/**************************************************************************/ /* networked_multiplayer_peer.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "networked_multiplayer_peer.h" void NetworkedMultiplayerPeer::_bind_methods() { ClassDB::bind_method(D_METHOD("set_transfer_mode", "mode"), &NetworkedMultiplayerPeer::set_transfer_mode); ClassDB::bind_method(D_METHOD("get_transfer_mode"), &NetworkedMultiplayerPeer::get_transfer_mode); ClassDB::bind_method(D_METHOD("set_target_peer", "id"), &NetworkedMultiplayerPeer::set_target_peer); ClassDB::bind_method(D_METHOD("get_packet_peer"), &NetworkedMultiplayerPeer::get_packet_peer); ClassDB::bind_method(D_METHOD("poll"), &NetworkedMultiplayerPeer::poll); ClassDB::bind_method(D_METHOD("get_connection_status"), &NetworkedMultiplayerPeer::get_connection_status); ClassDB::bind_method(D_METHOD("get_unique_id"), &NetworkedMultiplayerPeer::get_unique_id); ClassDB::bind_method(D_METHOD("set_refuse_new_connections", "enable"), &NetworkedMultiplayerPeer::set_refuse_new_connections); ClassDB::bind_method(D_METHOD("is_refusing_new_connections"), &NetworkedMultiplayerPeer::is_refusing_new_connections); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_connections"), "set_refuse_new_connections", "is_refusing_new_connections"); ADD_PROPERTY(PropertyInfo(Variant::INT, "transfer_mode", PROPERTY_HINT_ENUM, "Unreliable,Unreliable Ordered,Reliable"), "set_transfer_mode", "get_transfer_mode"); BIND_ENUM_CONSTANT(TRANSFER_MODE_UNRELIABLE); BIND_ENUM_CONSTANT(TRANSFER_MODE_UNRELIABLE_ORDERED); BIND_ENUM_CONSTANT(TRANSFER_MODE_RELIABLE); BIND_ENUM_CONSTANT(CONNECTION_DISCONNECTED); BIND_ENUM_CONSTANT(CONNECTION_CONNECTING); BIND_ENUM_CONSTANT(CONNECTION_CONNECTED); BIND_CONSTANT(TARGET_PEER_BROADCAST); BIND_CONSTANT(TARGET_PEER_SERVER); ADD_SIGNAL(MethodInfo("peer_connected", PropertyInfo(Variant::INT, "id"))); ADD_SIGNAL(MethodInfo("peer_disconnected", PropertyInfo(Variant::INT, "id"))); ADD_SIGNAL(MethodInfo("server_disconnected")); ADD_SIGNAL(MethodInfo("connection_succeeded")); ADD_SIGNAL(MethodInfo("connection_failed")); } NetworkedMultiplayerPeer::NetworkedMultiplayerPeer() { }