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Contains godot api as kotlin classes and jvm cpp interaction code.
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// THIS FILE IS GENERATED! DO NOT EDIT IT MANUALLY!
@file:Suppress("PackageDirectoryMismatch", "unused", "FunctionName", "RedundantModalityModifier",
"UNCHECKED_CAST", "JoinDeclarationAndAssignment", "USELESS_CAST",
"RemoveRedundantQualifierName", "NOTHING_TO_INLINE", "NON_FINAL_MEMBER_IN_OBJECT",
"RedundantVisibilityModifier", "RedundantUnitReturnType", "MemberVisibilityCanBePrivate")
package godot
import godot.`annotation`.GodotBaseType
import godot.core.PackedInt32Array
import godot.core.Signal0
import godot.core.Signal1
import godot.core.StringName
import godot.core.TypeManager
import godot.core.VariantArray
import godot.core.VariantCaster.ANY
import godot.core.VariantParser.ARRAY
import godot.core.VariantParser.BOOL
import godot.core.VariantParser.LONG
import godot.core.VariantParser.NIL
import godot.core.VariantParser.OBJECT
import godot.core.VariantParser.PACKED_INT_32_ARRAY
import godot.core.VariantParser.STRING_NAME
import godot.core.memory.TransferContext
import godot.util.VoidPtr
import kotlin.Any
import kotlin.Boolean
import kotlin.Int
import kotlin.Long
import kotlin.Suppress
import kotlin.Unit
import kotlin.jvm.JvmName
import kotlin.jvm.JvmOverloads
/**
* Base class for high-level multiplayer API implementations. See also [MultiplayerPeer].
* By default, [SceneTree] has a reference to an implementation of this class and uses it to provide
* multiplayer capabilities (i.e. RPCs) across the whole scene.
* It is possible to override the MultiplayerAPI instance used by specific tree branches by calling
* the [SceneTree.setMultiplayer] method, effectively allowing to run both client and server in the
* same scene.
* It is also possible to extend or replace the default implementation via scripting or native
* extensions. See [MultiplayerAPIExtension] for details about extensions, [SceneMultiplayer] for the
* details about the default implementation.
*/
@GodotBaseType
public open class MultiplayerAPI internal constructor() : RefCounted() {
/**
* Emitted when this MultiplayerAPI's [multiplayerPeer] 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).
*/
public val peerConnected: Signal1 by Signal1
/**
* Emitted when this MultiplayerAPI's [multiplayerPeer] disconnects from a peer. Clients get
* notified when other clients disconnect from the same server.
*/
public val peerDisconnected: Signal1 by Signal1
/**
* Emitted when this MultiplayerAPI's [multiplayerPeer] successfully connected to a server. Only
* emitted on clients.
*/
public val connectedToServer: Signal0 by Signal0
/**
* Emitted when this MultiplayerAPI's [multiplayerPeer] fails to establish a connection to a
* server. Only emitted on clients.
*/
public val connectionFailed: Signal0 by Signal0
/**
* Emitted when this MultiplayerAPI's [multiplayerPeer] disconnects from server. Only emitted on
* clients.
*/
public val serverDisconnected: Signal0 by Signal0
/**
* 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 [isServer]) and
* will set root node's network mode to authority, or it will become a regular client peer. 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.
*/
public final inline var multiplayerPeer: MultiplayerPeer?
@JvmName("multiplayerPeerProperty")
get() = getMultiplayerPeer()
@JvmName("multiplayerPeerProperty")
set(`value`) {
setMultiplayerPeer(value)
}
public override fun new(scriptIndex: Int): Unit {
callConstructor(ENGINECLASS_MULTIPLAYERAPI, scriptIndex)
}
/**
* Returns `true` if there is a [multiplayerPeer] set.
*/
public final fun hasMultiplayerPeer(): Boolean {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.hasMultiplayerPeerPtr, BOOL)
return (TransferContext.readReturnValue(BOOL) as Boolean)
}
public final fun getMultiplayerPeer(): MultiplayerPeer? {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getMultiplayerPeerPtr, OBJECT)
return (TransferContext.readReturnValue(OBJECT) as MultiplayerPeer?)
}
public final fun setMultiplayerPeer(peer: MultiplayerPeer?): Unit {
TransferContext.writeArguments(OBJECT to peer)
TransferContext.callMethod(rawPtr, MethodBindings.setMultiplayerPeerPtr, NIL)
}
/**
* Returns the unique peer ID of this MultiplayerAPI's [multiplayerPeer].
*/
public final fun getUniqueId(): Int {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getUniqueIdPtr, LONG)
return (TransferContext.readReturnValue(LONG) as Long).toInt()
}
/**
* Returns `true` if this MultiplayerAPI's [multiplayerPeer] is valid and in server mode
* (listening for connections).
*/
public final fun isServer(): Boolean {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.isServerPtr, BOOL)
return (TransferContext.readReturnValue(BOOL) as Boolean)
}
/**
* Returns the sender's peer ID for the RPC currently being executed.
* **Note:** This method returns `0` when called outside of an RPC. As such, the original peer ID
* may be lost when code execution is delayed (such as with GDScript's `await` keyword).
*/
public final fun getRemoteSenderId(): Int {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getRemoteSenderIdPtr, LONG)
return (TransferContext.readReturnValue(LONG) as Long).toInt()
}
/**
* Method used for polling the MultiplayerAPI. You only need to worry about this if you set
* [SceneTree.multiplayerPoll] to `false`. By default, [SceneTree] will poll its MultiplayerAPI(s)
* for you.
* **Note:** This method results in RPCs being called, so they will be executed in the same
* context of this function (e.g. `_process`, `physics`, [Thread]).
*/
public final fun poll(): Error {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.pollPtr, LONG)
return Error.from(TransferContext.readReturnValue(LONG) as Long)
}
/**
* Sends an RPC to the target [peer]. The given [method] will be called on the remote [object]
* with the provided [arguments]. The RPC may also be called locally depending on the implementation
* and RPC configuration. See [Node.rpc] and [Node.rpcConfig].
* **Note:** Prefer using [Node.rpc], [Node.rpcId], or `my_method.rpc(peer, arg1, arg2, ...)` (in
* GDScript), since they are faster. This method is mostly useful in conjunction with
* [MultiplayerAPIExtension] when augmenting or replacing the multiplayer capabilities.
*/
@JvmOverloads
public final fun rpc(
peer: Int,
`object`: Object?,
method: StringName,
arguments: VariantArray = godot.core.variantArrayOf(),
): Error {
TransferContext.writeArguments(LONG to peer.toLong(), OBJECT to `object`, STRING_NAME to method, ARRAY to arguments)
TransferContext.callMethod(rawPtr, MethodBindings.rpcPtr, LONG)
return Error.from(TransferContext.readReturnValue(LONG) as Long)
}
/**
* Notifies the MultiplayerAPI of a new [configuration] for the given [object]. This method is
* used internally by [SceneTree] to configure the root path for this MultiplayerAPI (passing `null`
* and a valid [NodePath] as [configuration]). This method can be further used by MultiplayerAPI
* implementations to provide additional features, refer to specific implementation (e.g.
* [SceneMultiplayer]) for details on how they use it.
* **Note:** This method is mostly relevant when extending or overriding the MultiplayerAPI
* behavior via [MultiplayerAPIExtension].
*/
public final fun objectConfigurationAdd(`object`: Object?, configuration: Any?): Error {
TransferContext.writeArguments(OBJECT to `object`, ANY to configuration)
TransferContext.callMethod(rawPtr, MethodBindings.objectConfigurationAddPtr, LONG)
return Error.from(TransferContext.readReturnValue(LONG) as Long)
}
/**
* Notifies the MultiplayerAPI to remove a [configuration] for the given [object]. This method is
* used internally by [SceneTree] to configure the root path for this MultiplayerAPI (passing `null`
* and an empty [NodePath] as [configuration]). This method can be further used by MultiplayerAPI
* implementations to provide additional features, refer to specific implementation (e.g.
* [SceneMultiplayer]) for details on how they use it.
* **Note:** This method is mostly relevant when extending or overriding the MultiplayerAPI
* behavior via [MultiplayerAPIExtension].
*/
public final fun objectConfigurationRemove(`object`: Object?, configuration: Any?): Error {
TransferContext.writeArguments(OBJECT to `object`, ANY to configuration)
TransferContext.callMethod(rawPtr, MethodBindings.objectConfigurationRemovePtr, LONG)
return Error.from(TransferContext.readReturnValue(LONG) as Long)
}
/**
* Returns the peer IDs of all connected peers of this MultiplayerAPI's [multiplayerPeer].
*/
public final fun getPeers(): PackedInt32Array {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getPeersPtr, PACKED_INT_32_ARRAY)
return (TransferContext.readReturnValue(PACKED_INT_32_ARRAY) as PackedInt32Array)
}
public enum class RPCMode(
id: Long,
) {
/**
* Used with [Node.rpcConfig] to disable a method or property for all RPC calls, making it
* unavailable. Default for all methods.
*/
RPC_MODE_DISABLED(0),
/**
* Used with [Node.rpcConfig] to set a method to be callable remotely by any peer. Analogous to
* the `@rpc("any_peer")` annotation. Calls are accepted from all remote peers, no matter if they
* are node's authority or not.
*/
RPC_MODE_ANY_PEER(1),
/**
* Used with [Node.rpcConfig] to set a method to be callable remotely only by the current
* multiplayer authority (which is the server by default). Analogous to the `@rpc("authority")`
* annotation. See [Node.setMultiplayerAuthority].
*/
RPC_MODE_AUTHORITY(2),
;
public val id: Long
init {
this.id = id
}
public companion object {
public fun from(`value`: Long): RPCMode = entries.single { it.id == `value` }
}
}
public companion object {
/**
* Sets the default MultiplayerAPI implementation class. This method can be used by modules and
* extensions to configure which implementation will be used by [SceneTree] when the engine starts.
*/
public final fun setDefaultInterface(interfaceName: StringName): Unit {
TransferContext.writeArguments(STRING_NAME to interfaceName)
TransferContext.callMethod(0, MethodBindings.setDefaultInterfacePtr, NIL)
}
/**
* Returns the default MultiplayerAPI implementation class name. This is usually
* `"SceneMultiplayer"` when [SceneMultiplayer] is available. See [setDefaultInterface].
*/
public final fun getDefaultInterface(): StringName {
TransferContext.writeArguments()
TransferContext.callMethod(0, MethodBindings.getDefaultInterfacePtr, STRING_NAME)
return (TransferContext.readReturnValue(STRING_NAME) as StringName)
}
/**
* Returns a new instance of the default MultiplayerAPI.
*/
public final fun createDefaultInterface(): MultiplayerAPI? {
TransferContext.writeArguments()
TransferContext.callMethod(0, MethodBindings.createDefaultInterfacePtr, OBJECT)
return (TransferContext.readReturnValue(OBJECT) as MultiplayerAPI?)
}
}
internal object MethodBindings {
public val hasMultiplayerPeerPtr: VoidPtr =
TypeManager.getMethodBindPtr("MultiplayerAPI", "has_multiplayer_peer", 2240911060)
public val getMultiplayerPeerPtr: VoidPtr =
TypeManager.getMethodBindPtr("MultiplayerAPI", "get_multiplayer_peer", 3223692825)
public val setMultiplayerPeerPtr: VoidPtr =
TypeManager.getMethodBindPtr("MultiplayerAPI", "set_multiplayer_peer", 3694835298)
public val getUniqueIdPtr: VoidPtr =
TypeManager.getMethodBindPtr("MultiplayerAPI", "get_unique_id", 2455072627)
public val isServerPtr: VoidPtr =
TypeManager.getMethodBindPtr("MultiplayerAPI", "is_server", 2240911060)
public val getRemoteSenderIdPtr: VoidPtr =
TypeManager.getMethodBindPtr("MultiplayerAPI", "get_remote_sender_id", 2455072627)
public val pollPtr: VoidPtr = TypeManager.getMethodBindPtr("MultiplayerAPI", "poll", 166280745)
public val rpcPtr: VoidPtr = TypeManager.getMethodBindPtr("MultiplayerAPI", "rpc", 2077486355)
public val objectConfigurationAddPtr: VoidPtr =
TypeManager.getMethodBindPtr("MultiplayerAPI", "object_configuration_add", 1171879464)
public val objectConfigurationRemovePtr: VoidPtr =
TypeManager.getMethodBindPtr("MultiplayerAPI", "object_configuration_remove", 1171879464)
public val getPeersPtr: VoidPtr =
TypeManager.getMethodBindPtr("MultiplayerAPI", "get_peers", 969006518)
public val setDefaultInterfacePtr: VoidPtr =
TypeManager.getMethodBindPtr("MultiplayerAPI", "set_default_interface", 3304788590)
public val getDefaultInterfacePtr: VoidPtr =
TypeManager.getMethodBindPtr("MultiplayerAPI", "get_default_interface", 2737447660)
public val createDefaultInterfacePtr: VoidPtr =
TypeManager.getMethodBindPtr("MultiplayerAPI", "create_default_interface", 3294156723)
}
}