@
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<argument index="1" name="value" type="Variant">
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</argument>
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<description>
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Remotely change property's value on other peers (and locally) using an unreliable protocol.
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</description>
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</method>
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<method name="rset_unreliable_id">
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@ -23129,6 +23141,7 @@
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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 change property's value on a specific peer identified by [i]peer_id[/i] using an unreliable protocol.
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</description>
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</method>
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<method name="set_display_folded">
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@ -23162,6 +23175,7 @@
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<argument index="0" name="mode" type="int">
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</argument>
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<description>
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Change the networking mode of the [Node], where [i]mode[/i] is one of the constants NETWORK_MODE_*. Master nodes will only call gdscript methods defined as [i]master func[/i] if a RPC call is received (slave nodes will only call [i]slave func[/i]; both will call [i]remote func[/i] if the call is not local, and [i]sync func[/i] in any case). Inherit mode looks at the parent node to determine the value (root node depends on the [SceneTree] having a networking peer set with [method SceneTree.set_network_peer])
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</description>
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</method>
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<method name="set_owner">
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@ -35261,6 +35275,7 @@
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<return type="bool">
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</return>
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<description>
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Returns true if this SceneTree's [NetworkedMultiplayerPeer] is in server mode (listening for connections).
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</description>
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</method>
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<method name="is_paused" qualifiers="const">
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<argument index="0" name="peer" type="NetworkedMultiplayerPeer">
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</argument>
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<description>
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Set the peer object to handle the RPC system (effectively enabling networking). Depending on the peer itself, the SceneTree 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 SceneTree's signals.
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</description>
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</method>
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<method name="set_pause">
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