Class ENetMultiplayerPeer
- Namespace
- Godot
- Assembly
- GodotSharp.dll
A MultiplayerPeer implementation that should be passed to MultiplayerPeer after being initialized as either a client, server, or mesh. Events can then be handled by connecting to MultiplayerApi signals. See ENetConnection for more information on the ENet library wrapper.
Note: ENet only uses UDP, not TCP. When forwarding the server port to make your server accessible on the public Internet, you only need to forward the server port in UDP. You can use the Upnp class to try to forward the server port automatically when starting the server.
public class ENetMultiplayerPeer : MultiplayerPeer, IDisposable
- Inheritance
-
ENetMultiplayerPeer
- Implements
- Inherited Members
Constructors
ENetMultiplayerPeer()
public ENetMultiplayerPeer()
Properties
Host
The underlying ENetConnection created after CreateClient(string, int, int, int, int, int) and CreateServer(int, int, int, int, int).
public ENetConnection Host { get; }
Property Value
Methods
AddMeshPeer(int, ENetConnection)
Add a new remote peer with the given peerId
connected to the given host
.
Note: The host
must have exactly one peer in the Connected state.
public Error AddMeshPeer(int peerId, ENetConnection host)
Parameters
peerId
inthost
ENetConnection
Returns
CreateClient(string, int, int, int, int, int)
Create client that connects to a server at address
using specified port
. The given address needs to be either a fully qualified domain name (e.g. "www.example.com"
) or an IP address in IPv4 or IPv6 format (e.g. "192.168.1.1"
). The port
is the port the server is listening on. The channelCount
parameter can be used to specify the number of ENet channels allocated for the connection. The inBandwidth
and outBandwidth
parameters can be used to limit the incoming and outgoing bandwidth to the given number of bytes per second. The default of 0 means unlimited bandwidth. Note that ENet will strategically drop packets on specific sides of a connection between peers to ensure the peer's bandwidth is not overwhelmed. The bandwidth parameters also determine the window size of a connection which limits the amount of reliable packets that may be in transit at any given time. Returns Ok if a client was created, AlreadyInUse if this ENetMultiplayerPeer instance already has an open connection (in which case you need to call Close() first) or CantCreate if the client could not be created. If localPort
is specified, the client will also listen to the given port; this is useful for some NAT traversal techniques.
public Error CreateClient(string address, int port, int channelCount = 0, int inBandwidth = 0, int outBandwidth = 0, int localPort = 0)
Parameters
Returns
CreateMesh(int)
Initialize this MultiplayerPeer in mesh mode. The provided uniqueId
will be used as the local peer network unique ID once assigned as the MultiplayerPeer. In the mesh configuration you will need to set up each new peer manually using ENetConnection before calling AddMeshPeer(int, ENetConnection). While this technique is more advanced, it allows for better control over the connection process (e.g. when dealing with NAT punch-through) and for better distribution of the network load (which would otherwise be more taxing on the server).
public Error CreateMesh(int uniqueId)
Parameters
uniqueId
int
Returns
CreateServer(int, int, int, int, int)
Create server that listens to connections via port
. The port needs to be an available, unused port between 0 and 65535. Note that ports below 1024 are privileged and may require elevated permissions depending on the platform. To change the interface the server listens on, use SetBindIP(string). The default IP is the wildcard "*"
, which listens on all available interfaces. maxClients
is the maximum number of clients that are allowed at once, any number up to 4095 may be used, although the achievable number of simultaneous clients may be far lower and depends on the application. For additional details on the bandwidth parameters, see CreateClient(string, int, int, int, int, int). Returns Ok if a server was created, AlreadyInUse if this ENetMultiplayerPeer instance already has an open connection (in which case you need to call Close() first) or CantCreate if the server could not be created.
public Error CreateServer(int port, int maxClients = 32, int maxChannels = 0, int inBandwidth = 0, int outBandwidth = 0)
Parameters
Returns
GetPeer(int)
Returns the ENetPacketPeer associated to the given id
.
public ENetPacketPeer GetPeer(int id)
Parameters
id
int
Returns
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_nameName of the method to check for.
Returns
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_nameName of the signal to check for.
Returns
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_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
SetBindIP(string)
The IP used when creating a server. This is set to the wildcard "*"
by default, which binds to all available interfaces. The given IP needs to be in IPv4 or IPv6 address format, for example: "192.168.1.1"
.
public void SetBindIP(string iP)
Parameters
iP
string