Multinet 0.2
 
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Multinet.MultinetManager Class Reference

A centralized manager for handling multiplayer connections in a multiplayer game. More...

Inheritance diagram for Multinet.MultinetManager:

Public Member Functions

delegate void ServerStartedEventHandler ()
 Signal emitted when the server starts successfully.
 
delegate void ServerStoppedEventHandler ()
 Signal emitted when the server is manually stopped.
 
delegate void StartServerFailedEventHandler (int error)
 Signal emitted when the server fails to start.
 
delegate void JoinedServerEventHandler (int peerId)
 Signal emitted when the client establishes a successful connection to the server.
 
delegate void LeftServerEventHandler ()
 Signal emitted when the client leaves the server connection manually.
 
delegate void JoinServerFailedEventHandler (int error)
 Signal emitted when the client fails to establish a connection to the server.
 
delegate void ConnectionToServerFailedEventHandler (int error)
 Signal emitted when the active connection to the server fails.
 
delegate void ClientConnectedEventHandler (int peerId)
 Signal emitted when a new client establishes a successful connection to the server.
 
delegate void ClientDisconnectedEventHandler (int peerId)
 Signal emitted when a client disconnects from the server.
 
delegate void PlayerSpawnedEventHandler (int peerId, NodePath playerNodePath)
 Signal emitted when a player is added to the

See also
SpawnedPlayers

collection.

 
delegate void PlayerDespawnedEventHandler (int peerId, NodePath playerNodePath)
 Signal emitted when a player is removed from the

See also
SpawnedPlayers

collection.

 
override void _Ready ()
 
override void _PhysicsProcess (double delta)
 Runs every physics frame and updates the multiplayer timers.
 
void SetServerConfiguration (ServerConfiguration configuration)
 Sets the configuration for the Godot multiplayer server.
 
void SetClientConfiguration (ClientConfiguration configuration)
 Sets the configuration for the Godot multiplayer client.
 
void StartServer ()
 Starts the Godot multiplayer server.
 
void StopServer ()
 Stops the Godot multiplayer server.
 
int JoinServer ()
 Starts the Godot multiplayer client and connects to the server.
 
void LeaveServer ()
 Disconnects the Godot multiplayer client from to the server.
 
void AddSpawnedPlayer (int peerId, Node playerNode)
 Adds a spawned player to the collection of spawned players.
 
void RemoveSpawnedPlayer (int peerId)
 Removes a spawned player to the collection of spawned players.
 

Public Attributes

GameServer Server = new GameServer()
 The server instance for the multiplayer game.
 
GameClient Client = new GameClient()
 The client instance for the multiplayer game.
 

Properties

static MultinetManager Instance [get]
 The singleton instance of the multiplayer manager.
 
int PeerId = 0 [get]
 The peer ID from the Godot multiplayer API.
 
bool IsServer [get]
 Indicates whether the current instance is a server.
 
float ServerTime = 0f [get]
 The time passed since game start in ms for the server.
 
float ClientTime = 0f [get]
 The time passed since game start in ms for the client.
 
IReadOnlyList< int > ConnectedPlayers [get]
 A list of currently connected peers.
 
IReadOnlyDictionary< int, NodePath > SpawnedPlayers [get]
 The collection of spawned players. Element key is peer ID and value is the path to the player node relative to the root.
 

Detailed Description

A centralized manager for handling multiplayer connections in a multiplayer game.

Member Function Documentation

◆ _PhysicsProcess()

override void Multinet.MultinetManager._PhysicsProcess ( double delta)

Runs every physics frame and updates the multiplayer timers.

◆ _Ready()

override void Multinet.MultinetManager._Ready ( )

◆ AddSpawnedPlayer()

void Multinet.MultinetManager.AddSpawnedPlayer ( int peerId,
Node playerNode )

Adds a spawned player to the collection of spawned players.

Parameters
peerIdThe peer id from the Godot Multiplayer API.
playerNodeThe spawned player node.

◆ ClientConnectedEventHandler()

delegate void Multinet.MultinetManager.ClientConnectedEventHandler ( int peerId)

Signal emitted when a new client establishes a successful connection to the server.

Parameters
peerIdThe generated peer ID from the Godot multiplayer API.

Executed on: Server & All other client

◆ ClientDisconnectedEventHandler()

delegate void Multinet.MultinetManager.ClientDisconnectedEventHandler ( int peerId)

Signal emitted when a client disconnects from the server.

Parameters
peerIdThe generated peer ID from the Godot multiplayer API.

Executed on: Server & All other clients

◆ ConnectionToServerFailedEventHandler()

delegate void Multinet.MultinetManager.ConnectionToServerFailedEventHandler ( int error)

Signal emitted when the active connection to the server fails.

Parameters
errorThe error code from the Godot multiplayer API.

Executed on: Client

◆ JoinedServerEventHandler()

delegate void Multinet.MultinetManager.JoinedServerEventHandler ( int peerId)

Signal emitted when the client establishes a successful connection to the server.

Parameters
peerIdThe generated peer ID from the Godot multiplayer API.

Executed on: Client

◆ JoinServer()

int Multinet.MultinetManager.JoinServer ( )

Starts the Godot multiplayer client and connects to the server.

◆ JoinServerFailedEventHandler()

delegate void Multinet.MultinetManager.JoinServerFailedEventHandler ( int error)

Signal emitted when the client fails to establish a connection to the server.

Parameters
errorThe error code from the Godot multiplayer API.

Executed on: Client

◆ LeaveServer()

void Multinet.MultinetManager.LeaveServer ( )

Disconnects the Godot multiplayer client from to the server.

◆ LeftServerEventHandler()

delegate void Multinet.MultinetManager.LeftServerEventHandler ( )

Signal emitted when the client leaves the server connection manually.

Executed on: Client

◆ PlayerDespawnedEventHandler()

delegate void Multinet.MultinetManager.PlayerDespawnedEventHandler ( int peerId,
NodePath playerNodePath )

Signal emitted when a player is removed from the

See also
SpawnedPlayers

collection.

Parameters
peerIdThe peer ID from the Godot Multiplayer API.
playerNodePathThe node path to the player node relative to the root.

Executed on: Server & All other clients

◆ PlayerSpawnedEventHandler()

delegate void Multinet.MultinetManager.PlayerSpawnedEventHandler ( int peerId,
NodePath playerNodePath )

Signal emitted when a player is added to the

See also
SpawnedPlayers

collection.

Parameters
peerIdThe peer ID from the Godot Multiplayer API.
playerNodePathThe node path to the player node relative to the root.

Executed on: Server & All other clients

◆ RemoveSpawnedPlayer()

void Multinet.MultinetManager.RemoveSpawnedPlayer ( int peerId)

Removes a spawned player to the collection of spawned players.

Parameters
peerIdThe peer id from the Godot Multiplayer API.

◆ ServerStartedEventHandler()

delegate void Multinet.MultinetManager.ServerStartedEventHandler ( )

Signal emitted when the server starts successfully.

Executed on: Server

◆ ServerStoppedEventHandler()

delegate void Multinet.MultinetManager.ServerStoppedEventHandler ( )

Signal emitted when the server is manually stopped.

Executed on: Server

◆ SetClientConfiguration()

void Multinet.MultinetManager.SetClientConfiguration ( ClientConfiguration configuration)

Sets the configuration for the Godot multiplayer client.

◆ SetServerConfiguration()

void Multinet.MultinetManager.SetServerConfiguration ( ServerConfiguration configuration)

Sets the configuration for the Godot multiplayer server.

◆ StartServer()

void Multinet.MultinetManager.StartServer ( )

Starts the Godot multiplayer server.

◆ StartServerFailedEventHandler()

delegate void Multinet.MultinetManager.StartServerFailedEventHandler ( int error)

Signal emitted when the server fails to start.

Parameters
errorThe error code from the Godot multiplayer API.

Executed on: Server

◆ StopServer()

void Multinet.MultinetManager.StopServer ( )

Stops the Godot multiplayer server.

Member Data Documentation

◆ Client

GameClient Multinet.MultinetManager.Client = new GameClient()

The client instance for the multiplayer game.

◆ Server

GameServer Multinet.MultinetManager.Server = new GameServer()

The server instance for the multiplayer game.

Property Documentation

◆ ClientTime

float Multinet.MultinetManager.ClientTime = 0f
get

The time passed since game start in ms for the client.

◆ ConnectedPlayers

IReadOnlyList<int> Multinet.MultinetManager.ConnectedPlayers
get

A list of currently connected peers.

This list is automatically managed by the

See also
MultinetManager

◆ Instance

MultinetManager Multinet.MultinetManager.Instance
staticget

The singleton instance of the multiplayer manager.

◆ IsServer

bool Multinet.MultinetManager.IsServer
get

Indicates whether the current instance is a server.

◆ PeerId

int Multinet.MultinetManager.PeerId = 0
get

The peer ID from the Godot multiplayer API.

◆ ServerTime

float Multinet.MultinetManager.ServerTime = 0f
get

The time passed since game start in ms for the server.

◆ SpawnedPlayers

IReadOnlyDictionary<int, NodePath> Multinet.MultinetManager.SpawnedPlayers
get

The collection of spawned players. Element key is peer ID and value is the path to the player node relative to the root.

This collection is manually managed and should be updated when a player is spawned or removed.

Add a spawned player:

MultinetManager.Instance.AddSpawnedPlayer(peerId, spawnedPlayerNode);
A centralized manager for handling multiplayer connections in a multiplayer game.
Definition MultinetManager.cs:14
void AddSpawnedPlayer(int peerId, Node playerNode)
Adds a spawned player to the collection of spawned players.
Definition MultinetManager.cs:300
static MultinetManager Instance
The singleton instance of the multiplayer manager.
Definition MultinetManager.cs:18

Remove a spawned player:

void RemoveSpawnedPlayer(int peerId)
Removes a spawned player to the collection of spawned players.
Definition MultinetManager.cs:322

The documentation for this class was generated from the following file: