Table of Contents

Class ENetConnection

Namespace
Godot
Assembly
GodotSharp.dll

ENet's purpose is to provide a relatively thin, simple and robust network communication layer on top of UDP (User Datagram Protocol).

public class ENetConnection : RefCounted, IDisposable
Inheritance
ENetConnection
Implements
Inherited Members

Constructors

ENetConnection()

public ENetConnection()

Methods

BandwidthLimit(int, int)

Adjusts the bandwidth limits of a host.

public void BandwidthLimit(int inBandwidth = 0, int outBandwidth = 0)

Parameters

inBandwidth int
outBandwidth int

Broadcast(int, byte[], int)

Queues a packet to be sent to all peers associated with the host over the specified channel. See ENetPacketPeerFLAG_* constants for available packet flags.

public void Broadcast(int channel, byte[] packet, int flags)

Parameters

channel int
packet byte[]
flags int

ChannelLimit(int)

Limits the maximum allowed channels of future incoming connections.

public void ChannelLimit(int limit)

Parameters

limit int

Compress(CompressionMode)

Sets the compression method used for network packets. These have different tradeoffs of compression speed versus bandwidth, you may need to test which one works best for your use case if you use compression at all.

Note: Most games' network design involve sending many small packets frequently (smaller than 4 KB each). If in doubt, it is recommended to keep the default compression algorithm as it works best on these small packets.

Note: The compression mode must be set to the same value on both the server and all its clients. Clients will fail to connect if the compression mode set on the client differs from the one set on the server.

public void Compress(ENetConnection.CompressionMode mode)

Parameters

mode ENetConnection.CompressionMode

ConnectToHost(string, int, int, int)

Initiates a connection to a foreign address using the specified port and allocating the requested channels. Optional data can be passed during connection in the form of a 32 bit integer.

Note: You must call either CreateHost(int, int, int, int) or CreateHostBound(string, int, int, int, int, int) before calling this method.

public ENetPacketPeer ConnectToHost(string address, int port, int channels = 0, int data = 0)

Parameters

address string
port int
channels int
data int

Returns

ENetPacketPeer

CreateHost(int, int, int, int)

Create an ENetHost that will allow up to maxPeers connected peers, each allocating up to maxChannels channels, optionally limiting bandwidth to inBandwidth and outBandwidth.

public Error CreateHost(int maxPeers = 32, int maxChannels = 0, int inBandwidth = 0, int outBandwidth = 0)

Parameters

maxPeers int
maxChannels int
inBandwidth int
outBandwidth int

Returns

Error

CreateHostBound(string, int, int, int, int, int)

Create an ENetHost like CreateHost(int, int, int, int) which is also bound to the given bindAddress and bindPort.

public Error CreateHostBound(string bindAddress, int bindPort, int maxPeers = 32, int maxChannels = 0, int inBandwidth = 0, int outBandwidth = 0)

Parameters

bindAddress string
bindPort int
maxPeers int
maxChannels int
inBandwidth int
outBandwidth int

Returns

Error

Destroy()

Destroys the host and all resources associated with it.

public void Destroy()

DtlsClientSetup(string, TlsOptions)

Configure this ENetHost to use the custom Godot extension allowing DTLS encryption for ENet clients. Call this before ConnectToHost(string, int, int, int) to have ENet connect using DTLS validating the server certificate against hostname. You can pass the optional clientOptions parameter to customize the trusted certification authorities, or disable the common name verification. See Client(X509Certificate, string) and ClientUnsafe(X509Certificate).

public Error DtlsClientSetup(string hostname, TlsOptions clientOptions = null)

Parameters

hostname string
clientOptions TlsOptions

Returns

Error

DtlsServerSetup(TlsOptions)

Configure this ENetHost to use the custom Godot extension allowing DTLS encryption for ENet servers. Call this right after CreateHostBound(string, int, int, int, int, int) to have ENet expect peers to connect using DTLS. See Server(CryptoKey, X509Certificate).

public Error DtlsServerSetup(TlsOptions serverOptions)

Parameters

serverOptions TlsOptions

Returns

Error

Flush()

Sends any queued packets on the host specified to its designated peers.

public void Flush()

GetLocalPort()

Returns the local port to which this peer is bound.

public int GetLocalPort()

Returns

int

GetMaxChannels()

Returns the maximum number of channels allowed for connected peers.

public int GetMaxChannels()

Returns

int

GetPeers()

Returns the list of peers associated with this host.

Note: This list might include some peers that are not fully connected or are still being disconnected.

public Array<ENetPacketPeer> GetPeers()

Returns

Array<ENetPacketPeer>

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool

PopStatistic(HostStatistic)

Returns and resets host statistics. See ENetConnection.HostStatistic for more info.

public double PopStatistic(ENetConnection.HostStatistic statistic)

Parameters

statistic ENetConnection.HostStatistic

Returns

double

RefuseNewConnections(bool)

Configures the DTLS server to automatically drop new connections.

Note: This method is only relevant after calling DtlsServerSetup(TlsOptions).

public void RefuseNewConnections(bool refuse)

Parameters

refuse bool

Service(int)

Waits for events on the host specified and shuttles packets between the host and its peers. The returned Array will have 4 elements. An ENetConnection.EventType, the ENetPacketPeer which generated the event, the event associated data (if any), the event associated channel (if any). If the generated event is Receive, the received packet will be queued to the associated ENetPacketPeer.

Call this function regularly to handle connections, disconnections, and to receive new packets.

public Array Service(int timeout = 0)

Parameters

timeout int

Returns

Array

SocketSend(string, int, byte[])

Sends a packet toward a destination from the address and port currently bound by this ENetConnection instance.

This is useful as it serves to establish entries in NAT routing tables on all devices between this bound instance and the public facing internet, allowing a prospective client's connection packets to be routed backward through the NAT device(s) between the public internet and this host.

This requires forward knowledge of a prospective client's address and communication port as seen by the public internet - after any NAT devices have handled their connection request. This information can be obtained by a STUN service, and must be handed off to your host by an entity that is not the prospective client. This will never work for a client behind a Symmetric NAT due to the nature of the Symmetric NAT routing algorithm, as their IP and Port cannot be known beforehand.

public void SocketSend(string destinationAddress, int destinationPort, byte[] packet)

Parameters

destinationAddress string
destinationPort int
packet byte[]