81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
141 lines
5.9 KiB
XML
141 lines
5.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="MultiplayerAPIExtension" inherits="MultiplayerAPI" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Base class used for extending the [MultiplayerAPI].
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</brief_description>
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<description>
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This class can be used to augment or replace the default [MultiplayerAPI] implementation via script or extensions.
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The following example augment the default implementation ([SceneMultiplayer]) by logging every RPC being made, and every object being configured for replication.
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[codeblocks]
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[gdscript]
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extends MultiplayerAPIExtension
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class_name LogMultiplayer
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# We want to augment the default SceneMultiplayer.
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var base_multiplayer = SceneMultiplayer.new()
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func _init():
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# Just passthourgh base signals (copied to var to avoid cyclic reference)
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var cts = connected_to_server
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var cf = connection_failed
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var pc = peer_connected
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var pd = peer_disconnected
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base_multiplayer.connected_to_server.connect(func(): cts.emit())
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base_multiplayer.connection_failed.connect(func(): cf.emit())
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base_multiplayer.peer_connected.connect(func(id): pc.emit(id))
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base_multiplayer.peer_disconnected.connect(func(id): pd.emit(id))
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# Log RPC being made and forward it to the default multiplayer.
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func _rpc(peer: int, object: Object, method: StringName, args: Array) -> int: # Error
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print("Got RPC for %d: %s::%s(%s)" % [peer, object, method, args])
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return base_multiplayer.rpc(peer, object, method, args)
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# Log configuration add. E.g. root path (nullptr, NodePath), replication (Node, Spawner|Synchronizer), custom.
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func _object_configuration_add(object, config: Variant) -> int: # Error
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if config is MultiplayerSynchronizer:
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print("Adding synchronization configuration for %s. Synchronizer: %s" % [object, config])
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elif config is MultiplayerSpawner:
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print("Adding node %s to the spawn list. Spawner: %s" % [object, config])
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return base_multiplayer.object_configuration_add(object, config)
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# Log configuration remove. E.g. root path (nullptr, NodePath), replication (Node, Spawner|Synchronizer), custom.
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func _object_configuration_remove(object, config: Variant) -> int: # Error
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if config is MultiplayerSynchronizer:
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print("Removing synchronization configuration for %s. Synchronizer: %s" % [object, config])
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elif config is MultiplayerSpawner:
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print("Removing node %s from the spawn list. Spawner: %s" % [object, config])
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return base_multiplayer.object_configuration_remove(object, config)
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# These can be optional, but in our case we want to augment SceneMultiplayer, so forward everything.
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func _set_multiplayer_peer(p_peer: MultiplayerPeer):
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base_multiplayer.multiplayer_peer = p_peer
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func _get_multiplayer_peer() -> MultiplayerPeer:
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return base_multiplayer.multiplayer_peer
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func _get_unique_id() -> int:
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return base_multiplayer.get_unique_id()
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func _get_peer_ids() -> PackedInt32Array:
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return base_multiplayer.get_peers()
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[/gdscript]
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[/codeblocks]
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Then in your main scene or in an autoload call [method SceneTree.set_multiplayer] to start using your custom [MultiplayerAPI]:
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[codeblocks]
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[gdscript]
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# autoload.gd
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func _enter_tree():
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# Sets our custom multiplayer as the main one in SceneTree.
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get_tree().set_multiplayer(LogMultiplayer.new())
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[/gdscript]
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[/codeblocks]
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Native extensions can alternatively use the [method MultiplayerAPI.set_default_interface] method during initialization to configure themselves as the default implementation.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="_get_multiplayer_peer" qualifiers="virtual">
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<return type="MultiplayerPeer" />
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<description>
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Called when the [member MultiplayerAPI.multiplayer_peer] is retrieved.
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</description>
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</method>
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<method name="_get_peer_ids" qualifiers="virtual const">
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<return type="PackedInt32Array" />
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<description>
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Callback for [method MultiplayerAPI.get_peers].
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</description>
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</method>
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<method name="_get_remote_sender_id" qualifiers="virtual const">
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<return type="int" />
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<description>
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Callback for [method MultiplayerAPI.get_remote_sender_id].
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</description>
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</method>
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<method name="_get_unique_id" qualifiers="virtual const">
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<return type="int" />
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<description>
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Callback for [method MultiplayerAPI.get_unique_id].
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</description>
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</method>
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<method name="_object_configuration_add" qualifiers="virtual">
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<return type="int" enum="Error" />
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<param index="0" name="object" type="Object" />
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<param index="1" name="configuration" type="Variant" />
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<description>
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Callback for [method MultiplayerAPI.object_configuration_add].
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</description>
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</method>
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<method name="_object_configuration_remove" qualifiers="virtual">
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<return type="int" enum="Error" />
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<param index="0" name="object" type="Object" />
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<param index="1" name="configuration" type="Variant" />
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<description>
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Callback for [method MultiplayerAPI.object_configuration_remove].
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</description>
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</method>
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<method name="_poll" qualifiers="virtual">
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<return type="int" enum="Error" />
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<description>
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Callback for [method MultiplayerAPI.poll].
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</description>
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</method>
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<method name="_rpc" qualifiers="virtual">
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<return type="int" enum="Error" />
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<param index="0" name="peer" type="int" />
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<param index="1" name="object" type="Object" />
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<param index="2" name="method" type="StringName" />
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<param index="3" name="args" type="Array" />
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<description>
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Callback for [method MultiplayerAPI.rpc].
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</description>
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</method>
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<method name="_set_multiplayer_peer" qualifiers="virtual">
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<return type="void" />
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<param index="0" name="multiplayer_peer" type="MultiplayerPeer" />
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<description>
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Called when the [member MultiplayerAPI.multiplayer_peer] is set.
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</description>
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</method>
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</methods>
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</class>
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