Network peers get_var/put_var
File get_var/store_var
GDScript/Mono/VisualScript bytes2var/var2bytes
Add MultiplayerAPI.allow_object_decoding member which deprecates PacketPeer.allow_object_decoding.
Break ABI compatibaility (API compatibility for GDNative).
Decodes a byte array back to a value. When [code]allow_objects[/code] is [code]true[/code] decoding objects is allowed.
[b]WARNING:[/b] Deserialized object can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats (remote code execution).
Encodes a variable value to a byte array. When [code]full_objects[/code] is [code]true[/code] encoding objects is allowed (and can potentially include code).
Returns the next [Variant] value from the file. When [code]allow_objects[/code] is [code]true[/code] decoding objects is allowed.
[b]WARNING:[/b] Deserialized object can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats (remote code execution).
Stores any Variant value in the file. When [code]full_objects[/code] is [code]true[/code] encoding objects is allowed (and can potentially include code).
Return [Variant] of a given base64 encoded String.
Return [Variant] of a given base64 encoded String. When [code]allow_objects[/code] is [code]true[/code] decoding objects is allowed.
[b]WARNING:[/b] Deserialized object can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats (remote code execution).
Return base64 encoded String of a given [Variant].
Return base64 encoded String of a given [Variant]. When [code]full_objects[/code] is [code]true[/code] encoding objects is allowed (and can potentially include code).
If [code]true[/code] (or if the [member network_peer] [member PacketPeer.allow_object_decoding] the MultiplayerAPI will allow encoding and decoding of object during RPCs/RSETs.
[b]WARNING:[/b] Deserialized object can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats (remote code execution).
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 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.
Get a Variant. When [code]allow_objects[/code] (or [member allow_object_decoding]) is [code]true[/code] decoding objects is allowed.
[b]WARNING:[/b] Deserialized object can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats (remote code execution).
Send a Variant as a packet. When [code]full_objects[/code] (or [member allow_object_decoding]) is [code]true[/code] encoding objects is allowed (and can potentially include code).
Deprecated. Use [code]get_var[/code] and [code]put_var[/code] parameters instead.
If [code]true[/code] the PacketPeer will allow encoding and decoding of object via [method get_var] and [method put_var].
[b]WARNING:[/b] Deserialized object can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats (remote code execution).
Get a Variant from the stream. When [code]allow_objects[/code] is [code]true[/code] decoding objects is allowed.
[b]WARNING:[/b] Deserialized object can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats (remote code execution).