NetworkedMultiplayerCustom
Inherits: NetworkedMultiplayerPeer < PacketPeer < Reference < Object
A NetworkedMultiplayerPeer implementation that can be controlled from a script.
Description
A NetworkedMultiplayerPeer implementation that can be used as a MultiplayerAPI.network_peer and controlled from a script.
Its purpose is to allow adding a new backend for the high-Level multiplayer API without needing to use GDNative.
Methods
void | deliver_packet ( PoolByteArray buffer, int from_peer_id ) |
void | initialize ( int self_peer_id ) |
void | set_connection_status ( ConnectionStatus connection_status ) |
void | set_max_packet_size ( int max_packet_size ) |
Signals
- packet_generated ( int peer_id, PoolByteArray buffer, int transfer_mode )
Emitted when the local MultiplayerAPI generates a packet.
Your script should take this packet and send it to the requested peer over the network (which should call deliver_packet with the data when it’s received).
Method Descriptions
- void deliver_packet ( PoolByteArray buffer, int from_peer_id )
Deliver a packet to the local MultiplayerAPI.
When your script receives a packet from other peers over the network (originating from the packet_generated signal on the sending peer), passing it to this method will deliver it locally.
- void initialize ( int self_peer_id )
Initialize the peer with the given peer_id
(must be between 1 and 2147483647).
- void set_connection_status ( ConnectionStatus connection_status )
Set the state of the connection. See ConnectionStatus.
- void set_max_packet_size ( int max_packet_size )
Set the max packet size that this peer can handle.