class-description NEWS COMMUNITY STORE LABS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE LABS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectRefCountedPacketPeer MultiplayerPeer
Abstract class for specialized PacketPeers used by the MultiplayerAPI.

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.

peer_connected peer_connected<>( int id=, id:int=, ):peer_connected

Emitted when a remote peer connects.

peer_disconnected peer_disconnected<>( int id=, id:int=, ):peer_disconnected

Emitted when a remote peer has disconnected.

Enum ConnectionStatus<>():Enum

CONNECTION_DISCONNECTED = 0

The MultiplayerPeer is disconnected.


CONNECTION_CONNECTING = 1

The MultiplayerPeer is currently connecting to a server.


CONNECTION_CONNECTED = 2

This MultiplayerPeer is connected.

Enum TransferMode<>():Enum

TRANSFER_MODE_UNRELIABLE = 0

Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than TRANSFER_MODE_UNRELIABLE_ORDERED. Use for non-critical data, and always consider whether the order matters.


TRANSFER_MODE_UNRELIABLE_ORDERED = 1

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 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 Use for non-critical data or data that would be outdated if received late due to resend attempt(s) anyway, for example movement and positional data.


TRANSFER_MODE_RELIABLE = 2

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.

bool refuse_new_connections<>():bool

If true, this MultiplayerPeer refuses new connections.

int transfer_channel<>():int

The channel to use to send packets. Many network APIs such as ENet and WebRTC allow the creation of multiple independent channels which behaves, in a way, like separate connections. This means that reliable data will only block delivery of other packets on that channel, and ordering will only be in respect to the channel the packet is being sent on. Using different channels to send different and independent state updates is a common way to optimize network usage and decrease latency in fast-paced games.

Note: The default channel (0) actually works as 3 separate channels (one for each TransferMode) so that TRANSFER_MODE_RELIABLE and TRANSFER_MODE_UNRELIABLE_ORDERED does not interact with each other by default. Refer to the specific network API documentation (e.g. ENet or WebRTC) to learn how to set up channels correctly.

TransferMode transfer_mode<>():TransferMode

The manner in which to send packets to the target peer. See TransferMode, and the set_target_peer method.

void close<>():void

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

void disconnect_peer<>( int peer=, peer:int=, bool=, bool:=, ):void

Disconnects the given peer from this host. If force is true the peer_disconnected signal will not be emitted for this peer.

int generate_unique_id<>():int

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

ConnectionStatus get_connection_status<>():ConnectionStatus

Returns the current state of the connection. See ConnectionStatus.

int get_packet_channel<>():int

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

TransferMode get_packet_mode<>():TransferMode

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

int get_packet_peer<>():int

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

int get_unique_id<>():int

Returns the ID of this MultiplayerPeer.

bool is_server_relay_supported<>():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).

void poll<>():void

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

void set_target_peer<>( int id=, id:int=, ):void

Sets the peer to which packets will be sent.

The 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.




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