<?xml version="1.0" encoding="UTF-8" ?> <class name="SceneMultiplayer" inherits="MultiplayerAPI" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd"> <brief_description> High-level multiplayer API implementation. </brief_description> <description> This class is the default implementation of [MultiplayerAPI], used to provide multiplayer functionalities in Godot Engine. This implementation supports RPCs via [method Node.rpc] and [method Node.rpc_id] and requires [method MultiplayerAPI.rpc] to be passed a [Node] (it will fail for other object types). This implementation additionally provide [SceneTree] replication via the [MultiplayerSpawner] and [MultiplayerSynchronizer] nodes, and the [SceneReplicationConfig] resource. [b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice. [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android. </description> <tutorials> </tutorials> <methods> <method name="clear"> <return type="void" /> <description> Clears the current SceneMultiplayer network state (you shouldn't call this unless you know what you are doing). </description> </method> <method name="send_bytes"> <return type="int" enum="Error" /> <param index="0" name="bytes" type="PackedByteArray" /> <param index="1" name="id" type="int" default="0" /> <param index="2" name="mode" type="int" enum="MultiplayerPeer.TransferMode" default="2" /> <param index="3" name="channel" type="int" default="0" /> <description> Sends the given raw [code]bytes[/code] to a specific peer identified by [code]id[/code] (see [method MultiplayerPeer.set_target_peer]). Default ID is [code]0[/code], i.e. broadcast to all peers. </description> </method> </methods> <members> <member name="allow_object_decoding" type="bool" setter="set_allow_object_decoding" getter="is_object_decoding_allowed" default="false"> If [code]true[/code], the MultiplayerAPI will allow encoding and decoding of object during RPCs. [b]Warning:[/b] Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threat such as remote code execution. </member> <member name="refuse_new_connections" type="bool" setter="set_refuse_new_connections" getter="is_refusing_new_connections" default="false"> If [code]true[/code], the MultiplayerAPI's [member MultiplayerAPI.multiplayer_peer] refuses new incoming connections. </member> <member name="root_path" type="NodePath" setter="set_root_path" getter="get_root_path" default="NodePath("")"> The root path to use for RPCs and replication. Instead of an absolute path, a relative path will be used to find the node upon which the RPC should be executed. This effectively allows to have different branches of the scene tree to be managed by different MultiplayerAPI, allowing for example to run both client and server in the same scene. </member> </members> <signals> <signal name="peer_packet"> <param index="0" name="id" type="int" /> <param index="1" name="packet" type="PackedByteArray" /> <description> Emitted when this MultiplayerAPI's [member MultiplayerAPI.multiplayer_peer] receives 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> </signals> </class>