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https://github.com/Relintai/pandemonium_engine.git
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61 lines
3.1 KiB
XML
61 lines
3.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="NetworkedMultiplayerCustom" inherits="NetworkedMultiplayerPeer" version="3.11">
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<brief_description>
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A [NetworkedMultiplayerPeer] implementation that can be controlled from a script.
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</brief_description>
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<description>
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A [NetworkedMultiplayerPeer] implementation that can be used as a [member MultiplayerAPI.network_peer] and controlled from a script.
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Its purpose is to allow adding a new backend for the high-Level multiplayer API without needing to use GDNative.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="deliver_packet">
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<return type="void" />
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<argument index="0" name="buffer" type="PoolByteArray" />
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<argument index="1" name="from_peer_id" type="int" />
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<description>
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Deliver a packet to the local [MultiplayerAPI].
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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.
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</description>
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</method>
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<method name="initialize">
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<return type="void" />
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<argument index="0" name="self_peer_id" type="int" />
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<description>
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Initialize the peer with the given [code]self_peer_id[/code] (must be between 1 and 2147483647).
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Can only be called if the connection status is [constant NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method set_connection_status].
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</description>
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</method>
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<method name="set_connection_status">
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<return type="void" />
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<argument index="0" name="connection_status" type="int" enum="NetworkedMultiplayerPeer.ConnectionStatus" />
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<description>
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Set the state of the connection. See [enum NetworkedMultiplayerPeer.ConnectionStatus].
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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].
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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].
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</description>
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</method>
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<method name="set_max_packet_size">
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<return type="void" />
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<argument index="0" name="max_packet_size" type="int" />
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<description>
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Set the max packet size that this peer can handle.
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</description>
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</method>
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</methods>
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<signals>
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<signal name="packet_generated">
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<argument index="0" name="peer_id" type="int" />
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<argument index="1" name="buffer" type="PoolByteArray" />
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<argument index="2" name="transfer_mode" type="int" />
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<description>
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Emitted when the local [MultiplayerAPI] generates a packet (e.g. when calling [method Node.rpc]).
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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).
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</description>
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</signal>
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</signals>
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<constants>
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</constants>
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</class>
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