virtualx-engine/core/io/networked_multiplayer_peer.h
Juan Linietsky 3db36684b1 Added high level networked multiplayer to Godot.
It's complete, but absolutely and completely untested, undocumented and NSFW.
Have fun :-)
2016-08-14 18:49:50 -03:00

47 lines
1 KiB
C++

#ifndef NETWORKED_MULTIPLAYER_PEER_H
#define NETWORKED_MULTIPLAYER_PEER_H
#include "io/packet_peer.h"
class NetworkedMultiplayerPeer : public PacketPeer {
OBJ_TYPE(NetworkedMultiplayerPeer,PacketPeer);
protected:
static void _bind_methods();
public:
enum TransferMode {
TRANSFER_MODE_UNRELIABLE,
TRANSFER_MODE_RELIABLE,
TRANSFER_MODE_ORDERED
};
enum ConnectionStatus {
CONNECTION_DISCONNECTED,
CONNECTION_CONNECTING,
CONNECTION_CONNECTED,
};
virtual void set_transfer_mode(TransferMode p_mode)=0;
virtual void set_target_peer(const StringName& p_peer_id)=0;
virtual void set_channel(int p_channel)=0;
virtual StringName get_packet_peer() const=0;
virtual int get_packet_channel() const=0;
virtual bool is_server() const=0;
virtual void poll()=0;
virtual ConnectionStatus get_connection_status() const=0;
NetworkedMultiplayerPeer();
};
VARIANT_ENUM_CAST( NetworkedMultiplayerPeer::TransferMode )
VARIANT_ENUM_CAST( NetworkedMultiplayerPeer::ConnectionStatus )
#endif // NetworkedMultiplayerPeer_H