Clears the current MultiplayerAPI network state (you shouldn't call this unless you know what you are doing).
Returns the peer IDs of all connected peers of this MultiplayerAPI's networkPeer.
Returns the unique peer ID of this MultiplayerAPI's networkPeer.
Returns the sender's peer ID for the RPC currently being executed. NOTE: If not inside an RPC this method will return 0.
Returns true if there is a networkPeer set.
Returns true if this MultiplayerAPI's networkPeer is in server mode (listening for connections).
Method used for polling the MultiplayerAPI. You only need to worry about this if you are using Node.customMultiplayer override or you set SceneTree.multiplayerPoll 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).
Sends the given raw bytes to a specific peer identified by id (see NetworkedMultiplayerPeer.setTargetPeer). Default ID is 0, i.e. broadcast to all peers.
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.
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 isNetworkServer) 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 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.
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 isNetworkServer) 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 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.
If true the MultiplayerAPI's networkPeer refuses new incoming connections.
High Level Multiplayer API.
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 Node.customMultiplayer property, effectively allowing to run both client and server in the same scene.