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authorRémi Verschelde <rverschelde@gmail.com>2019-06-29 12:38:01 +0200
committerRémi Verschelde <rverschelde@gmail.com>2019-06-30 13:58:07 +0200
commitc6cea6e9b372f403a5906813bf5db8583d747d06 (patch)
treee34ffb412701b436f44feedd3f317d0e1e84afa9 /doc/classes/MultiplayerAPI.xml
parent82604195b4c2c80777f7ecaa547194c6a208e8cf (diff)
downloadredot-engine-c6cea6e9b372f403a5906813bf5db8583d747d06.tar.gz
doc: Add default values to all properties
Thanks to @bojidar-bg's impressive work in #29380.
Diffstat (limited to 'doc/classes/MultiplayerAPI.xml')
-rw-r--r--doc/classes/MultiplayerAPI.xml6
1 files changed, 3 insertions, 3 deletions
diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml
index afe2ebc40f..6add0e2f1d 100644
--- a/doc/classes/MultiplayerAPI.xml
+++ b/doc/classes/MultiplayerAPI.xml
@@ -87,14 +87,14 @@
</method>
</methods>
<members>
- <member name="allow_object_decoding" type="bool" setter="set_allow_object_decoding" getter="is_object_decoding_allowed">
+ <member name="allow_object_decoding" type="bool" setter="set_allow_object_decoding" getter="is_object_decoding_allowed" default="false">
If [code]true[/code] (or if the [member network_peer] has [member PacketPeer.allow_object_decoding] set to [code]true[/code]), the MultiplayerAPI will allow encoding and decoding of object during RPCs/RSETs.
[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution.
</member>
- <member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer">
+ <member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer" default="null">
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 [code]NETWORK_MODE_*[/code] 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.
</member>
- <member name="refuse_new_network_connections" type="bool" setter="set_refuse_new_network_connections" getter="is_refusing_new_network_connections">
+ <member name="refuse_new_network_connections" type="bool" setter="set_refuse_new_network_connections" getter="is_refusing_new_network_connections" default="false">
If [code]true[/code], the MultiplayerAPI's [member network_peer] refuses new incoming connections.
</member>
</members>