Unverified Commit e744d12e by Max Hilbrunner Committed by GitHub

Merge pull request #18709 from Faless/multiplayer_docs

Rename multiplayer_api to multiplayer, add docs
parents 9a22a835 dd546dc5
......@@ -47,11 +47,11 @@ void MultiplayerAPI::set_root_node(Node *p_node) {
void MultiplayerAPI::set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_peer) {
if (network_peer.is_valid()) {
network_peer->disconnect("peer_connected", this, "add_peer");
network_peer->disconnect("peer_disconnected", this, "del_peer");
network_peer->disconnect("connection_succeeded", this, "connected_to_server");
network_peer->disconnect("connection_failed", this, "connection_failed");
network_peer->disconnect("server_disconnected", this, "server_disconnected");
network_peer->disconnect("peer_connected", this, "_add_peer");
network_peer->disconnect("peer_disconnected", this, "_del_peer");
network_peer->disconnect("connection_succeeded", this, "_connected_to_server");
network_peer->disconnect("connection_failed", this, "_connection_failed");
network_peer->disconnect("server_disconnected", this, "_server_disconnected");
clear();
}
......@@ -61,11 +61,11 @@ void MultiplayerAPI::set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_pee
ERR_FAIL_COND(p_peer.is_valid() && p_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED);
if (network_peer.is_valid()) {
network_peer->connect("peer_connected", this, "add_peer");
network_peer->connect("peer_disconnected", this, "del_peer");
network_peer->connect("connection_succeeded", this, "connected_to_server");
network_peer->connect("connection_failed", this, "connection_failed");
network_peer->connect("server_disconnected", this, "server_disconnected");
network_peer->connect("peer_connected", this, "_add_peer");
network_peer->connect("peer_disconnected", this, "_del_peer");
network_peer->connect("connection_succeeded", this, "_connected_to_server");
network_peer->connect("connection_failed", this, "_connection_failed");
network_peer->connect("server_disconnected", this, "_server_disconnected");
}
}
......@@ -458,29 +458,29 @@ void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p
}
}
void MultiplayerAPI::add_peer(int p_id) {
void MultiplayerAPI::_add_peer(int p_id) {
connected_peers.insert(p_id);
path_get_cache.insert(p_id, PathGetCache());
emit_signal("network_peer_connected", p_id);
}
void MultiplayerAPI::del_peer(int p_id) {
void MultiplayerAPI::_del_peer(int p_id) {
connected_peers.erase(p_id);
path_get_cache.erase(p_id); //I no longer need your cache, sorry
emit_signal("network_peer_disconnected", p_id);
}
void MultiplayerAPI::connected_to_server() {
void MultiplayerAPI::_connected_to_server() {
emit_signal("connected_to_server");
}
void MultiplayerAPI::connection_failed() {
void MultiplayerAPI::_connection_failed() {
emit_signal("connection_failed");
}
void MultiplayerAPI::server_disconnected() {
void MultiplayerAPI::_server_disconnected() {
emit_signal("server_disconnected");
}
......@@ -691,15 +691,15 @@ void MultiplayerAPI::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_network_unique_id"), &MultiplayerAPI::get_network_unique_id);
ClassDB::bind_method(D_METHOD("is_network_server"), &MultiplayerAPI::is_network_server);
ClassDB::bind_method(D_METHOD("get_rpc_sender_id"), &MultiplayerAPI::get_rpc_sender_id);
ClassDB::bind_method(D_METHOD("add_peer", "id"), &MultiplayerAPI::add_peer);
ClassDB::bind_method(D_METHOD("del_peer", "id"), &MultiplayerAPI::del_peer);
ClassDB::bind_method(D_METHOD("_add_peer", "id"), &MultiplayerAPI::_add_peer);
ClassDB::bind_method(D_METHOD("_del_peer", "id"), &MultiplayerAPI::_del_peer);
ClassDB::bind_method(D_METHOD("set_network_peer", "peer"), &MultiplayerAPI::set_network_peer);
ClassDB::bind_method(D_METHOD("poll"), &MultiplayerAPI::poll);
ClassDB::bind_method(D_METHOD("clear"), &MultiplayerAPI::clear);
ClassDB::bind_method(D_METHOD("connected_to_server"), &MultiplayerAPI::connected_to_server);
ClassDB::bind_method(D_METHOD("connection_failed"), &MultiplayerAPI::connection_failed);
ClassDB::bind_method(D_METHOD("server_disconnected"), &MultiplayerAPI::server_disconnected);
ClassDB::bind_method(D_METHOD("_connected_to_server"), &MultiplayerAPI::_connected_to_server);
ClassDB::bind_method(D_METHOD("_connection_failed"), &MultiplayerAPI::_connection_failed);
ClassDB::bind_method(D_METHOD("_server_disconnected"), &MultiplayerAPI::_server_disconnected);
ClassDB::bind_method(D_METHOD("get_network_connected_peers"), &MultiplayerAPI::get_network_connected_peers);
ClassDB::bind_method(D_METHOD("set_refuse_new_network_connections", "refuse"), &MultiplayerAPI::set_refuse_new_network_connections);
ClassDB::bind_method(D_METHOD("is_refusing_new_network_connections"), &MultiplayerAPI::is_refusing_new_network_connections);
......
......@@ -66,11 +66,11 @@ public:
// Called by Node.rset
void rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value);
void add_peer(int p_id);
void del_peer(int p_id);
void connected_to_server();
void connection_failed();
void server_disconnected();
void _add_peer(int p_id);
void _del_peer(int p_id);
void _connected_to_server();
void _connection_failed();
void _server_disconnected();
bool has_network_peer() const { return network_peer.is_valid(); }
Vector<int> get_network_connected_peers() const;
......
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MultiplayerAPI" inherits="Reference" category="Core" version="3.1">
<brief_description>
High Level Multiplayer API.
</brief_description>
<description>
This class implements most of the logic behind the high level multiplayer API.
By default, [SceneTree] has a reference to this class that is used to provide multiplayer capabilities (i.e. RPC/RSET) across the whole scene.
It is possible to override the MultiplayerAPI instance used by specific Nodes by setting the [member Node.custom_multiplayer] property, effectively allowing to run both client and server in the same scene.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="add_peer">
<return type="void">
</return>
<argument index="0" name="id" type="int">
</argument>
<description>
</description>
</method>
<method name="clear">
<return type="void">
</return>
<description>
</description>
</method>
<method name="connected_to_server">
<return type="void">
</return>
<description>
</description>
</method>
<method name="connection_failed">
<return type="void">
</return>
<description>
</description>
</method>
<method name="del_peer">
<return type="void">
</return>
<argument index="0" name="id" type="int">
</argument>
<description>
Clears the current MultiplayerAPI network state (you shouldn't call this unless you know what you are doing).
</description>
</method>
<method name="get_network_connected_peers" qualifiers="const">
<return type="PoolIntArray">
</return>
<description>
Returns the peer IDs of all connected peers of this MultiplayerAPI's [member network_peer].
</description>
</method>
<method name="get_network_unique_id" qualifiers="const">
<return type="int">
</return>
<description>
Returns the unique peer ID of this MultiplayerAPI's [member network_peer].
</description>
</method>
<method name="get_rpc_sender_id" qualifiers="const">
<return type="int">
</return>
<description>
Returns the sender's peer ID for the RPC currently being executed.
NOTE: If not inside an RPC this method will return 0.
</description>
</method>
<method name="has_network_peer" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if there is a [member network_peer] set.
</description>
</method>
<method name="is_network_server" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if this MultiplayerAPI's [member network_peer] is in server mode (listening for connections).
</description>
</method>
<method name="poll">
<return type="void">
</return>
<description>
</description>
</method>
<method name="server_disconnected">
<return type="void">
</return>
<description>
Method used for polling the MultiplayerAPI.
You only need to worry about this if you are using [memeber Node.custom_multplayer] override.
SceneTree will poll the default MultiplayerAPI for you.
</description>
</method>
<method name="set_root_node">
......@@ -91,38 +71,47 @@
<argument index="0" name="node" type="Node">
</argument>
<description>
Sets the base root node to use for RPCs. 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.
</description>
</method>
</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.
</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.
</member>
</members>
<signals>
<signal name="connected_to_server">
<description>
Emitted whenever this MultiplayerAPI's [member network_peer] successfully connected to a server. Only emitted on clients.
</description>
</signal>
<signal name="connection_failed">
<description>
Emitted whenever this MultiplayerAPI's [member network_peer] fails to establish a connection to a server. Only emitted on clients.
</description>
</signal>
<signal name="network_peer_connected">
<argument index="0" name="id" type="int">
</argument>
<description>
Emitted whenever this MultiplayerAPI's [member network_peer] connects with a new peer. ID is the peer ID of the new peer. Clients get notified when other clients connect to the same server. Upon connecting to a server, a client also receives this signal for the server (with ID being 1).
</description>
</signal>
<signal name="network_peer_disconnected">
<argument index="0" name="id" type="int">
</argument>
<description>
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="server_disconnected">
<description>
Emitted whenever this MultiplayerAPI's [member network_peer] disconnected from server. Only emitted on clients.
</description>
</signal>
</signals>
......
......@@ -762,12 +762,14 @@
</method>
</methods>
<members>
<member name="custom_multiplayer_api" type="MultiplayerAPI" setter="set_custom_multiplayer_api" getter="get_custom_multiplayer_api">
<member name="custom_multiplayer" type="MultiplayerAPI" setter="set_custom_multiplayer" getter="get_custom_multiplayer">
The override to the default [MultiplayerAPI]. Set to null to use the default SceneTree one.
</member>
<member name="filename" type="String" setter="set_filename" getter="get_filename">
When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.
</member>
<member name="multiplayer_api" type="MultiplayerAPI" setter="" getter="get_multiplayer_api">
<member name="multiplayer" type="MultiplayerAPI" setter="" getter="get_multiplayer">
The [MultiplayerAPI] instance associated with this node. Either the [member custom_multiplayer], or the default SceneTree one (if inside tree).
</member>
<member name="name" type="String" setter="set_name" getter="get_name">
The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed
......
......@@ -266,7 +266,8 @@
<member name="edited_scene_root" type="Node" setter="set_edited_scene_root" getter="get_edited_scene_root">
The root of the edited scene.
</member>
<member name="multiplayer_api" type="MultiplayerAPI" setter="set_multiplayer_api" getter="get_multiplayer_api">
<member name="multiplayer" type="MultiplayerAPI" setter="set_multiplayer" getter="get_multiplayer">
The default [MultiplayerAPI] instance for this SceneTree.
</member>
<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 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.
......
......@@ -16,6 +16,8 @@
<method name="close_connection">
<return type="void">
</return>
<argument index="0" name="wait_usec" type="int" default="100">
</argument>
<description>
Closes the connection. Ignored if no connection is currently established. If this is a server it tries to notify all clients before forcibly disconnecting them. If this is a client it simply closes the connection to the server.
</description>
......@@ -23,7 +25,7 @@
<method name="create_client">
<return type="int" enum="Error">
</return>
<argument index="0" name="ip" type="String">
<argument index="0" name="address" type="String">
</argument>
<argument index="1" name="port" type="int">
</argument>
......@@ -31,8 +33,10 @@
</argument>
<argument index="3" name="out_bandwidth" type="int" default="0">
</argument>
<argument index="4" name="client_port" type="int" default="0">
</argument>
<description>
Create client that connects to a server at address [code]ip[/code] using specified [code]port[/code]. The given IP needs to be in IPv4 or IPv6 address format, for example: [code]192.168.1.1[/code]. The [code]port[/code] is the port the server is listening on. The [code]in_bandwidth[/code] and [code]out_bandwidth[/code] parameters can be used to limit the incoming and outgoing bandwidth to the given number of bytes per second. The default of 0 means unlimited bandwidth. Note that ENet will strategically drop packets on specific sides of a connection between peers to ensure the peer's bandwidth is not overwhelmed. The bandwidth parameters also determine the window size of a connection which limits the amount of reliable packets that may be in transit at any given time. Returns [code]OK[/code] if a client was created, [code]ERR_ALREADY_IN_USE[/code] if this NetworkedMultiplayerEnet instance already has an open connection (in which case you need to call [method close_connection] first) or [code]ERR_CANT_CREATE[/code] if the client could not be created.
Create client that connects to a server at [code]address[/code] using specified [code]port[/code]. The given address needs to be either a fully qualified domain nome (e.g. [code]www.example.com[/code]) or an IP address in IPv4 or IPv6 format (e.g. [code]192.168.1.1[/code]). The [code]port[/code] is the port the server is listening on. The [code]in_bandwidth[/code] and [code]out_bandwidth[/code] parameters can be used to limit the incoming and outgoing bandwidth to the given number of bytes per second. The default of 0 means unlimited bandwidth. Note that ENet will strategically drop packets on specific sides of a connection between peers to ensure the peer's bandwidth is not overwhelmed. The bandwidth parameters also determine the window size of a connection which limits the amount of reliable packets that may be in transit at any given time. Returns [code]OK[/code] if a client was created, [code]ERR_ALREADY_IN_USE[/code] if this NetworkedMultiplayerEnet instance already has an open connection (in which case you need to call [method close_connection] first) or [code]ERR_CANT_CREATE[/code] if the client could not be created. If [code]client_port[/code] is specified, the client will also listen to the given port, this is useful in some NAT traveral technique.
</description>
</method>
<method name="create_server">
......@@ -50,6 +54,35 @@
Create server that listens to connections via [code]port[/code]. The port needs to be an available, unused port between 0 and 65535. Note that ports below 1024 are privileged and may require elevated permissions depending on the platform. To change the interface the server listens on, use [method set_bind_ip]. The default IP is the wildcard [code]*[/code], which listens on all available interfaces. [code]max_clients[/code] is the maximum number of clients that are allowed at once, any number up to 4096 may be used, although the achievable number of simultaneous clients may be far lower and depends on the application. For additional details on the bandwidth parameters, see [method create_client]. Returns [code]OK[/code] if a server was created, [code]ERR_ALREADY_IN_USE[/code] if this NetworkedMultiplayerEnet instance already has an open connection (in which case you need to call [method close_connection] first) or [code]ERR_CANT_CREATE[/code] if the server could not be created.
</description>
</method>
<method name="disconnect_peer">
<return type="void">
</return>
<argument index="0" name="id" type="int">
</argument>
<argument index="1" name="now" type="bool" default="false">
</argument>
<description>
Disconnect the given peer. If "now" is set to true, the connection will be closed immediately without flushing queued messages.
</description>
</method>
<method name="get_peer_address" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="id" type="int">
</argument>
<description>
Returns the IP address of the given peer.
</description>
</method>
<method name="get_peer_port" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="id" type="int">
</argument>
<description>
Returns the remote port of the given peer.
</description>
</method>
<method name="set_bind_ip">
<return type="void">
</return>
......
......@@ -768,8 +768,8 @@ void NetworkedMultiplayerENet::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_compression_mode", "mode"), &NetworkedMultiplayerENet::set_compression_mode);
ClassDB::bind_method(D_METHOD("get_compression_mode"), &NetworkedMultiplayerENet::get_compression_mode);
ClassDB::bind_method(D_METHOD("set_bind_ip", "ip"), &NetworkedMultiplayerENet::set_bind_ip);
ClassDB::bind_method(D_METHOD("get_peer_address"), &NetworkedMultiplayerENet::get_peer_address);
ClassDB::bind_method(D_METHOD("get_peer_port"), &NetworkedMultiplayerENet::get_peer_port);
ClassDB::bind_method(D_METHOD("get_peer_address", "id"), &NetworkedMultiplayerENet::get_peer_address);
ClassDB::bind_method(D_METHOD("get_peer_port", "id"), &NetworkedMultiplayerENet::get_peer_port);
ADD_PROPERTY(PropertyInfo(Variant::INT, "compression_mode", PROPERTY_HINT_ENUM, "None,Range Coder,FastLZ,ZLib,ZStd"), "set_compression_mode", "get_compression_mode");
......
......@@ -5,3 +5,14 @@ def can_build(platform):
def configure(env):
pass
def get_doc_classes():
return [
"WebSocketClient",
"WebSocketMultiplayerPeer",
"WebSocketPeer",
"WebSocketServer"
]
def get_doc_path():
return "doc_classes"
<?xml version="1.0" encoding="UTF-8" ?>
<class name="WebSocketClient" inherits="WebSocketMultiplayerPeer" category="Core" version="3.1">
<brief_description>
A WebSocket client implementation
</brief_description>
<description>
This class implements a WebSocket client compatible with any RFC 6455 complaint WebSocket server.
This client can be optionally used as a network peer for the [MultiplayerAPI].
After starting the client ([method connect_to_url]), you will need to [method NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside [method Node._process]).
You will received appropriate signals when connecting, disconnecting, or when new data is available.
</description>
<tutorials>
</tutorials>
......@@ -19,36 +24,44 @@
<argument index="2" name="gd_mp_api" type="bool" default="false">
</argument>
<description>
Connect to the given URL requesting one of the given [code]protocols[/code] as sub-protocol.
If [code]true[/code] is passed as [code]gd_mp_api[/code], the client will behave like a network peer for the [MultiplayerAPI]. Note: connnections to non Godot servers will not work, and [signal data_received] will not be emitted when this option is true.
</description>
</method>
<method name="disconnect_from_host">
<return type="void">
</return>
<description>
Disconnect from the server if currently connected.
</description>
</method>
</methods>
<members>
<member name="verify_ssl" type="bool" setter="set_verify_ssl_enabled" getter="is_verify_ssl_enabled">
Enable or disable SSL certificate verification. Note: You must specify the certificates to be used in the project settings for it to work when exported.
</member>
</members>
<signals>
<signal name="connection_closed">
<description>
Emitted when the connection to the server is closed.
</description>
</signal>
<signal name="connection_error">
<description>
Emitted when the connection to the server fails.
</description>
</signal>
<signal name="connection_established">
<argument index="0" name="protocol" type="String">
</argument>
<description>
Emitted when a connection with the server is established, [code]protocol[/code] will contain the sub-protocol agreed with the server.
</description>
</signal>
<signal name="data_received">
<description>
Emitted when a WebSocket message is received. Note: This signal is NOT emitted when used as high level multiplayer peer.
</description>
</signal>
</signals>
......
<?xml version="1.0" encoding="UTF-8" ?>
<class name="WebSocketMultiplayerPeer" inherits="NetworkedMultiplayerPeer" category="Core" version="3.1">
<brief_description>
Base class for WebSocket server and client.
</brief_description>
<description>
Base class for WebSocket server and client, allowing them to be used as network peer for the [MultiplayerAPI].
</description>
<tutorials>
</tutorials>
......@@ -15,6 +17,7 @@
<argument index="0" name="peer_id" type="int">
</argument>
<description>
Returns the [WebSocketPeer] associated to the given [code]peer_id[/code].
</description>
</method>
</methods>
......@@ -23,6 +26,7 @@
<argument index="0" name="peer_source" type="int">
</argument>
<description>
Emitted when a packet is received from a peer. Note: this signal is only emitted when the client or server is configured to use Godot multiplayer API.
</description>
</signal>
</signals>
......
<?xml version="1.0" encoding="UTF-8" ?>
<class name="WebSocketPeer" inherits="PacketPeer" category="Core" version="3.1">
<brief_description>
A class representing a specific WebSocket connection.
</brief_description>
<description>
This class represent a specific WebSocket connection, you can do lower level operations with it.
You can choose to write to the socket in binary or text mode, and you can recognize the mode used for writing by the other peer.
</description>
<tutorials>
</tutorials>
......@@ -13,18 +16,35 @@
<return type="void">
</return>
<description>
Close this WebSocket connection, actively disconnecting the peer.
</description>
</method>
<method name="get_connected_host" qualifiers="const">
<return type="String">
</return>
<description>
Returns the IP Address of the connected peer. (Not available in HTML5 export)
</description>
</method>
<method name="get_connected_port" qualifiers="const">
<return type="int">
</return>
<description>
Returns the remote port of the connected peer. (Not available in HTML5 export)
</description>
</method>
<method name="get_write_mode" qualifiers="const">
<return type="int" enum="WebSocketPeer.WriteMode">
</return>
<description>
Get the current selected write mode. See [enum WriteMode].
</description>
</method>
<method name="is_connected_to_host" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if this peer is currently connected.
</description>
</method>
<method name="set_write_mode">
......@@ -33,19 +53,23 @@
<argument index="0" name="mode" type="int" enum="WebSocketPeer.WriteMode">
</argument>
<description>
Sets the socket to use the given [enum WriteMode].
</description>
</method>
<method name="was_string_packet" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if the last received packet was sent as a text payload. See [enum WriteMode]
</description>
</method>
</methods>
<constants>
<constant name="WRITE_MODE_TEXT" value="0" enum="WriteMode">
Specify that WebSockets messages should be transferred as text payload (only valid UTF-8 is allowed).
</constant>
<constant name="WRITE_MODE_BINARY" value="1" enum="WriteMode">
Specify that WebSockets messages should be transferred as binary payload (any byte combination is allowed).
</constant>
</constants>
</class>
<?xml version="1.0" encoding="UTF-8" ?>
<class name="WebSocketServer" inherits="WebSocketMultiplayerPeer" category="Core" version="3.1">
<brief_description>
A WebSocket server implementation
</brief_description>
<description>
This class implements a WebSocket server that can also support the high level multiplayer API.
After starting the server ([method listen]), you will need to [method NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside [method Node._process]). When clients connect, disconnect, or send data, you will receive the appropriate signal.
Note: This class will not work in HTML5 exports due to browser restrictions.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="disconnect_peer">
<return type="void">
</return>
<argument index="0" name="id" type="int">
</argument>
<description>
Disconnects the given peer.
</description>
</method>
<method name="get_peer_address" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="id" type="int">
</argument>
<description>
Returns the IP address of the given peer.
</description>
</method>
<method name="get_peer_port" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="id" type="int">
</argument>
<description>
Returns the remote port of the given peer.
</description>
</method>
<method name="has_peer" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="id" type="int">
</argument>
<description>
Returns [code]true[/code] if a peer with the given ID is connected.
</description>
</method>
<method name="is_listening" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if the server is actively listening on a port.
</description>
</method>
<method name="listen">
......@@ -33,12 +66,16 @@
<argument index="2" name="gd_mp_api" type="bool" default="false">
</argument>
<description>
Start listening on the given port.
You can specify the desired subprotocols via the "protocols" array. If the list empty (default), "binary" will be used.
You can use this server as a network peer for [MultiplayerAPI] by passing true as "gd_mp_api". Note: [signal data_received] will not be fired and clients other than Godot will not work in this case.
</description>
</method>
<method name="stop">
<return type="void">
</return>
<description>
Stop the server and clear its state.
</description>
</method>
</methods>
......@@ -49,18 +86,21 @@
<argument index="1" name="protocol" type="String">
</argument>
<description>
Emitted when a new client connects. "protocol" will be the sub-protocol agreed with the client.
</description>
</signal>
<signal name="client_disconnected">
<argument index="0" name="id" type="int">
</argument>
<description>
Emitted when a client disconnects.
</description>
</signal>
<signal name="data_received">
<argument index="0" name="id" type="int">
</argument>
<description>
Emitted when a new message is received. Note: This signal is NOT emitted when used as high level multiplayer peer.
</description>
</signal>
</signals>
......
......@@ -44,9 +44,9 @@ void WebSocketServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("listen", "port", "protocols", "gd_mp_api"), &WebSocketServer::listen, DEFVAL(PoolVector<String>()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("stop"), &WebSocketServer::stop);
ClassDB::bind_method(D_METHOD("has_peer", "id"), &WebSocketServer::has_peer);
ClassDB::bind_method(D_METHOD("get_peer_address"), &WebSocketServer::get_peer_address);
ClassDB::bind_method(D_METHOD("get_peer_port"), &WebSocketServer::get_peer_port);
ClassDB::bind_method(D_METHOD("disconnect_peer"), &WebSocketServer::disconnect_peer);
ClassDB::bind_method(D_METHOD("get_peer_address", "id"), &WebSocketServer::get_peer_address);
ClassDB::bind_method(D_METHOD("get_peer_port", "id"), &WebSocketServer::get_peer_port);
ClassDB::bind_method(D_METHOD("disconnect_peer", "id"), &WebSocketServer::disconnect_peer);
ADD_SIGNAL(MethodInfo("client_disconnected", PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("client_connected", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::STRING, "protocol")));
......
......@@ -477,7 +477,7 @@ bool Node::is_network_master() const {
ERR_FAIL_COND_V(!is_inside_tree(), false);
return get_multiplayer_api()->get_network_unique_id() == data.network_master;
return get_multiplayer()->get_network_unique_id() == data.network_master;
}
/***** RPC CONFIG ********/
......@@ -668,12 +668,12 @@ Variant Node::_rpc_unreliable_id_bind(const Variant **p_args, int p_argcount, Va
void Node::rpcp(int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount) {
ERR_FAIL_COND(!is_inside_tree());
get_multiplayer_api()->rpcp(this, p_peer_id, p_unreliable, p_method, p_arg, p_argcount);
get_multiplayer()->rpcp(this, p_peer_id, p_unreliable, p_method, p_arg, p_argcount);
}
void Node::rsetp(int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value) {
ERR_FAIL_COND(!is_inside_tree());
get_multiplayer_api()->rsetp(this, p_peer_id, p_unreliable, p_property, p_value);
get_multiplayer()->rsetp(this, p_peer_id, p_unreliable, p_property, p_value);
}
/******** RSET *********/
......@@ -698,21 +698,21 @@ void Node::rset_unreliable_id(int p_peer_id, const StringName &p_property, const
}
//////////// end of rpc
Ref<MultiplayerAPI> Node::get_multiplayer_api() const {
if (multiplayer_api.is_valid())
return multiplayer_api;
Ref<MultiplayerAPI> Node::get_multiplayer() const {
if (multiplayer.is_valid())
return multiplayer;
if (!is_inside_tree())
return Ref<MultiplayerAPI>();
return get_tree()->get_multiplayer_api();
return get_tree()->get_multiplayer();
}
Ref<MultiplayerAPI> Node::get_custom_multiplayer_api() const {
return multiplayer_api;
Ref<MultiplayerAPI> Node::get_custom_multiplayer() const {
return multiplayer;
}
void Node::set_custom_multiplayer_api(Ref<MultiplayerAPI> p_multiplayer_api) {
void Node::set_custom_multiplayer(Ref<MultiplayerAPI> p_multiplayer) {
multiplayer_api = p_multiplayer_api;
multiplayer = p_multiplayer;
}
const Map<StringName, Node::RPCMode>::Element *Node::get_node_rpc_mode(const StringName &p_method) {
......@@ -2748,9 +2748,9 @@ void Node::_bind_methods() {
ClassDB::bind_method(D_METHOD("is_network_master"), &Node::is_network_master);
ClassDB::bind_method(D_METHOD("get_multiplayer_api"), &Node::get_multiplayer_api);
ClassDB::bind_method(D_METHOD("get_custom_multiplayer_api"), &Node::get_custom_multiplayer_api);
ClassDB::bind_method(D_METHOD("set_custom_multiplayer_api", "api"), &Node::set_custom_multiplayer_api);
ClassDB::bind_method(D_METHOD("get_multiplayer"), &Node::get_multiplayer);
ClassDB::bind_method(D_METHOD("get_custom_multiplayer"), &Node::get_custom_multiplayer);
ClassDB::bind_method(D_METHOD("set_custom_multiplayer", "api"), &Node::set_custom_multiplayer);
ClassDB::bind_method(D_METHOD("rpc_config", "method", "mode"), &Node::rpc_config);
ClassDB::bind_method(D_METHOD("rset_config", "property", "mode"), &Node::rset_config);
......@@ -2830,8 +2830,8 @@ void Node::_bind_methods() {
ADD_PROPERTYNZ(PropertyInfo(Variant::STRING, "name", PROPERTY_HINT_NONE, "", 0), "set_name", "get_name");
ADD_PROPERTYNZ(PropertyInfo(Variant::STRING, "filename", PROPERTY_HINT_NONE, "", 0), "set_filename", "get_filename");
ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "owner", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "set_owner", "get_owner");
ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "multiplayer_api", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "", "get_multiplayer_api");
ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "custom_multiplayer_api", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "set_custom_multiplayer_api", "get_custom_multiplayer_api");
ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "multiplayer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "", "get_multiplayer");
ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "custom_multiplayer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "set_custom_multiplayer", "get_custom_multiplayer");
BIND_VMETHOD(MethodInfo("_process", PropertyInfo(Variant::REAL, "delta")));
BIND_VMETHOD(MethodInfo("_physics_process", PropertyInfo(Variant::REAL, "delta")));
......
......@@ -151,7 +151,7 @@ private:
NAME_CASING_SNAKE_CASE
};
Ref<MultiplayerAPI> multiplayer_api;
Ref<MultiplayerAPI> multiplayer;
void _print_tree_pretty(const String prefix, const bool last);
void _print_tree(const Node *p_node);
......@@ -419,9 +419,9 @@ public:
void rpcp(int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount);
void rsetp(int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value);
Ref<MultiplayerAPI> get_multiplayer_api() const;
Ref<MultiplayerAPI> get_custom_multiplayer_api() const;
void set_custom_multiplayer_api(Ref<MultiplayerAPI> p_multiplayer_api);
Ref<MultiplayerAPI> get_multiplayer() const;
Ref<MultiplayerAPI> get_custom_multiplayer() const;
void set_custom_multiplayer(Ref<MultiplayerAPI> p_multiplayer);
const Map<StringName, RPCMode>::Element *get_node_rpc_mode(const StringName &p_method);
const Map<StringName, RPCMode>::Element *get_node_rset_mode(const StringName &p_property);
......
......@@ -485,7 +485,7 @@ bool SceneTree::idle(float p_time) {
idle_process_time = p_time;
multiplayer_api->poll();
multiplayer->poll();
emit_signal("idle_frame");
......@@ -1668,70 +1668,70 @@ void SceneTree::_server_disconnected() {
emit_signal("server_disconnected");
}
Ref<MultiplayerAPI> SceneTree::get_multiplayer_api() const {
return multiplayer_api;
Ref<MultiplayerAPI> SceneTree::get_multiplayer() const {
return multiplayer;
}
void SceneTree::set_multiplayer_api(Ref<MultiplayerAPI> p_multiplayer_api) {
ERR_FAIL_COND(!p_multiplayer_api.is_valid());
void SceneTree::set_multiplayer(Ref<MultiplayerAPI> p_multiplayer) {
ERR_FAIL_COND(!p_multiplayer.is_valid());
if (multiplayer_api.is_valid()) {
multiplayer_api->disconnect("network_peer_connected", this, "_network_peer_connected");
multiplayer_api->disconnect("network_peer_disconnected", this, "_network_peer_disconnected");
multiplayer_api->disconnect("connected_to_server", this, "_connected_to_server");
multiplayer_api->disconnect("connection_failed", this, "_connection_failed");
multiplayer_api->disconnect("server_disconnected", this, "_server_disconnected");
if (multiplayer.is_valid()) {
multiplayer->disconnect("network_peer_connected", this, "_network_peer_connected");
multiplayer->disconnect("network_peer_disconnected", this, "_network_peer_disconnected");
multiplayer->disconnect("connected_to_server", this, "_connected_to_server");
multiplayer->disconnect("connection_failed", this, "_connection_failed");
multiplayer->disconnect("server_disconnected", this, "_server_disconnected");
}
multiplayer_api = p_multiplayer_api;
multiplayer_api->set_root_node(root);
multiplayer = p_multiplayer;
multiplayer->set_root_node(root);
multiplayer_api->connect("network_peer_connected", this, "_network_peer_connected");
multiplayer_api->connect("network_peer_disconnected", this, "_network_peer_disconnected");
multiplayer_api->connect("connected_to_server", this, "_connected_to_server");
multiplayer_api->connect("connection_failed", this, "_connection_failed");
multiplayer_api->connect("server_disconnected", this, "_server_disconnected");
multiplayer->connect("network_peer_connected", this, "_network_peer_connected");
multiplayer->connect("network_peer_disconnected", this, "_network_peer_disconnected");
multiplayer->connect("connected_to_server", this, "_connected_to_server");
multiplayer->connect("connection_failed", this, "_connection_failed");
multiplayer->connect("server_disconnected", this, "_server_disconnected");
}
void SceneTree::set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_network_peer) {
multiplayer_api->set_network_peer(p_network_peer);
multiplayer->set_network_peer(p_network_peer);
}
Ref<NetworkedMultiplayerPeer> SceneTree::get_network_peer() const {
return multiplayer_api->get_network_peer();
return multiplayer->get_network_peer();
}
bool SceneTree::is_network_server() const {
return multiplayer_api->is_network_server();
return multiplayer->is_network_server();
}
bool SceneTree::has_network_peer() const {
return multiplayer_api->has_network_peer();
return multiplayer->has_network_peer();
}
int SceneTree::get_network_unique_id() const {
return multiplayer_api->get_network_unique_id();
return multiplayer->get_network_unique_id();
}
Vector<int> SceneTree::get_network_connected_peers() const {
return multiplayer_api->get_network_connected_peers();
return multiplayer->get_network_connected_peers();
}
int SceneTree::get_rpc_sender_id() const {
return multiplayer_api->get_rpc_sender_id();
return multiplayer->get_rpc_sender_id();
}
void SceneTree::set_refuse_new_network_connections(bool p_refuse) {
multiplayer_api->set_refuse_new_network_connections(p_refuse);
multiplayer->set_refuse_new_network_connections(p_refuse);
}
bool SceneTree::is_refusing_new_network_connections() const {
return multiplayer_api->is_refusing_new_network_connections();
return multiplayer->is_refusing_new_network_connections();
}
void SceneTree::_bind_methods() {
......@@ -1800,8 +1800,8 @@ void SceneTree::_bind_methods() {
ClassDB::bind_method(D_METHOD("_change_scene"), &SceneTree::_change_scene);
ClassDB::bind_method(D_METHOD("set_multiplayer_api", "multiplayer_api"), &SceneTree::set_multiplayer_api);
ClassDB::bind_method(D_METHOD("get_multiplayer_api"), &SceneTree::get_multiplayer_api);
ClassDB::bind_method(D_METHOD("set_multiplayer", "multiplayer"), &SceneTree::set_multiplayer);
ClassDB::bind_method(D_METHOD("get_multiplayer"), &SceneTree::get_multiplayer);
ClassDB::bind_method(D_METHOD("set_network_peer", "peer"), &SceneTree::set_network_peer);
ClassDB::bind_method(D_METHOD("get_network_peer"), &SceneTree::get_network_peer);
ClassDB::bind_method(D_METHOD("is_network_server"), &SceneTree::is_network_server);
......@@ -1829,7 +1829,7 @@ void SceneTree::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "current_scene", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "set_current_scene", "get_current_scene");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "network_peer", PROPERTY_HINT_RESOURCE_TYPE, "NetworkedMultiplayerPeer", 0), "set_network_peer", "get_network_peer");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "root", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "", "get_root");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multiplayer_api", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "set_multiplayer_api", "get_multiplayer_api");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multiplayer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "set_multiplayer", "get_multiplayer");
ADD_SIGNAL(MethodInfo("tree_changed"));
ADD_SIGNAL(MethodInfo("node_added", PropertyInfo(Variant::OBJECT, "node")));
......@@ -1934,7 +1934,7 @@ SceneTree::SceneTree() {
root->set_world(Ref<World>(memnew(World)));
// Initialize network state
set_multiplayer_api(Ref<MultiplayerAPI>(memnew(MultiplayerAPI)));
set_multiplayer(Ref<MultiplayerAPI>(memnew(MultiplayerAPI)));
//root->set_world_2d( Ref<World2D>( memnew( World2D )));
root->set_as_audio_listener(true);
......
......@@ -185,7 +185,7 @@ private:
///network///
Ref<MultiplayerAPI> multiplayer_api;
Ref<MultiplayerAPI> multiplayer;
void _network_peer_connected(int p_id);
void _network_peer_disconnected(int p_id);
......@@ -410,8 +410,8 @@ public:
//network API
Ref<MultiplayerAPI> get_multiplayer_api() const;
void set_multiplayer_api(Ref<MultiplayerAPI> p_multiplayer_api);
Ref<MultiplayerAPI> get_multiplayer() const;
void set_multiplayer(Ref<MultiplayerAPI> p_multiplayer);
void set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_network_peer);
Ref<NetworkedMultiplayerPeer> get_network_peer() const;
bool is_network_server() const;
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment