API - Parexy/Multiplayer GitHub Wiki

Modding API

Examples

You can check other examples from the Multiplayer Compatibility Project.

A small example

In this section, we're going to focus on the basics of the api. Specifically, we're going to enable a mod for Multiplayer.

The boilerplate

By the time RimWorld reaches your mod the API is ready to use, you can call it wherever you see fit. See basic C# mod tutorials. The easiest place is [StaticConstructorOnStartup]

The following is the most basic boilerplate code.

    using Multiplayer.API;
    using Verse;

    namespace MyExampleMod
    {
        [StaticConstructorOnStartup]
        public static class MyExampleModCompat
        {
            static MyExampleModCompat()
            {
                if (!MP.enabled) return;
                
                // This is where the magic happens and your attributes
                // auto register, similar to Harmony's PatchAll.
                MP.RegisterAll();
                
                // You can choose to not auto register and do it manually
                // with the MP.Register* methods.
                
                // Use MP.IsInMultiplayer to act upon it in other places
                // user can have it enabled and not be in session
            }
        }
    }
            
Methods

Say you want a method call to trigger, for example a GUI click or a drag. You possibly already have it somewhere, so it's a matter of registering it as SyncMethod with the API. The simple way is to add the [SyncMethod] attribute to your method. There is alternatives in MP.Register* if you don't feel comfortable with adding code to your other files.

        ...
        
        [HarmonyPatch(typeof(RimWorldWindowClass), nameof(DoWindowContents))]
        static class RimWorldWindowClass_DoWindowContents_Patch
        {
            // Draw a 16x16 square with your texture and make it clickable in RimWorldWindowClass
            static void Postfix(Rect inRect)
            {
                Rect buttonRect = new Rect(inRect.x, inRect.y, 16f, 16f);
            
                if (Widgets.ButtonImage(buttonRect, ResourceBank.Textures.MyButtonTexture))
                {
                    Click();
                }
            }
            
            [SyncMethod]
            static void Click() {
                Log.Message("This will happen in all clients");
            }
        }
        
        ...

That's all! You are done.

Fields

Well... sometimes you aren't that lucky. Sometimes you want to change a specific Field. For those scenarios there is the MP.Watch* methods. Basically, at the beginning of the operation you take a snapshot of the Field value and then compare it later. MPAPI checks them if they need to broadcast it and then spreads the change accordingly.

        ...
        
        [HarmonyPatch(typeof(RimWorldWindowClass), nameof(DoWindowContents))]
        static class RimWorldWindowClass_DoWindowContents_Patch
        {
            // Draw a 160x16 slider in RimWorldWindowClass
            static void Postfix(Rect inRect)
            {
                if (MP.IsInMultiplayer) {

                    MP.WatchBegin(); // Let's being watching

                    // This is here to set the variable if it changed on other clients
                    // It will update the variable and the logic will stay the same.
                    MP.Watch(instance, nameof(instance.weight));
                }

                Rect sliderRect = new Rect(inRect.x, inRect.y, 160f, 16f);

                instance.weight = GUI.HorizontalSlider(sliderRect, instance.weight, -10f, 10f);

                if (MP.IsInMultiplayer) {

                    MP.WatchEnd(); // We are done watching!

                }
            }

            static MyObject instance = new MyObject();
            class MyObject {
                [SyncField]
                public float weight;
            }
        }
        
        ...

That's all! So easy! Is it...?

Gizmos

Oh dear! Oh deity no no--- NO- Pray you aren't dealing with them with Reflection. See the Examples for dark magic. But if it's your own code, just move the Action delegate to a method anywhere and tag it with [SyncMethod].

SyncWorkers

Sometimes, when you use [SyncMethod], you will encounter... Error writing type: MyType, ... Multiplayer.Client.SerializationException: No writer for type MyType

MPAPI needs to know how to reference your type to send it to the other clients. Basically if you have...

    [SyncMethod]
    static MyReturnType MyMethod(MyArgumentType arg1, MyArgumentType2 arg2, int arg3, float arg4) { ... }

You need to teach MPApi to handle your types, so they can send them over the wire to the other players. For our example, we will need to write a SyncWorker for MyReturnType, MyArgumentType and MyArgumentType2, most of RimWorld types are already handled so don't be afraid to use them.

Assuming MyReturnType is made of aString, anInt and aFloat, here is how you write a SyncWorker for it:

    [SyncWorker(shouldConstruct = true)]
    static void SyncMyReturnType(SyncWorker sync, ref MyReturnType type) {
        sync.Bind(type.aString);
        sync.Bind(type.anInt);
        sync.Bind(type.aFloat);
    }

Bind does the writing and reading for you, shouldConstruct makes it so type is constructed before being passed to the SyncWorker (not needed for structs). But if you need more complex situations, you can use Write and Read.

Assuming MyArgumentType requires an argument Pawn to construct, you'd write it this way:

    [SyncWorker]
    static void SyncMyArgumentType(SyncWorker sync, ref MyArgumentType type) {
        if (sync.isWriting) {
            sync.Write(type.Pawn);
        } else {
            Pawn pawn = sync.Read<Pawn>();
            
            type = new MyArgumentType(pawn);
        }
    }

Structure

The following is more detailed documentation.

MP ISyncCall
SyncMethodAttribute SyncFieldAttribute
SyncWorkerAttribute SyncWorkerDelegate
ISyncField ISynchronizable
ISyncMethod ISyncDelegate
SyncWorker SyncContext

MP

The primary static class that contains methods used to interface with the multiplayer mod.

API

Contains the API version

enabled

Value

Returns if API is initialized.

IsHosting

Value

Returns if currently running on a host.

IsInMultiplayer

Value

Returns if currently running in a multiplayer session (both on client and host).

PlayerName

Value

Returns local player's name.

RegisterSyncDelegate(inType, nestedType, methodName, fields, args)

Registers the syncDelegate. Handles anonymous nested types, you will have to figure out the name of your target by decompiling.

Returns

The sync delegate.

Name Description
inType System.Type
In type.
nestedType System.String
Nested type.
methodName System.String
Method name.
fields System.String[]
Fields.
args System.Type[]
Arguments.

RegisterSyncDelegate(type, nestedType, method)

Registers the syncDelegate. Handles anonymous nested types, you will have to figure out the name of your target by decompiling.

Returns

The sync delegate.

Name Description
type System.Type
Type.
nestedType System.String
Nested type.
method System.String
Method.

RegisterSyncField(field)

Registers a field for syncing and returns it's ISyncField.

Remarks

It's recommended to use SyncFieldAttribute instead, unless you have to otherwise.

They must be Watched between MP.WatchBegin and MP.WatchEnd with the MP.Watch* methods

Name Description
field System.Reflection.FieldInfo
FieldInfo of a field to register

Returns

A new registered ISyncField

RegisterSyncField(targetType, memberPath)

Registers a field for syncing and returns it's ISyncField.

Remarks

It's recommended to use SyncFieldAttribute instead, unless you have to otherwise.

They must be Watched between MP.WatchBegin and MP.WatchEnd with the MP.Watch* methods

Name Description
targetType System.Type
Type of the target class that contains the specified member

if null, memberPath will point at field from the global namespace in the "Type/fieldName" format. | | memberPath | System.String
Path to a member. If the member is to be indexed, it has to end with /[] eg. "myArray/[]" |

Returns

A new registered ISyncField

RegisterSyncMethod(method, argTypes)

Registers a method for syncing and returns its ISyncMethod.

Name Description
method System.Reflection.MethodInfo
MethodInfo of a method to register
argTypes Multiplayer.API.SyncType[]
Method's parameter types

Remarks

It's recommended to use SyncMethodAttribute instead, unless you have to otherwise.

Returns

A new registered ISyncMethod

Example

Register a method for syncing using reflection and set it to debug only.

               RegisterSyncMethod(typeof(MyType).GetMethod(nameof(MyType.MyMethod))).SetDebugOnly();
            

RegisterSyncMethod(type, methodOrPropertyName, argTypes)

Registers a method for syncing and returns its ISyncMethod.

Remarks

It's recommended to use SyncMethodAttribute instead, unless you have to otherwise.

Name Description
type System.Type
Type that contains the method
methodOrPropertyName System.String
Name of the method
argTypes Multiplayer.API.SyncType[]
Method's parameter types

Returns

A new registered ISyncMethod

RegisterSyncWorker<T>(syncWorkerDelegate, targetType, isImplicit, shouldConstruct)

Registers the SyncWorker based on SyncWorkerDelegate.

Remarks

It's recommended to use SyncWorkerAttribute instead, unless you have to otherwise.

Name Description
syncWorkerDelegate Multiplayer.API.SyncWorkerDelegate{``0}
Sync worker delegate.
targetType System.Type
Type to handle.
isImplicit System.Boolean
If set to true the SyncWorker will handle the type and all the derivate Types.
shouldConstruct System.Boolean
If set to true the SyncWorker will be provided with an instance created with no arguments.

Type Parameters

  • T - Type to handle.

Watch(target, fieldName, index)

Helper method for ISyncField.Watch(System.Object,System.Object) given an instance.

Name Description
target System.Object
An object of type set in the ISyncField to watch
fieldName System.String
ISyncField name of the field to watch for changes
index System.Object
Index in the field path set in ISyncField

Watch(memberPath, target, index)

Helper method for ISyncField.Watch(System.Object,System.Object) given an instance.

Name Description
memberPath System.String
ISyncField the memberPath of the ISyncField
target System.Object
An object of type set in the ISyncField to watch, null for static
index System.Object
Index in the field path set in ISyncField

Watch(type, fieldName, index)

Helper method for ISyncField.Watch(System.Object,System.Object) given a type.

Name Description
type System.Type
An object of type set in the ISyncField to watch, for static types
fieldName System.String
ISyncField name of the field to watch for changes
index System.Object
Index in the field path set in ISyncField

WatchBegin

Starts a new synchronization stack.

Remarks

Has to be called before invoking Watch methods.

See also ISyncField.Watch(System.Object,System.Object).

WatchEnd

Ends the current synchronization stack and executes it.

Remarks

Has to be called after invoking Watch methods.

See also ISyncField.Watch(System.Object,System.Object).

SyncContext

Context flags which are sent along with a command

CurrentMap

Send current map context

MapMouseCell

Send mouse cell context (emulates mouse position)

MapSelected

Send map selected context (object selected on the map)

None

Default value. (no context)

QueueOrder_Down

Send order queue context (emulates pressing KeyBindingDefOf.QueueOrder)

WorldSelected

Send world selected context (object selected on the world map)

SyncFieldAttribute

An attribute that is used to mark fields for syncing. It will be Watched for changes by the MPApi when instructed.

Example

An example showing how to mark a field for syncing.

            public class MyClass
            {
                [SyncField]
                bool myField;
            
                ...
            }
            

Constructor(context)

Name Description
context Multiplayer.API.SyncContext
Context

bufferChanges

Instructs SyncField to use a buffer instead of syncing instantly (when MP.WatchEnd is called).

cancelIfValueNull

Instructs SyncField to cancel synchronization if the value of the member it's pointing at is null.

debugOnly

Instructs SyncField to synchronize only in debug mode.

hostOnly

Instructs SyncField to synchronize only if it's invoked by the host.

inGameLoop

Instructs SyncField to sync in game loop.

version

SyncMethodAttribute

An attribute that is used to mark methods for syncing. The call will be replicated by the MPApi on all clients automatically.

Example

An example showing how to mark a method for syncing.

            [SyncMethod]
            public void MyMethod(...)
            {
                ...
            }
            

Constructor(context)

Name Description
context Multiplayer.API.SyncContext
Context

cancelIfAnyArgNull

Instructs SyncMethod to cancel synchronization if any arg is null (see ISyncMethod.CancelIfAnyArgNull).

cancelIfNoSelectedMapObjects

Instructs SyncMethod to cancel synchronization if no map objects were selected during the call (see ISyncMethod.CancelIfNoSelectedMapObjects).

cancelIfNoSelectedWorldObjects

Instructs SyncMethod to cancel synchronization if no world objects were selected during call replication(see ISyncMethod.CancelIfNoSelectedWorldObjects).

debugOnly

Instructs SyncMethod to synchronize only in debug mode (see ISyncMethod.SetDebugOnly).

exposeParameters

A list of types to expose (see ISyncMethod.ExposeParameter(System.Int32))

SyncWorker

An abstract class that can be both a reader and a writer depending on implementation.

Remarks

See ISynchronizable and SyncWorkerAttribute for usage examples.

Bind(obj)

Reads or writes an object inheriting ISynchronizable interface.

Remarks

Does not create a new object.

Name Description
obj Multiplayer.API.ISynchronizable@
object to bind

Bind(obj)

Reads or writes an object referenced by obj.

Name Description
obj System.Boolean@
object to bind

Bind(obj)

Reads or writes an object referenced by obj.

Name Description
obj System.Byte@
object to bind

Bind(obj)

Reads or writes an object referenced by obj.

Name Description
obj System.Double@
object to bind

Bind(obj)

Reads or writes an object referenced by obj.

Name Description
obj System.Int16@
object to bind

Bind(obj)

Reads or writes an object referenced by obj.

Name Description
obj System.Int32@
object to bind

Bind(obj)

Reads or writes an object referenced by obj.

Name Description
obj System.Int64@
object to bind

Bind(obj, name)

Uses reflection to bind a field or property

Name Description
obj System.Object
object where the field or property can be found

if null, name will point at field from the global namespace | | name | System.String
path to the field or property |

Bind(obj)

Reads or writes an object referenced by obj.

Name Description
obj System.SByte@
object to bind

Bind(obj)

Reads or writes an object referenced by obj.

Name Description
obj System.Single@
object to bind

Bind(obj)

Reads or writes an object referenced by obj.

Name Description
obj System.String@
object to bind

Bind(obj)

Reads or writes an object referenced by obj.

Name Description
obj System.UInt16@
object to bind

Bind(obj)

Reads or writes an object referenced by obj.

Name Description
obj System.UInt32@
object to bind

Bind(obj)

Reads or writes an object referenced by obj.

Name Description
obj System.UInt64@
object to bind

Bind<T>(obj)

Reads or writes an object referenced by obj

Remarks

Can read/write types using user defined syncers, ISynchronizables and readers/writers implemented by the multiplayer mod.

Type Parameters

  • T - type of the object to bind
Name Description
obj ``0@
object to bind

BindType<T>(type)

Reads or writes a System.Type referenced by type.

Type Parameters

  • T - Base type that type derives from.
Name Description
type System.Type@
type to bind

isWriting

if is currently writing.

Read<T>

Read the specified Type from the memory stream, only active during reading.

Returns

The requested Type object. Null if writing.

Type Parameters

  • T - The Type to read.

Write<T>(obj)

Write the specified obj, only active during writing.

Name Description
obj ``0
Object to write.

Type Parameters

  • T - Type to write.

SyncWorkerAttribute

An attribute that marks a method as a SyncWorker for a type specified in its second parameter.

Remarks

Method with this attribute has to be static.

Example

An implementation that manually constructs an object.

               [SyncWorkerAttribute]
               public static void MySyncWorker(SyncWorker sync, ref MyClass inst)
               {
                   if(!sync.isWriting)
                       inst = new MyClass("hello");
                   
                   sync.bind(ref inst.myField);
               }
            

An implementation that instead of creating a new object, references its existing one which resides in MyThingComp that inherits ThingComp class.

Subclasses of ThingComp are sent as a reference by the multiplayer mod itself.

               [SyncWorkerAttribute]
               public static void MySyncWorker(SyncWorker sync, ref MyClass inst)
               {
                   if(!sync.isWriting)
                       MyThingComp parent = null;
                       sync.Bind(ref parent);    // Receive its parent
                       inst = new MyClass(parent);
                   else
                       sync.Bind(ref inst.parent);    // Send its parent
                   
                   sync.bind(ref inst.myField);
               }
            

isImplicit

Decides if the type specified in the second parameter should also be used as a syncer for all of its subclasses.

shouldConstruct

Decides if the method should get an already constructed object in case of reading data.

SyncWorkerDelegate`1

SyncWorker signature for adding new Types.

Name Description
obj ``0
Target Type

Remarks

SyncWorkerAttribute for usage examples.

UninitializedAPI

An exception that is thrown if you try to use the API without avaiable host.

ISyncCall

ISyncCall interface.

Remarks

Used internally

DoSync(target, args)

Manually calls the synced method.

Name Description
target System.Object
Object currently bound to that method. Null if the method is static.
args System.Object[]
Parameters to call the method with.

Returns

if the original call should be canceled.

ISyncDelegate

Sync delegate.

Remarks

See MP.RegisterSyncDelegate(System.Type,System.String,System.String) and MP.RegisterSyncDelegate(System.Type,System.String,System.String,System.String[],System.Type[]) to see how to use it.

CancelIfNoSelectedObjects

Cancels if no selected objects.

Returns

self

RemoveNullsFromLists(listFields)

Removes the nulls from lists.

Returns

self

Name Description
listFields System.String[]
List fields.

SetContext(context)

Sets the context.

Returns

self

Name Description
context Multiplayer.API.SyncContext
Context.

SetDebugOnly

Sets the debug only.

Returns

self

ISyncField

SyncField interface.

Example

Creates and registers a SyncField that points to myField in object of type MyType and enables its change buffer.

            MPApi.SyncField(typeof(MyType), "myField").SetBufferChanges();
            

Creates and registers a SyncField that points to myField which resides in MyStaticClass.

            MPApi.SyncField(null, "MyAssemblyNamespace.MyStaticClass.myField");
            

Creates and registers a SyncField that points to myField that resides in an object stored by myEnumberable defined in an object of type MyType.

To watch this one you have to supply an index in ISyncField.Watch(System.Object,System.Object).

            MPApi.SyncField(typeof(MyType), "myEnumerable/[]/myField");
            

CancelIfValueNull

Instructs SyncField to cancel synchronization if the value of the member it's pointing at is null.

Returns

self

DoSync(target, value, index)

Manually syncs a field.

Name Description
target System.Object
An object of type set in the ISyncField. Set to null if you're watching a static field.
value System.Object
Value to apply to the synced field.
index System.Object
Index in the field path set in ISyncField

Returns

if the change should be canceled.

InGameLoop

Instructs SyncField to sync in game loop.

Returns

self

PostApply(action)

Adds an Action that runs after a field is synchronized.

Name Description
action System.Action{System.Object,System.Object}
An action ran after a field is synchronized. Called with target and value.

Returns

self

PreApply(action)

Adds an Action that runs before a field is synchronized.

Name Description
action System.Action{System.Object,System.Object}
An action ran before a field is synchronized. Called with target and value.

Returns

self

SetBufferChanges

Instructs SyncField to use a buffer instead of syncing instantly (when MP.WatchEnd is called).

Returns

self

SetDebugOnly

Instructs SyncField to synchronize only in debug mode.

Returns

self

SetHostOnly

Instructs SyncField to synchronize only if it's invoked by the host.

Returns

self

SetVersion(System.Int32)

Returns

self

Watch(target, index)

Name Description
target System.Object
An object of type set in the ISyncField. Set to null if you're watching a static field.
index System.Object
Index in the field path set in ISyncField.

Returns

self

ISynchronizable

An interface that allows syncing objects that inherit it.

Sync(sync)

An entry point that is used when object is to be read/written.

Remarks

Requires a default constructor that takes no parameters.

Check SyncWorkerAttribute to see how to make a syncer that allows for a manual object construction.

Name Description
sync Multiplayer.API.SyncWorker
A SyncWorker that will read/write data bound with Bind methods.

Example

A simple implementation that binds object's fields x, y, z for reading/writing.

            public void Sync(SyncWorker sync)
               {
                   sync.Bind(ref this.x);
                   sync.Bind(ref this.y);
                   sync.Bind(ref this.z);
               }
            

An implementation that sends field a, but saves it back into field b when it's received.

            public void Sync(SyncWorker sync)
               {
                   if(sync.isWriting)
                       sync.Bind(ref this.a);
                   else
                       sync.Bind(ref this.b);
               }
            

ISyncMethod

SyncMethod interface.

Remarks

See SyncMethodAttribute, MP.RegisterSyncMethod(System.Reflection.MethodInfo,Multiplayer.API.SyncType[]) and MP.RegisterSyncMethod(System.Type,System.String,Multiplayer.API.SyncType[]) to see how to use it.

CancelIfAnyArgNull

Instructs SyncMethod to cancel synchronization if any arg is null.

Returns

self

CancelIfNoSelectedMapObjects

Instructs SyncMethod to cancel synchronization if no map objects were selected during call replication.

Returns

self

CancelIfNoSelectedWorldObjects

Instructs SyncMethod to cancel synchronization if no world objects were selected during call replication.

Returns

self

ExposeParameter(index)

Use parameter's type's IExposable interface to transfer its data to other clients.

Remarks

IExposable is the interface used for saving data to the save which means it utilizes IExposable.ExposeData() method.

Name Description
index System.Int32
Index at which parameter is to be marked to expose

Returns

self

MinTime(time)

Currently unused in the Multiplayer mod.

Name Description
time System.Int32
Milliseconds between resends

Returns

self

SetContext(context)

Instructs method to send context along with the call.

Remarks

Context is restored after method is called.

Name Description
context Multiplayer.API.SyncContext
One or more context flags

Returns

self

SetDebugOnly

Instructs SyncMethod to synchronize only in debug mode.

Returns

self

SetPostInvoke(action)

Adds an Action that runs after a call is replicated on client.

Name Description
action System.Action{System.Object,System.Object[]}
An action ran after a call is replicated on client. Called with target and value.

Returns

self

SetPreInvoke(action)

Adds an Action that runs before a call is replicated on client.

Name Description
action System.Action{System.Object,System.Object[]}
An action ran before a call is replicated on client. Called with target and value.

Returns

self

SetVersion(version)

Name Description
version System.Int32
Handler version

Returns

self


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