godot/doc/classes/NetworkedMultiplayerPeer.xml
Rémi Verschelde 3fa77b3172 doc: Remove status from hardcoded version string
It has no practical use case and just generates noise for each alpha, beta, etc.
2018-02-27 13:40:49 +01:00

119 lines
4.0 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="NetworkedMultiplayerPeer" inherits="PacketPeer" category="Core" version="3.1">
<brief_description>
A high-level network interface to simplify multiplayer interactions.
</brief_description>
<description>
Manages the connection to network peers. Assigns unique IDs to each client connected to the server.
</description>
<tutorials>
http://docs.godotengine.org/en/3.0/tutorials/networking/high_level_multiplayer.html
</tutorials>
<demos>
</demos>
<methods>
<method name="get_connection_status" qualifiers="const">
<return type="int" enum="NetworkedMultiplayerPeer.ConnectionStatus">
</return>
<description>
Returns the current state of the connection. See [enum ConnectionStatus].
</description>
</method>
<method name="get_packet_peer" qualifiers="const">
<return type="int">
</return>
<description>
Returns the ID of the [code]NetworkedMultiplayerPeer[/code] who sent the most recent packet.
</description>
</method>
<method name="get_unique_id" qualifiers="const">
<return type="int">
</return>
<description>
Returns the ID of this [code]NetworkedMultiplayerPeer[/code].
</description>
</method>
<method name="poll">
<return type="void">
</return>
<description>
Waits up to 1 second to receive a new network event.
</description>
</method>
<method name="set_target_peer">
<return type="void">
</return>
<argument index="0" name="id" type="int">
</argument>
<description>
The peer to which packets will be sent. Default value: [code]0[/code].
</description>
</method>
</methods>
<members>
<member name="refuse_new_connections" type="bool" setter="set_refuse_new_connections" getter="is_refusing_new_connections">
If [code]true[/code] this [code]NetworkedMultiplayerPeer[/code] refuses new connections. Default value: [code]false[/code].
</member>
<member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" enum="NetworkedMultiplayerPeer.TransferMode">
The manner in which to send packets to the [code]target_peer[/code]. See [enum TransferMode].
</member>
</members>
<signals>
<signal name="connection_failed">
<description>
Emitted when a connection attempt fails.
</description>
</signal>
<signal name="connection_succeeded">
<description>
Emitted when a connection attempt succeeds.
</description>
</signal>
<signal name="peer_connected">
<argument index="0" name="id" type="int">
</argument>
<description>
Emitted by the server when a client connects.
</description>
</signal>
<signal name="peer_disconnected">
<argument index="0" name="id" type="int">
</argument>
<description>
Emitted by the server when a client disconnects.
</description>
</signal>
<signal name="server_disconnected">
<description>
Emitted by clients when the server disconnects.
</description>
</signal>
</signals>
<constants>
<constant name="TRANSFER_MODE_UNRELIABLE" value="0" enum="TransferMode">
Packets are sent via unordered UDP packets.
</constant>
<constant name="TRANSFER_MODE_UNRELIABLE_ORDERED" value="1" enum="TransferMode">
Packets are sent via ordered UDP packets.
</constant>
<constant name="TRANSFER_MODE_RELIABLE" value="2" enum="TransferMode">
Packets are sent via TCP packets.
</constant>
<constant name="CONNECTION_DISCONNECTED" value="0" enum="ConnectionStatus">
The ongoing connection disconnected.
</constant>
<constant name="CONNECTION_CONNECTING" value="1" enum="ConnectionStatus">
A connection attempt is ongoing.
</constant>
<constant name="CONNECTION_CONNECTED" value="2" enum="ConnectionStatus">
The connection attempt succeeded.
</constant>
<constant name="TARGET_PEER_BROADCAST" value="0">
Packets are sent to the server and then redistributed to other peers.
</constant>
<constant name="TARGET_PEER_SERVER" value="1">
Packets are sent to the server alone.
</constant>
</constants>
</class>