Godot 网络 — 快速参考¶
最后验证:2026-02-12 | 引擎:Godot 4.6
自约 4.3(LLM 截止)以来的更改¶
4.6 更改¶
- 破坏性变更中的网络部分:请参阅官方迁移指南,了解 4.5→4.6 版本的具体变更。
4.5 更改¶
- 无重大网络 API 破坏性变更 — 核心多人游戏 API 保持稳定
当前 API 模式¶
高级多人游戏¶
# Server
func host_game(port: int = 9999) -> void:
var peer := ENetMultiplayerPeer.new()
peer.create_server(port)
multiplayer.multiplayer_peer = peer
multiplayer.peer_connected.connect(_on_peer_connected)
multiplayer.peer_disconnected.connect(_on_peer_disconnected)
# Client
func join_game(address: String, port: int = 9999) -> void:
var peer := ENetMultiplayerPeer.new()
peer.create_client(address, port)
multiplayer.multiplayer_peer = peer
RPC 调用¶
# Server-authoritative pattern
@rpc("any_peer", "call_local", "reliable")
func request_action(action_data: Dictionary) -> void:
if not multiplayer.is_server():
return
# Validate on server, then broadcast
_execute_action.rpc(action_data)
@rpc("authority", "call_local", "reliable")
func _execute_action(action_data: Dictionary) -> void:
# All peers execute the validated action
pass
MultiplayerSpawner 与 MultiplayerSynchronizer¶
# Use MultiplayerSpawner for automatic node replication
# Use MultiplayerSynchronizer for property synchronization
# MultiplayerSynchronizer setup:
# 1. Add as child of the node to sync
# 2. Configure replication properties in editor
# 3. Set visibility filters for relevancy
SceneMultiplayer 配置¶
func _ready() -> void:
var scene_mp := multiplayer as SceneMultiplayer
scene_mp.auth_callback = _authenticate_peer
scene_mp.server_relay = false # Direct peer connections
func _authenticate_peer(id: int, data: PackedByteArray) -> void:
# Custom authentication logic
pass
常见错误¶
- 未在客户端到服务器的 RPC 中使用
"any_peer"(默认仅限 authority/权威) - 信任客户端数据而未在服务器端进行验证
- 将
"unreliable"用于游戏状态变更(仅应将其用于位置更新) - 未在生成的节点上设置多人游戏 authority(
set_multiplayer_authority())
本页原文 Markdown:在 AtomGit 查看·内容源自开源项目 cl/Claude-Code-Game-Studios