Fix and improve docs, adds send_bytes

This commit is contained in:
Fabio Alessandrelli
2018-05-12 18:55:32 +02:00
parent c7466eb144
commit 0ad07a823c
3 changed files with 31 additions and 10 deletions

View File

@@ -61,10 +61,21 @@
</return>
<description>
Method used for polling the MultiplayerAPI.
You only need to worry about this if you are using [memeber Node.custom_multplayer] override.
You only need to worry about this if you are using [member Node.custom_multplayer] override.
SceneTree will poll the default MultiplayerAPI for you.
</description>
</method>
<method name="send_bytes">
<return type="int" enum="Error">
</return>
<argument index="0" name="bytes" type="PoolByteArray">
</argument>
<argument index="1" name="id" type="int" default="0">
</argument>
<description>
Sends the given raw [code]bytes[/code] to a specific peer identified by [code]id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). Default ID is [code]0[/code], i.e. broadcast to all peers.
</description>
</method>
<method name="set_root_node">
<return type="void">
</return>
@@ -78,7 +89,7 @@
</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.
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.
@@ -109,9 +120,18 @@
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="network_peer_packet">
<argument index="0" name="id" type="int">
</argument>
<argument index="1" name="packet" type="PoolByteArray">
</argument>
<description>
Emitted whenever this MultiplayerAPI's [member network_peer] receive a [code]packet[/code] with custom data (see [method send_bytes]). ID is the peer ID of the peer that sent the packet.
</description>
</signal>
<signal name="server_disconnected">
<description>
Emitted whenever this MultiplayerAPI's [member network_peer] disconnected from server. Only emitted on clients.
Emitted whenever this MultiplayerAPI's [member network_peer] disconnects from server. Only emitted on clients.
</description>
</signal>
</signals>