pub struct MultiplayerAPI { /* private fields */ }
Expand description
core class MultiplayerAPI
inherits Reference
(reference-counted).
This class has related types in the multiplayer_api
module.
§Official documentation
See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.
§Memory management
The lifetime of this object is automatically managed through reference counting.
§Class hierarchy
MultiplayerAPI inherits methods from:
§Safety
All types in the Godot API have interior mutability in Rust parlance.
To enforce that the official thread-safety guidelines are
followed, the typestate pattern is used in the Ref
and TRef
smart pointers,
and the Instance
API. The typestate Ownership
in these types tracks whether
ownership is unique, shared, or exclusive to the current thread. For more information,
see the type-level documentation on Ref
.
Implementations§
Source§impl MultiplayerAPI
Constants
impl MultiplayerAPI
Constants
pub const RPC_MODE_DISABLED: i64 = 0i64
pub const RPC_MODE_REMOTE: i64 = 1i64
pub const RPC_MODE_MASTER: i64 = 2i64
pub const RPC_MODE_PUPPET: i64 = 3i64
pub const RPC_MODE_SLAVE: i64 = 3i64
pub const RPC_MODE_REMOTESYNC: i64 = 4i64
pub const RPC_MODE_SYNC: i64 = 4i64
pub const RPC_MODE_MASTERSYNC: i64 = 5i64
pub const RPC_MODE_PUPPETSYNC: i64 = 6i64
Source§impl MultiplayerAPI
impl MultiplayerAPI
Sourcepub fn new() -> Ref<Self, Unique>
pub fn new() -> Ref<Self, Unique>
Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
Sourcepub fn clear(&self)
pub fn clear(&self)
Clears the current MultiplayerAPI network state (you shouldn’t call this unless you know what you are doing).
Sourcepub fn get_network_connected_peers(&self) -> PoolArray<i32>
pub fn get_network_connected_peers(&self) -> PoolArray<i32>
Returns the peer IDs of all connected peers of this MultiplayerAPI’s network_peer
.
Sourcepub fn network_peer(&self) -> Option<Ref<NetworkedMultiplayerPeer, Shared>>
pub fn network_peer(&self) -> Option<Ref<NetworkedMultiplayerPeer, Shared>>
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 is_network_server
) and will set root node’s network mode to master, or it will become a regular peer with root node set to puppet. 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.
Sourcepub fn get_network_unique_id(&self) -> i64
pub fn get_network_unique_id(&self) -> i64
Returns the unique peer ID of this MultiplayerAPI’s network_peer
.
Sourcepub fn root_node(&self) -> Option<Ref<Node, Shared>>
pub fn root_node(&self) -> Option<Ref<Node, Shared>>
The 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.
Sourcepub fn get_rpc_sender_id(&self) -> i64
pub fn get_rpc_sender_id(&self) -> i64
Returns the sender’s peer ID for the RPC currently being executed. Note: If not inside an RPC this method will return 0.
Sourcepub fn has_network_peer(&self) -> bool
pub fn has_network_peer(&self) -> bool
Returns true
if there is a network_peer
set.
Sourcepub fn is_network_server(&self) -> bool
pub fn is_network_server(&self) -> bool
Returns true
if this MultiplayerAPI’s network_peer
is in server mode (listening for connections).
Sourcepub fn is_object_decoding_allowed(&self) -> bool
pub fn is_object_decoding_allowed(&self) -> bool
If true
(or if the network_peer
has [PacketPeer.allow_object_decoding
][PacketPeer::allow_object_decoding] set to true
), the MultiplayerAPI will allow encoding and decoding of object during RPCs/RSETs.
Warning: 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 threats such as remote code execution.
Sourcepub fn is_refusing_new_network_connections(&self) -> bool
pub fn is_refusing_new_network_connections(&self) -> bool
If true
, the MultiplayerAPI’s network_peer
refuses new incoming connections.
Sourcepub fn poll(&self)
pub fn poll(&self)
Method used for polling the MultiplayerAPI. You only need to worry about this if you are using Node.custom_multiplayer
override or you set [SceneTree.multiplayer_poll
][SceneTree::multiplayer_poll] to false
. By default, SceneTree
will poll its MultiplayerAPI for you.
Note: This method results in RPCs and RSETs being called, so they will be executed in the same context of this function (e.g. _process
, physics
, Thread
).
Sourcepub fn send_bytes(
&self,
bytes: PoolArray<u8>,
id: i64,
mode: i64,
) -> GodotResult
pub fn send_bytes( &self, bytes: PoolArray<u8>, id: i64, mode: i64, ) -> GodotResult
Sends the given raw bytes
to a specific peer identified by id
(see NetworkedMultiplayerPeer.set_target_peer
). Default ID is 0
, i.e. broadcast to all peers.
§Default Arguments
id
-0
mode
-2
Sourcepub fn set_allow_object_decoding(&self, enable: bool)
pub fn set_allow_object_decoding(&self, enable: bool)
If true
(or if the network_peer
has [PacketPeer.allow_object_decoding
][PacketPeer::allow_object_decoding] set to true
), the MultiplayerAPI will allow encoding and decoding of object during RPCs/RSETs.
Warning: 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 threats such as remote code execution.
Sourcepub fn set_network_peer(&self, peer: impl AsArg<NetworkedMultiplayerPeer>)
pub fn set_network_peer(&self, peer: impl AsArg<NetworkedMultiplayerPeer>)
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 is_network_server
) and will set root node’s network mode to master, or it will become a regular peer with root node set to puppet. 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.
Sourcepub fn set_refuse_new_network_connections(&self, refuse: bool)
pub fn set_refuse_new_network_connections(&self, refuse: bool)
If true
, the MultiplayerAPI’s network_peer
refuses new incoming connections.
Sourcepub fn set_root_node(&self, node: impl AsArg<Node>)
pub fn set_root_node(&self, node: impl AsArg<Node>)
The 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.
Methods from Deref<Target = Object>§
pub const NOTIFICATION_POSTINITIALIZE: i64 = 0i64
pub const CONNECT_DEFERRED: i64 = 1i64
pub const NOTIFICATION_PREDELETE: i64 = 1i64
pub const CONNECT_PERSIST: i64 = 2i64
pub const CONNECT_ONESHOT: i64 = 4i64
pub const CONNECT_REFERENCE_COUNTED: i64 = 8i64
Sourcepub fn add_user_signal(
&self,
signal: impl Into<GodotString>,
arguments: VariantArray,
)
pub fn add_user_signal( &self, signal: impl Into<GodotString>, arguments: VariantArray, )
Sourcepub unsafe fn call(
&self,
method: impl Into<GodotString>,
varargs: &[Variant],
) -> Variant
pub unsafe fn call( &self, method: impl Into<GodotString>, varargs: &[Variant], ) -> Variant
Sample code is GDScript unless otherwise noted.
Calls the method
on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
call("set", "position", Vector2(42.0, 0.0))
Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
§Safety
This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).
Sourcepub unsafe fn call_deferred(
&self,
method: impl Into<GodotString>,
varargs: &[Variant],
) -> Variant
pub unsafe fn call_deferred( &self, method: impl Into<GodotString>, varargs: &[Variant], ) -> Variant
Sample code is GDScript unless otherwise noted.
Calls the method
on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
call_deferred("set", "position", Vector2(42.0, 0.0))
Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
§Safety
This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).
Sourcepub unsafe fn callv(
&self,
method: impl Into<GodotString>,
arg_array: VariantArray,
) -> Variant
pub unsafe fn callv( &self, method: impl Into<GodotString>, arg_array: VariantArray, ) -> Variant
Sample code is GDScript unless otherwise noted.
Calls the method
on the object and returns the result. Contrarily to call
, this method does not support a variable number of arguments but expects all parameters to be via a single Array
.
callv("set", [ "position", Vector2(42.0, 0.0) ])
§Safety
This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).
Sourcepub fn can_translate_messages(&self) -> bool
pub fn can_translate_messages(&self) -> bool
Returns true
if the object can translate strings. See set_message_translation
and tr
.
Sourcepub fn connect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
binds: VariantArray,
flags: i64,
) -> GodotResult
pub fn connect( &self, signal: impl Into<GodotString>, target: impl AsArg<Object>, method: impl Into<GodotString>, binds: VariantArray, flags: i64, ) -> GodotResult
Sample code is GDScript unless otherwise noted.
Connects a signal
to a method
on a target
object. Pass optional binds
to the call as an Array
of parameters. These parameters will be passed to the method after any parameter used in the call to emit_signal
. Use flags
to set deferred or one-shot connections. See ConnectFlags
constants.
A signal
can only be connected once to a method
. It will print an error if already connected, unless the signal was connected with CONNECT_REFERENCE_COUNTED
. To avoid this, first, use is_connected
to check for existing connections.
If the target
is destroyed in the game’s lifecycle, the connection will be lost.
Examples:
connect("pressed", self, "_on_Button_pressed") # BaseButton signal
connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal
An example of the relationship between binds
passed to connect
and parameters used when calling emit_signal
:
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
func _on_Player_hit(hit_by, level, weapon_type, damage):
print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])
§Default Arguments
binds
-[ ]
flags
-0
Sourcepub fn disconnect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
)
pub fn disconnect( &self, signal: impl Into<GodotString>, target: impl AsArg<Object>, method: impl Into<GodotString>, )
Disconnects a signal
from a method
on the given target
.
If you try to disconnect a connection that does not exist, the method will print an error. Use is_connected
to ensure that the connection exists.
Sourcepub fn emit_signal(
&self,
signal: impl Into<GodotString>,
varargs: &[Variant],
) -> Variant
pub fn emit_signal( &self, signal: impl Into<GodotString>, varargs: &[Variant], ) -> Variant
Sample code is GDScript unless otherwise noted.
Emits the given signal
. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
emit_signal("hit", weapon_type, damage)
emit_signal("game_over")
Sourcepub fn get(&self, property: impl Into<GodotString>) -> Variant
pub fn get(&self, property: impl Into<GodotString>) -> Variant
Returns the Variant
value of the given property
. If the property
doesn’t exist, this will return null
.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
Sourcepub fn get_class(&self) -> GodotString
pub fn get_class(&self) -> GodotString
Sourcepub fn get_incoming_connections(&self) -> VariantArray
pub fn get_incoming_connections(&self) -> VariantArray
Returns an Array
of dictionaries with information about signals that are connected to the object.
Each Dictionary
contains three String entries:
source
is a reference to the signal emitter.signal_name
is the name of the connected signal.method_name
is the name of the method to which the signal is connected.
Sourcepub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant
pub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant
Gets the object’s property indexed by the given NodePath
. The node path should be relative to the current object and can use the colon character (:
) to access nested properties. Examples: "position:x"
or "material:next_pass:blend_mode"
.
Note: Even though the method takes NodePath
argument, it doesn’t support actual paths to Node
s in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use Node.get_node_and_resource
instead.
Sourcepub fn get_instance_id(&self) -> i64
pub fn get_instance_id(&self) -> i64
Returns the object’s unique instance ID.
This ID can be saved in EncodedObjectAsID
, and can be used to retrieve the object instance with [method @GDScript.instance_from_id].
Sourcepub fn get_meta(
&self,
name: impl Into<GodotString>,
default: impl OwnedToVariant,
) -> Variant
pub fn get_meta( &self, name: impl Into<GodotString>, default: impl OwnedToVariant, ) -> Variant
Returns the object’s metadata entry for the given name
.
Throws error if the entry does not exist, unless default
is not null
(in which case the default value will be returned).
§Default Arguments
default
-null
Sourcepub fn get_meta_list(&self) -> PoolArray<GodotString>
pub fn get_meta_list(&self) -> PoolArray<GodotString>
Returns the object’s metadata as a PoolStringArray
.
Sourcepub fn get_method_list(&self) -> VariantArray
pub fn get_method_list(&self) -> VariantArray
Returns the object’s methods and their signatures as an Array
.
Sourcepub fn get_property_list(&self) -> VariantArray
pub fn get_property_list(&self) -> VariantArray
Returns the object’s property list as an Array
of dictionaries.
Each property’s Dictionary
contain at least name: String
and type: int
(see [enum Variant.Type]) entries. Optionally, it can also include hint: int
(see [PropertyHint
][PropertyHint]), hint_string: String
, and usage: int
(see [PropertyUsageFlags
][PropertyUsageFlags]).
Sourcepub fn get_script(&self) -> Option<Ref<Reference, Shared>>
pub fn get_script(&self) -> Option<Ref<Reference, Shared>>
Returns the object’s Script
instance, or null
if none is assigned.
Sourcepub fn get_signal_connection_list(
&self,
signal: impl Into<GodotString>,
) -> VariantArray
pub fn get_signal_connection_list( &self, signal: impl Into<GodotString>, ) -> VariantArray
Returns an Array
of connections for the given signal
.
Sourcepub fn get_signal_list(&self) -> VariantArray
pub fn get_signal_list(&self) -> VariantArray
Returns the list of signals as an Array
of dictionaries.
Sourcepub fn has_meta(&self, name: impl Into<GodotString>) -> bool
pub fn has_meta(&self, name: impl Into<GodotString>) -> bool
Returns true
if a metadata entry is found with the given name
.
Sourcepub fn has_method(&self, method: impl Into<GodotString>) -> bool
pub fn has_method(&self, method: impl Into<GodotString>) -> bool
Returns true
if the object contains the given method
.
Sourcepub fn has_signal(&self, signal: impl Into<GodotString>) -> bool
pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool
Returns true
if the given signal
exists.
Sourcepub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool
pub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool
Returns true
if the given user-defined signal
exists. Only signals added using add_user_signal
are taken into account.
Sourcepub fn is_blocking_signals(&self) -> bool
pub fn is_blocking_signals(&self) -> bool
Returns true
if signal emission blocking is enabled.
Sourcepub fn is_class(&self, class: impl Into<GodotString>) -> bool
pub fn is_class(&self, class: impl Into<GodotString>) -> bool
Sourcepub fn is_connected(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
) -> bool
pub fn is_connected( &self, signal: impl Into<GodotString>, target: impl AsArg<Object>, method: impl Into<GodotString>, ) -> bool
Returns true
if a connection exists for a given signal
, target
, and method
.
Sourcepub fn is_queued_for_deletion(&self) -> bool
pub fn is_queued_for_deletion(&self) -> bool
Returns true
if the Node.queue_free
method was called for the object.
Sourcepub fn notification(&self, what: i64, reversed: bool)
pub fn notification(&self, what: i64, reversed: bool)
Send a given notification to the object, which will also trigger a call to the [_notification
][Self::_notification] method of all classes that the object inherits from.
If reversed
is true
, [_notification
][Self::_notification] is called first on the object’s own class, and then up to its successive parent classes. If reversed
is false
, [_notification
][Self::_notification] is called first on the highest ancestor (Object
itself), and then down to its successive inheriting classes.
§Default Arguments
reversed
-false
Sourcepub fn property_list_changed_notify(&self)
pub fn property_list_changed_notify(&self)
Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.
Sourcepub fn remove_meta(&self, name: impl Into<GodotString>)
pub fn remove_meta(&self, name: impl Into<GodotString>)
Removes a given entry from the object’s metadata. See also set_meta
.
Sourcepub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
pub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
Assigns a new value to the given property. If the property
does not exist or the given value’s type doesn’t match, nothing will happen.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
Sourcepub fn set_block_signals(&self, enable: bool)
pub fn set_block_signals(&self, enable: bool)
If set to true
, signal emission is blocked.
Sourcepub fn set_deferred(
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant,
)
pub fn set_deferred( &self, property: impl Into<GodotString>, value: impl OwnedToVariant, )
Assigns a new value to the given property, after the current frame’s physics step. This is equivalent to calling set
via call_deferred
, i.e. call_deferred("set", property, value)
.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
Sourcepub fn set_indexed(
&self,
property: impl Into<NodePath>,
value: impl OwnedToVariant,
)
pub fn set_indexed( &self, property: impl Into<NodePath>, value: impl OwnedToVariant, )
Sample code is GDScript unless otherwise noted.
Assigns a new value to the property identified by the NodePath
. The node path should be relative to the current object and can use the colon character (:
) to access nested properties. Example:
set_indexed("position", Vector2(42, 0))
set_indexed("position:y", -10)
print(position) # (42, -10)
Sourcepub fn set_message_translation(&self, enable: bool)
pub fn set_message_translation(&self, enable: bool)
Defines whether the object can translate strings (with calls to tr
). Enabled by default.
Sourcepub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)
pub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)
Adds, changes or removes a given entry in the object’s metadata. Metadata are serialized and can take any Variant
value.
To remove a given entry from the object’s metadata, use remove_meta
. Metadata is also removed if its value is set to null
. This means you can also use set_meta("name", null)
to remove metadata for "name"
.
Sourcepub fn set_script(&self, script: impl AsArg<Reference>)
pub fn set_script(&self, script: impl AsArg<Reference>)
Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality.
If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script’s [_init
][Self::_init] method will be called.
Sourcepub fn to_string(&self) -> GodotString
pub fn to_string(&self) -> GodotString
Sourcepub fn tr(&self, message: impl Into<GodotString>) -> GodotString
pub fn tr(&self, message: impl Into<GodotString>) -> GodotString
Translates a message using translation catalogs configured in the Project Settings.
Only works if message translation is enabled (which it is by default), otherwise it returns the message
unchanged. See set_message_translation
.
Trait Implementations§
Source§impl Debug for MultiplayerAPI
impl Debug for MultiplayerAPI
Source§impl Deref for MultiplayerAPI
impl Deref for MultiplayerAPI
Source§impl DerefMut for MultiplayerAPI
impl DerefMut for MultiplayerAPI
Source§impl GodotObject for MultiplayerAPI
impl GodotObject for MultiplayerAPI
Source§type Memory = RefCounted
type Memory = RefCounted
Ref
smart pointer. See its type-level documentation for more
information.fn class_name() -> &'static str
Source§fn null() -> Null<Self>
fn null() -> Null<Self>
Self
as a method argument. This makes type
inference easier for the compiler compared to Option
.Source§fn new() -> Ref<Self, Unique>where
Self: Instanciable,
fn new() -> Ref<Self, Unique>where
Self: Instanciable,
Self
using a zero-argument constructor, as a Unique
reference.