Document MultiplayerAPI class

This commit is contained in:
Fabio Alessandrelli 2018-05-08 11:33:25 +02:00
parent e391b493d5
commit cbb744c4e0
3 changed files with 29 additions and 37 deletions

View file

@ -1,88 +1,68 @@
<?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>

View file

@ -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

View file

@ -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.