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.
</description>
</method>
<methodname="initialize">
<returntype="void"/>
<argumentindex="0"name="self_peer_id"type="int"/>
<description>
Initialize the peer with the given [code]peer_id[/code] (must be between 1 and 2147483647).
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].
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 [method deliver_packet] with the data when it's received).