Documentation
¶
Overview ¶
Package MultiplayerPeer provides methods for working with MultiplayerPeer object instances.
Index ¶
- type Advanced
- type Any
- type ConnectionStatus
- type Instance
- func (self Instance) AsMultiplayerPeer() Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsPacketPeer() PacketPeer.Instance
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) Close()
- func (self Instance) DisconnectPeer(peer int)
- func (self Instance) GenerateUniqueId() int
- func (self Instance) GetConnectionStatus() gdclass.MultiplayerPeerConnectionStatus
- func (self Instance) GetPacketChannel() int
- func (self Instance) GetPacketMode() gdclass.MultiplayerPeerTransferMode
- func (self Instance) GetPacketPeer() int
- func (self Instance) GetUniqueId() int
- func (self Instance) IsServerRelaySupported() bool
- func (self Instance) OnPeerConnected(cb func(id int))
- func (self Instance) OnPeerDisconnected(cb func(id int))
- func (self Instance) Poll()
- func (self Instance) RefuseNewConnections() bool
- func (self Instance) SetRefuseNewConnections(value bool)
- func (self Instance) SetTargetPeer(id int)
- func (self Instance) SetTransferChannel(value int)
- func (self Instance) SetTransferMode(value gdclass.MultiplayerPeerTransferMode)
- func (self Instance) TransferChannel() int
- func (self Instance) TransferMode() gdclass.MultiplayerPeerTransferMode
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
- type TransferMode
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 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 (Instance) AsMultiplayerPeer ¶
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 ¶
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 ¶
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 ¶
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 ¶
Returns the ID of the [MultiplayerPeer] who sent the next available packet. See [method PacketPeer.get_available_packet_count].
func (Instance) GetUniqueId ¶
Returns the ID of this [MultiplayerPeer].
func (Instance) IsServerRelaySupported ¶
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 (Instance) OnPeerDisconnected ¶
func (Instance) Poll ¶
func (self Instance) Poll()
Waits up to 1 second to receive a new network event.
func (Instance) RefuseNewConnections ¶
func (Instance) SetRefuseNewConnections ¶
func (Instance) SetTargetPeer ¶
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 (Instance) SetTransferMode ¶
func (self Instance) SetTransferMode(value gdclass.MultiplayerPeerTransferMode)
func (Instance) TransferChannel ¶
func (Instance) TransferMode ¶
func (self Instance) TransferMode() gdclass.MultiplayerPeerTransferMode
func (*Instance) UnsafePointer ¶
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 )