MultiplayerPeer

package
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Published: Mar 3, 2025 License: MIT Imports: 20 Imported by: 0

Documentation

Overview

Package MultiplayerPeer provides methods for working with MultiplayerPeer object instances.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type Any

type Any interface {
	gd.IsClass
	AsMultiplayerPeer() Instance
}

type ConnectionStatus

type ConnectionStatus = gdclass.MultiplayerPeerConnectionStatus //gd:MultiplayerPeer.ConnectionStatus
const (
	/*The MultiplayerPeer is disconnected.*/
	ConnectionDisconnected ConnectionStatus = 0
	/*The MultiplayerPeer is currently connecting to a server.*/
	ConnectionConnecting ConnectionStatus = 1
	/*This MultiplayerPeer is connected.*/
	ConnectionConnected ConnectionStatus = 2
)

type Instance

type Instance [1]gdclass.MultiplayerPeer

Manages the connection with one or more remote peers acting as server or client and assigning unique IDs to each of them. See also [MultiplayerAPI]. [b]Note:[/b] The [MultiplayerAPI] protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice. [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AsMultiplayerPeer

func (self Instance) AsMultiplayerPeer() Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsPacketPeer

func (self Instance) AsPacketPeer() PacketPeer.Instance

func (Instance) AsRefCounted

func (self Instance) AsRefCounted() [1]gd.RefCounted

func (Instance) Close

func (self Instance) Close()

Immediately close the multiplayer peer returning to the state [constant CONNECTION_DISCONNECTED]. Connected peers will be dropped without emitting [signal peer_disconnected].

func (Instance) DisconnectPeer

func (self Instance) DisconnectPeer(peer int)

Disconnects the given [param peer] from this host. If [param force] is [code]true[/code] the [signal peer_disconnected] signal will not be emitted for this peer.

func (Instance) GenerateUniqueId

func (self Instance) GenerateUniqueId() int

Returns a randomly generated integer that can be used as a network unique ID.

func (Instance) GetConnectionStatus

func (self Instance) GetConnectionStatus() gdclass.MultiplayerPeerConnectionStatus

Returns the current state of the connection. See [enum ConnectionStatus].

func (Instance) GetPacketChannel

func (self Instance) GetPacketChannel() int

Returns the channel over which the next available packet was received. See [method PacketPeer.get_available_packet_count].

func (Instance) GetPacketMode

func (self Instance) GetPacketMode() gdclass.MultiplayerPeerTransferMode

Returns the transfer mode the remote peer used to send the next available packet. See [method PacketPeer.get_available_packet_count].

func (Instance) GetPacketPeer

func (self Instance) GetPacketPeer() int

Returns the ID of the [MultiplayerPeer] who sent the next available packet. See [method PacketPeer.get_available_packet_count].

func (Instance) GetUniqueId

func (self Instance) GetUniqueId() int

Returns the ID of this [MultiplayerPeer].

func (Instance) IsServerRelaySupported

func (self Instance) IsServerRelaySupported() bool

Returns true if the server can act as a relay in the current configuration (i.e. if the higher level [MultiplayerAPI] should notify connected clients of other peers, and implement a relay protocol to allow communication between them).

func (Instance) OnPeerConnected

func (self Instance) OnPeerConnected(cb func(id int))

func (Instance) OnPeerDisconnected

func (self Instance) OnPeerDisconnected(cb func(id int))

func (Instance) Poll

func (self Instance) Poll()

Waits up to 1 second to receive a new network event.

func (Instance) RefuseNewConnections

func (self Instance) RefuseNewConnections() bool

func (Instance) SetRefuseNewConnections

func (self Instance) SetRefuseNewConnections(value bool)

func (Instance) SetTargetPeer

func (self Instance) SetTargetPeer(id int)

Sets the peer to which packets will be sent. The [param id] can be one of: [constant TARGET_PEER_BROADCAST] to send to all connected peers, [constant TARGET_PEER_SERVER] to send to the peer acting as server, a valid peer ID to send to that specific peer, a negative peer ID to send to all peers except that one. By default, the target peer is [constant TARGET_PEER_BROADCAST].

func (Instance) SetTransferChannel

func (self Instance) SetTransferChannel(value int)

func (Instance) SetTransferMode

func (self Instance) SetTransferMode(value gdclass.MultiplayerPeerTransferMode)

func (Instance) TransferChannel

func (self Instance) TransferChannel() int

func (Instance) TransferMode

func (self Instance) TransferMode() gdclass.MultiplayerPeerTransferMode

func (*Instance) UnsafePointer

func (self *Instance) UnsafePointer() unsafe.Pointer

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

type TransferMode

type TransferMode = gdclass.MultiplayerPeerTransferMode //gd:MultiplayerPeer.TransferMode
const (
	/*Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than [constant TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always consider whether the order matters.*/
	TransferModeUnreliable TransferMode = 0
	/*Packets are not acknowledged, no resend attempts are made for lost packets. Packets are received in the order they were sent in. Potentially faster than [constant TRANSFER_MODE_RELIABLE]. Use for non-critical data or data that would be outdated if received late due to resend attempt(s) anyway, for example movement and positional data.*/
	TransferModeUnreliableOrdered TransferMode = 1
	/*Packets must be received and resend attempts should be made until the packets are acknowledged. Packets must be received in the order they were sent in. Most reliable transfer mode, but potentially the slowest due to the overhead. Use for critical data that must be transmitted and arrive in order, for example an ability being triggered or a chat message. Consider carefully if the information really is critical, and use sparingly.*/
	TransferModeReliable TransferMode = 2
)

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