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godot/doc/classes/NetworkedMultiplayerCustom.xml
Rémi Verschelde 32ddd4f4e0 Doctool: Remove version attribute from XML header
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).

(cherry picked from commit 81064cc239)
2024-09-11 12:41:48 +02:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="NetworkedMultiplayerCustom" inherits="NetworkedMultiplayerPeer" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A [NetworkedMultiplayerPeer] implementation that can be controlled from a script.
</brief_description>
<description>
A [NetworkedMultiplayerPeer] implementation that can be used as a [member MultiplayerAPI.network_peer] and controlled from a script.
Its purpose is to allow adding a new backend for the high-Level multiplayer API without needing to use GDNative.
</description>
<tutorials>
</tutorials>
<methods>
<method name="deliver_packet">
<return type="void" />
<argument index="0" name="buffer" type="PoolByteArray" />
<argument index="1" name="from_peer_id" type="int" />
<description>
Deliver a packet to the local [MultiplayerAPI].
When your script receives a packet from other peers over the network (originating from the [signal packet_generated] signal on the sending peer), passing it to this method will deliver it locally.
</description>
</method>
<method name="initialize">
<return type="void" />
<argument index="0" name="self_peer_id" type="int" />
<description>
Initialize the peer with the given [code]self_peer_id[/code] (must be between 1 and 2147483647).
Can only be called if the connection status is [constant NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method set_connection_status].
</description>
</method>
<method name="set_connection_status">
<return type="void" />
<argument index="0" name="connection_status" type="int" enum="NetworkedMultiplayerPeer.ConnectionStatus" />
<description>
Set the state of the connection. See [enum NetworkedMultiplayerPeer.ConnectionStatus].
This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], [signal NetworkedMultiplayerPeer.connection_failed] or [signal NetworkedMultiplayerPeer.server_disconnected] signals depending on the status and if the peer has the unique network id of [code]1[/code].
You can only change to [constant NetworkedMultiplayerPeer.CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer.CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer.CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer.CONNECTION_CONNECTING].
</description>
</method>
<method name="set_max_packet_size">
<return type="void" />
<argument index="0" name="max_packet_size" type="int" />
<description>
Set the max packet size that this peer can handle.
</description>
</method>
</methods>
<signals>
<signal name="packet_generated">
<argument index="0" name="peer_id" type="int" />
<argument index="1" name="buffer" type="PoolByteArray" />
<argument index="2" name="transfer_mode" type="int" />
<description>
Emitted when the local [MultiplayerAPI] generates a packet (e.g. when calling [method Node.rpc]).
Your script should take this packet and send it to the requested peer over the network (which should call [method deliver_packet] with the data when it's received).
</description>
</signal>
</signals>
<constants>
</constants>
</class>