A [NetworkedMultiplayerPeer] implementation that can be controlled from a script.
A [NetworkedMultiplayerPeer] implementation that can be used as a [member 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.
Deliver a packet to the local [MultiplayerAPI]. When your script receives a packet from other peers over the network (originating from the [signal packet_generated] signal on the sending peer), passing it to this method will deliver it locally.
Initialize the peer with the given [code]self_peer_id[/code] (must be between 1 and 2147483647). Can only be called if the connection status is [constant NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method set_connection_status].
Set the state of the connection. See [enum NetworkedMultiplayerPeer.ConnectionStatus]. This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], [signal NetworkedMultiplayerPeer.connection_failed] or [signal NetworkedMultiplayerPeer.server_disconnected] signals depending on the status and if the peer has the unique network id of [code]1[/code]. You can only change to [constant NetworkedMultiplayerPeer.CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer.CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer.CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer.CONNECTION_CONNECTING].
Set the max packet size that this peer can handle.
Emitted when the local [MultiplayerAPI] generates a packet (e.g. when calling [method Node.rpc]). Your script should take this packet and send it to the requested peer over the network (which should call [method deliver_packet] with the data when it's received).