A high-level network interface to simplify multiplayer interactions.
Manages the connection to network peers. Assigns unique IDs to each client connected to the server.
|ConnectionStatus||get_connection_status ( ) const|
|int||get_packet_peer ( ) const|
|int||get_unique_id ( ) const|
|void||poll ( )|
|void||set_target_peer ( int id )|
Emitted when a connection attempt fails.
Emitted when a connection attempt succeeds.
Emitted by the server when a client connects.
Emitted by the server when a client disconnects.
Emitted by clients when the server disconnects.
NetworkedMultiplayerPeer refuses new connections.
The manner in which to send packets to the
target_peer. See TransferMode.
Returns the current state of the connection. See ConnectionStatus.
Returns the ID of the
NetworkedMultiplayerPeer who sent the most recent packet.
Returns the ID of this
Waits up to 1 second to receive a new network event.
Sets the peer to which packets will be sent.
id can be one of: TARGET_PEER_BROADCAST to send to all connected peers, 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 TARGET_PEER_BROADCAST.
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.